This topic is for discussion of map #4666: SLOW PAIN
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=4666)
Author: rb
Size: 128x128
Desc:
Do not play this one if you want a fast win. It's a pain in the thing. starts out really slow after you get past the first it is fast.it will take a few.
Well, I don't know what you proposed we do (flyover Nullifications?), but there is a faster way: be aggressive. The central area can be Relayed to with those power packs. If you place your central attack right, you have 3200 power to build an instant base on the rim. Half an hour is an easy enough time with this method.
did not see that going that way. I try to proof the maps I make but you all find a way around most of them. I am a poor player as I just slug thru most maps I like making them but I am a novice at best. Thanks...
It's fine that maps have way to speedrun these. :) No need to fully proof these IMHO.
I intentionally make maps that are intended for speedrunning sometimes.
How do you nullify emiters in the top and bottom?
Use collectors on PZs to extend the reach to those out-of-reach emitters.
Excellent map. I really enjoyed it as a speed run.
I found this to be an excellent map with several approaches.
I couldn't quite get a great time yet, but I'm thinking there should be so many different ways to play this map - which is excellent.
I couldn't make the "collector on PX" trick work, but I found that having a CN on a PZ allows for them extreme reach... :)
K75: Were you placing the Collectors on the tiny island PZs, or the main-ring PZs?
The primary slow-down I have is the outer ring emitters. the large, central square is quite weak since the first section's emitters cann all be taken out from the edge - by the time the 3 CNs have connected, the emitters start to fire.
The outer, isolated emitters are harder. The central emitters can be taken out easily. Tthen one needs to clean up the creeper remnant and on the left and right build emitters in the PZs to take out the next series. After that the emitters behind the totems remain - for them, I had to move the CNs on to a PZ to take them out. Just quite slow, not tricky.
I fully intend playing this map again, since it's rare to find a dun map that doesn't take many hours.
If you put the Collectors on the outer PZs of the large island, they have the same range as a CN. My point was that you can employ that. They don't have the reach in the edge-of-map PZs.
Quote from: GoodMorning on August 08, 2017, 08:14:37 PM
If you put the Collectors on the outer PZs of the large island, they have the same range as a CN. My point was that you can employ that. They don't have the reach in the edge-of-map PZs.
That's weird...
Fantastic map, you make some superb maps Arby and this one is great fun. It is great to have a game where you can turtle or, if you choose, go for speed. This map has the resources for speed.
First go and got 9.31, may need a replay or three!
Edit - Replay was a little better, 6.30 possible Willbur? ;)
Quote from: D0m0nik on August 09, 2017, 12:45:47 PM
Edit - Replay was a little better, 6.30 possible Willbur? ;)
I don't think I can, played it twice already.
Could one of you top-scoring fellas please post a few starting screenshots? I'm stuck around 15 minutes! :(
This might be a little late game for you but it's the only save I had from when I played. It's for enough along that it may not be very helpful but hopefully you can glean some ideas from it.
Quote from: Karsten75 on August 10, 2017, 03:57:10 PM
Could one of you top-scoring fellas please post a few starting screenshots? I'm stuck around 15 minutes! :(
This is 3 minutes in
Quote from: willbir on August 11, 2017, 08:27:35 AM
This is 3 minutes in
Wow, your energy management must be superb. You even have some pods left... My strategy appears similar, but it seems I take 2x as long and go through a phase of extreme energy shortage. I can't also hold the entire ring around the outer square.
Quote from: Karsten75 on August 11, 2017, 09:15:54 AM
Quote from: willbir on August 11, 2017, 08:27:35 AM
This is 3 minutes in
Wow, your energy management must be superb. You even have some pods left... My strategy appears similar, but it seems I take 2x as long and go through a phase of extreme energy shortage. I can't also hold the entire ring around the outer square.
This is 1:30 in, save your energy and don't build any more weapons until the PZ reactors are online.
I did the same as Willbur
Spoiler
Made gaining the PZs perfect North, S, E and W for reactors. Also mortors are much better than cannons as they can keep two emitters under check and are just more energy efficient. I also made a priority of cutting the digitalis early. At first I flew cannons over until I could set uprelays and check the growth.
Hey D0m0nik, thanks for the early screenshot. That I can do...
Problem (at least one), is I can't ever maintain a position to cut the Digitalis growth. Anyway, I've just captured the screenshot to show you. At that stage, I think I'm a packet faster than your setup (at least if I look at how far the second relay at the bottom is built). ;)
Edit:
Got a much better score, not nearly as good as the top guys, but I guess I (once again) learned the valuable lesson of "energy management is king" is Creeper World strategies.
Thanks guy.
Nice work Karsten!
To keep the digitalis from expanding was a bit tricky.
Spoiler
At first I was flying over cannons to cut the digitalis closer to source, I probably sent about 4 over at staggered intervals to keep it at bay.
And yes energy management is God! The real trick though is keeping the intensity up throughout the entire game. It is very easy early on to expand right at the edge of your energy production so that you are just on the edge of 'green'. The challenge is to maintain this intensity to the very end, if your energy ever goes fully green then you are being wasteful and not being aggressive enough! You cannot afford to waste a single packet of energy. I still struggle towards the last few mins which is why there is such a gap between Alter/EA and myself. I suspect they maintain 100% efficiency.
That's my weakness right there. I always enjoy a very tight opening, keeping the energy perfectly balanced, but once I get a foothold I then have a tendency to relax and just attack with what I have and allow my aggression to be tempered into relaxed fighting. I think if I could keep the intensity through to the end I would do much better.
Quote from: D0m0nik on August 11, 2017, 12:43:11 PM
I did the same as Willbur
Spoiler
Made gaining the PZs perfect North, S, E and W for reactors. Also mortors are much better than cannons as they can keep two emitters under check and are just more energy efficient. I also made a priority of cutting the digitalis early. At first I flew cannons over until I could set uprelays and check the growth.
Your way is better, I was doing it upside down.