This topic is for discussion of map #3991: Shattered Io
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3991)
Author: Phoenix Fire
Size: 170x175
Desc:
This is Io. A shattered world. Here lies, several emitters, a few spores, path based digitalis, several slipspaces, two runner nests, air exclusions, and a special emitter. Fight your way to the other islands and destroy all enemy structures for victory. Help is provided regarding specific issues if you need the assistance.
I can't get enough beams up in time.
If you are having trouble with the spores, place the 2nd Command Node up the two power zones. Build an energy siphon and fast build collectors and cannons along with an ore siphon and sprayer. Build reactors on the two power zones and starting building beams. Move the beams over to your main base and the problem will disappear. However, you need to still beams in your main, around 5-6 at the bottom and bottom right of your main area. I hope this helps.
Really enjoyed this map!
I am glad that you enjoyed it stdout.
I really liked the custom assets used, but this map forces you into a very specific start on how to deal with it. It feels a lot more like a puzzle to me than a strategy game in that regard. Min-max the start by getting just enough beams so you can max out your reactor spam to deal with the rest.
I mean, there isn't so much decision making going on rather than it's been set up specifically in that it's already decided for you how to go about it. Not sure if I'm explaining it correctly. It's probably just me though :)
Quote from: Xeneonic on October 06, 2016, 04:43:59 PM
I really liked the custom assets used, but this map forces you into a very specific start on how to deal with it. It feels a lot more like a puzzle to me than a strategy game in that regard. Min-max the start by getting just enough beams so you can max out your reactor spam to deal with the rest.
Sounds like you had a different strategy to me
Spoiler
I used only one beam until the regular spore towers finished building
I believe there is more than one way to crack this, and each has its own challanges.
For me, I did this:
Spoiler
Started in the NW, nullifying the spore tower and the flight control building. This gave me one power zone for a beam and one for other uses. After fortifying it (which took several tries to get just right) I had several beams, tons of reactors, a few guns and even a Bertha (probably useless energy drain at this stage, but I use it on automatic to keep large collections of creeper under control).
Using two guppies I could supply one cannone and a beam in the two power zones south of the landing site to the west (with the special emitter and spores coming from it.
With another guppy I managed to kill the emitter in the SW by the two anticreeper emitters.
I sacrified the NE anitcreeper emitter to get a power zone from which I could kill the travelling emitter, which took several tries and so a lot of time.
The central power zone was (of course?) a beam.
With the moving danger out of the way, it was just a matter of claiming one island at a time, building up a relay network. At this points, space was no longer a premium and I also finally got the forge running. A few increases in fire distance and the power beams had the full area covered.
Enjoyed it, even if it took me forever.
I appreciate the feedback. Thank you for playing my map. This map is sort of like a puzzle Xeneonic, but they are still a few different ways to handle certain things. The thing this, you can actually beat this map with only one Command Node. The other one just helps out much more.
Spoiler
Set up in the main area down toward the bottom in the middle of the digitalis leaving three tiles below for other buildings. I prebuild my collectors ahead of time and let the game progress. Then I starting one reactor at a time along with cannons where the separate digitalis paths enter and build ores mines and sprayers afterwards. Then I start construction of beams. As the first waves of spores are slain, I start focusing on more reactors. Then later on, I start attacking islands to gain more land starting with the one with a 7500 ore pack. And then I later gain victory.
That was a pretty interesting way to do it Grimeripe.
Good map. I have some suggestions, but they are minor, and in the "making it even better" category.
The ability to see slips, and the path of the big Emitter (not necessarily before it visits a point, but certainly afterward) would be a great addition. Also, slips are usually tied to the destruction of a given target (I like to hit "Keep Playing" and clear all Creeper, so...).
I didn't use any Ore packs, because they are generally so quickly exhausted that I have gotten out of the habit.
If you felt like making a "hard mode" of this, you might consider having the big one lay a trail of Digitalis, and thickening the Digi trails.
Those are some good points GoodMorning. An indication of where the slips are would indeed be helpful. I will be sure to add an indication of where slips are in future maps. I am still sort of new to the coding system so I am currently still limited. I guess something I could have done instead was to put the creeper slipspace spawning to the bigger emitter. That way if it gets destroyed, it would have stopped the spawning process. I put it on the other CRPL core that I had. The destination of the bigger emitter is also a good point, showing something to know the path it is going. But, you do have to remember something. Put yourself in the position of Skars and Lia
Spoiler
(Aliana is the true form)
. They are facing this threat not knowing what exactly is going to happen. They do not know that the bigger emitter is going to move around.
I think the map was just fine and one of the better maps I've played recently. A judicious amount of custom coding, no insane emitter amounts and an overall good romp.
Thanks Karsten75. I learned from my Creeper Stronghold map that I do not need insane emitter amounts to make a map challenging. I went overboard on that map, mainly the Inhibitor and two emitters in front of it.
Quote from: Grimeripe on October 06, 2016, 06:54:56 PM
I believe there is more than one way to crack this, and each has its own challanges.
For me, I did this:
[snipped]
Enjoyed it, even if it took me forever.
That seems almost impossibly hard. Gave it two tries. getting set up seems simple, but there are lots of complications in this approach. Also requires a good deal more of focused multi-tasking - something I suck at. :)
Yes, I agree. However, because the path is fixed, you can guess where it will be after a cycle or two. So leaving some kind of marker would be helpful, but not break anything. It was this consideration which led me to suggest the marker be placed afterward.
If done properly, you can use a "beacon" script on the marker Cores, and use this to determine the path. If you wish, I can help you with this.
I really liked this map! Excellent work on it!
It's always a good idea to take out an enemy and get a PZ early-game, if possible... so the NW island just seemed to be begging for a CN landing. I noticed the big moving super-creeper-emitter was on a fixed path, so I was ready with a PZ in the central west island (CN #2 landed there) to nullify it on the second pass. Plenty of PZs to start with made it pretty easy. I like to play without playing or pausing, but this game made me pause about 10 times before I killed the big super-emitter. After that you can play on max speed without pausing. I never felt threatened enough to save the game though. Sometimes I like a hard-core challenge but I felt this was challenging enough without being really difficult... and the variety of multiple enemies was fantastic!
Easily one of the best non-PAC maps I've played in a long time! Please keep up the great work! ;D
You can if you really want to GoodMorning and thanks for liking the map Johnny Haywire.
10/10 from me, best map I've seen in ages. Lots of options and great balance throughout.