This topic is for discussion of map #4131: Vulcan
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=4131)
Author: Otterbear
Size: 200x200
Desc:
A map for those who like to turtle. Well, I think its fun. It gives you the oportunity to use all your available weaponry. I HATE being given a map and then being hog-tied! Taking away parts of the game does not equal difficulty, it only shows a lack of imagination. I hope you enjoy this Map!
Don't really get why some maps have gotten really low ratings when they're not that difficult nor aggravating. This is very straightforward - although you *can* rush and take out a couple spores if you're quick and would rather go that route. (I tried it but it required pausing, going slowly, thinking hard and *yawns*).
Nothing really outstanding about this map, but it's a decent map.
I suspect the low rating is from players getting knocked out by the early spore waves
Spoiler
Those that don't know that spore towers won't target Beams or Command nodes (that remain in their first landing position). There are a few other units like that, Forgot what they are, right now, maybe Guppies or .... ?
My first pass I terped the entire island to a uniform level. Built a bunch pf Berthas and used them essentially like mortars to keep the creeper at bay. Second time round, I felt ashamed (and a little bit tainted) from terping so much, so I just dropped an invasion force "over there".
Spores also won't target nullifiers or a guppy's landing position. Not like that helps a lot but if you're starting out a map that launches spores right away that's helpful information to know.
I covered most of the island in collectors before the spore countdown got to 45s, at which point I started building beams. Plenty o' time that way. ;D
Quote from: Karsten75 on December 21, 2016, 08:33:06 PM
I suspect the low rating is from players getting knocked out by the early spore waves
Spoiler
Those that don't know that spore towers won't target Beams or Command nodes (that remain in their first landing position). There are a few other units like that, Forgot what they are, right now, maybe Guppies or .... ?
My first pass I terped the entire island to a uniform level. Built a bunch pf Berthas and used them essentially like mortars to keep the creeper at bay. Second time round, I felt ashamed (and a little bit tainted) from terping so much, so I just dropped an invasion force "over there".
I LOVE the Terps...that is usually what I do! I did try the invasion approach as well...although, I still used Berthas to thin the Creeper a bit first. *I'm not sure why I added "Totems" on the far side as you can pretty much, "level-up" without resorting to using them.
Quote from: Johnny Haywire on December 22, 2016, 12:42:50 AM
Spores also won't target nullifiers or a guppy's landing position. Not like that helps a lot but if you're starting out a map that launches spores right away that's helpful information to know.
I covered most of the island in collectors before the spore countdown got to 45s, at which point I started building beams. Plenty o' time that way. ;D
Good to know!
I had to re-play this map to up-load it again, and I had forgotten how many Spores I had put on this map...I got creamed on the first try...but did what you did on the second attempt, and it worked out.
Yeah, collectors are key for early power. And once I set up my initial grid, I play in real-time for the most part (no pausing). So I like the rush maps like this give me - at least early on. Am I going to be able to get defenses up in time? Here they come... ahhh... YES!
So if someone is having difficulty, they could just pause more and should be totally fine with maps like this. IMO, spores are a lot more fun than digitalis & runners. Beams just look cool. Nuff said. 8)