Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on November 19, 2017, 08:47:07 PM

Title: Custom Map #5037: Nomad. By: Pusillanimous
Post by: AutoPost on November 19, 2017, 08:47:07 PM
This topic is for discussion of map #5037: Nomad
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=5037)

Author: Pusillanimous
Size: 128x84

Desc:
For CW1: Space limits For CW2: Fields For CW3: CRPL And, as a special bonus - no added Creeper! You're here to clean up this planet. Now with a free Forge, and double-strength Totem!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Keeper Decagon on November 19, 2017, 09:45:08 PM
I love it! An unusual and fun way to play a map, for sure! :)
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Loren Pechtel on November 19, 2017, 10:35:11 PM
Am I missing something?  I don't seem to be reducing the creeper despite a whole bunch of mortar fire on it.
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: GoodMorning on November 20, 2017, 01:18:06 AM
You're hitting it, but not really denting it?

That's because it starts deep enough that a PZ Bertha won't clear it, even in the middle of the overlap zone. Those fields I gave you are extremely strong. If you don't unpause at the beginning, you'll see it's a uniform 400 deep (the Forge island excepted).




Decagon: Thank you. I'm starting to wonder about recreating the Dark Beam now that my CRPL is a bit better.
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Keeper Decagon on November 20, 2017, 05:06:04 AM
Quote from: GoodMorning on November 20, 2017, 01:18:06 AM
Decagon: Thank you. I'm starting to wonder about recreating the Dark Beam now that my CRPL is a bit better.

Oh boy, now that's something I'd like to see!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: BilboGCL on November 20, 2017, 08:03:41 AM
Well, that's one of these maps that
a) look boring at the first sight
b) I start to to hate after first placement of units
c) makes me clueless pretty fast
d) let me doubt on my own state of mind
e) let me doubt on the map makers state of mind
f) makes me feel deeply satisfied when I figured out how to win
g) makes me write strange forum posts after winning

Great job and greetings from The Shire!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: GoodMorning on November 20, 2017, 08:37:27 AM
Thanks.

(I ... think?) :)
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Sorrontis on November 20, 2017, 09:03:12 AM
Definitely a compliment!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: iwishforpie1 on November 20, 2017, 11:06:39 AM
Wow! This was a really fun map! Who would've thought ~4 years later we still have such creative maps!

If you're stuck...
Spoiler
PZ berthas
[close]

Edit : It's actually about ~4 years! Wow! Time flies by!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: yum-forum on November 20, 2017, 12:02:49 PM
SUPER!  :) :) :)
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: D0m0nik on November 20, 2017, 01:40:51 PM
I understand bilbos comment perfectly, I had to check the strength of my wine, I only had a small glass!

Spoiler
Yes, those blue things ARE MOVING!!!
[close]
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: D0m0nik on November 20, 2017, 02:44:53 PM
Sometimes rebuild maps are frustrating, this is genius, great map!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: GoodMorning on November 20, 2017, 06:09:51 PM
Thank you. I'll admit to being surprised.

Out of interest, D0m0nik, how much did this alter your tactics? I get the impression that speedruns tend to involve destroying the least amount of Creeper possible, because that takes time. How did it feel to have to destroy as much Creeper as possible?
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: BilboGCL on November 20, 2017, 06:18:21 PM
@D0m0nik: EXACTLY this!
(//)

Greetings from The Shire!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Sorrontis on November 20, 2017, 07:53:24 PM
I forgot to save :(
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: GoodMorning on November 20, 2017, 08:01:21 PM
Why would you need to? There's not a trap in it. (Unless I've made a mistake, or your autosave got lost.)

In fact, since the map starts out coated with as much Creeper as there ever will be, I don't know that it's possible to lose.
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Sorrontis on November 20, 2017, 10:51:40 PM
I made a mistake re a bertha and I reloaded to the last autosave, which was 15 minutes prior. :(
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: hbarudi on November 21, 2017, 02:15:50 AM
Finally someone is using the fields feature that existed in cw3, but only in the crpl. Interesting map, I didn't build any reactors, but used the forge energy upgrades to make my CN give a lot of energy enough to power berthas long enough to defeat the creeper.
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: D0m0nik on November 21, 2017, 02:44:11 AM
QuoteOut of interest, D0m0nik, how much did this alter your tactics? I get the impression that speedruns tend to involve destroying the least amount of Creeper possible, because that takes time. How did it feel to have to destroy as much Creeper as possible?

Yeah some things I did the same and some things were very different. I learnt a few things too late and w may reply later.

Spoiler
The main difference was I normaly upgrade power up to 80 or 100 before I upgrade anything else. This time power to 40 then all in build speed until fully upgraded, then fire rate. I made a mistake of making mortors early on, complete waste of power. I also started in just one circle before realising you need to manage all three spaces, I kept CNs in creeper to free up space. I also only aimed for PZ berthas before realising I could manage a few more, I had an extra 4 but would have preferred an extra 10. Mortors and cannons are not needed until the last seconds for a little clean up. I pit reactors at the edge of the clearings were they would last the longest and then kept collectors covering as much as possible.
[close]
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: GoodMorning on November 21, 2017, 03:24:57 AM
Interesting to read.

Spoiler

I spent the time until the first PZs became available in building up power. I used Reactors wherever they would last (apart from the standard collector-bootstrap power). Build speed and a little power were my early upgrades. Once I had the PZs, I used Berthas to take the strain off the fields. This increases the area available for building, and let me connect the three circles with a Relay to the Forge. With that done, I picked a spot for a base, and cleared the Creeper there. The next set of Berthas placed, I threw down some cannons to keep the land clear of the thin layers. More land, more Reactors, more Berthas. I used only as many Collectors as I needed to stitch the Reactor grids together. I did keep the CNs landed and Creeper-free (accidents aside).

I had made a few small errors with the scripting/victory conditions, so I played through the map three times to get a score. So I can't recall where exactly I cleared out first on the run that currently has an associated score. I do recall that about half of the map still had Creeper when the map finished - but (due to a bug I had missed) the Creeper doesn't count if it's under 0.5, due to rounding. I decided to leave the bug in (it's a feature now!), because the rest would be cleanup with a completely different mix of weapons.
[close]
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: D0m0nik on November 21, 2017, 01:01:24 PM
Mt technique is obviously flawed here, just replayed and saved just one minute! It certainly is a very interesting map, good job!
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: BilboGCL on November 21, 2017, 01:15:08 PM
Quote from: D0m0nik on November 21, 2017, 02:44:11 AM
[...] you need to manage all three spaces [...]

I disagree - I started with cannons and mortars in all three circles but pretty fast I concentrated on on circle and didn't care for small artillery - When a PZ was in range, it had a bertha with auto-target, shortly before reentering the creeper I set the target somewhere next to the bertha itself. When there as no PZ in range, I just built some reactors.
Of course that is pretty slow but it works fine - no need to hurry.

Greetings from The Shire!

Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: yum-forum on November 22, 2017, 03:13:35 AM
Nice FREE COMPETITION (in time score) in this game!  :)
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Sorrontis on November 22, 2017, 06:58:56 PM
Finally got time to finish this. Not bad... I like it. I might steal some scripts from you :P
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Karsten75 on November 24, 2017, 02:34:53 PM
I could not a) determine if there was a way that the fields moved or could be influenced. Nor could I b) accurately determine the winning conditions.
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: Sorrontis on November 24, 2017, 02:49:54 PM
1) Fields moving in an orbit :)
2) Wipe out all (well, most) of the Creeper
Title: Re: Custom Map #5037: Nomad. By: Pusillanimous
Post by: GoodMorning on November 24, 2017, 05:41:20 PM
To be clear: There's a flying CRPL unit which projects each field. They gradually move in a circle about the middle of the map.

Victory is when the Creeper depth is under 0.5 everywhere on the map.

I'll have to remember to be clearer about such things in future.