Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 12, 2017, 01:36:55 PM

Title: Custom Map #4174: Speedrun no totems. By: builder17
Post by: AutoPost on January 12, 2017, 01:36:55 PM
This topic is for discussion of map #4174: Speedrun no totems
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=4174)

Author: builder17
Size: 128x128

Desc:
#CRPL #No nullify zone #Nonnullifiable enemy
Title: Re: Custom Map #4174: Speedrun no totems. By: builder17
Post by: Builder17 on January 13, 2017, 06:25:09 AM
That CRPL core has no-build zone around it , you can nullify spore tower from two cells only.

Use terps and strafers to attack digitalis , terraform terrain 10 near to core.



Scripts of this map.

It's pretty easy , test of concept.  :-[
Title: Re: Custom Map #4174: Speedrun no totems. By: builder17
Post by: Johnny Haywire on January 17, 2017, 11:34:47 PM
After launching a full assault in an attempt to nullify the "non-nullifiable enemy" I settled for simply capping it off and teaching it a lesson about being non-nullifiable. It had better not do that again or I'll have to call the missus to get the spoon.

What can I say? Even the impossible is attemptable.  :P

Thanks for the very different sort of map!  :D
Title: Re: Custom Map #4174: Speedrun no totems. By: builder17
Post by: Builder17 on January 18, 2017, 06:34:25 AM
Thanks for comment! :) So do you want to tell what was your strategy in this map?

Does anybody wants another map with terrain overrides?

I can try to do different map with same crpl code.  :-\
Title: Re: Custom Map #4174: Speedrun no totems. By: builder17
Post by: Johnny Haywire on January 18, 2017, 06:03:05 PM
On maps with CRPL I like to let it run for about 2-3 minutes game-time to see what's going on. Once I saw that the creeper wasn't getting out of the middle, I landed all CN's near the spore tower and attacked it directly. Not that you really need to, I dunno. I just wanted to see if I could attack the non-nullifiable enemy and do something to it. I terped all around it and put about 10 cannons around it - eventually it was capped off.

It's pretty straightforward I think. As for the creeper / terrain limitations I was thinking there might be some kind of application on a larger scale - like going through a maze that had increasingly deeper creeper in each "room". But I dunno how that would turn out. Or maybe a map like "Reclaim" with a few safe zones that the player would need to fully utilize in order to begin pushing the creeper back. Not sure of either of those is a good idea though, but maybe it'll help!

;D ;D