Knuckle Cracker

Creeper World => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on April 18, 2010, 08:55:11 PM

Title: Custom Map: Barie's map 2
Post by: AutoPost on April 18, 2010, 08:55:11 PM
This topic is for discussion of map: Barie's map 2 (http://knucklecracker.com/creeperworld/mapcomments.php?id=1575)
(http://knucklecracker.com/creeperworld/thumb.php?id=1575) (http://knucklecracker.com/creeperworld/mapcomments.php?id=1575)

Author: Barie (http://knucklecracker.com/creeperworld/viewmaps.php?author=Barie)

Desc:
Hard Map
Title: Re: Custom Map: Barie's map 2
Post by: Sqaz on April 19, 2010, 01:35:34 PM
Please make sure you can cap every emmiter, it's very irritating that you need a lot of blasters constantly shooting to cap an emitter because it's interval is 0.1.

But for the rest a typical "long slog" map, first building up with a mortar or two as protection and then attack, there are a lot of maps like this one.
Title: Re: Custom Map: Barie's map 2
Post by: Karsten75 on April 19, 2010, 03:37:45 PM
Oh hey, by the time you reach the emitters, you'll have so much firing power (and energy) you can dedicate 3-4 blasters and a mortar to cap each emitter. I did.

Funny thing is that one ends up only having to get halfway in the map. Guess the author didn't recon on that.
Title: Re: Custom Map: Barie's map 2
Post by: Barie on April 20, 2010, 07:13:38 AM
no i didn't recon that, forgot to place totems on the other side and maybe a creeper there
Title: Re: Custom Map: Barie's map 2
Post by: Jamiek on April 20, 2010, 07:16:40 PM
After I tried to cap the first one I changed tactics and formed an advancing line of blasters and mortars with air support.
Never capped one.
Had there been other totems on the far side I don't think that would have worked very well, that heavy creeper takes forever to dissipate.