This topic is for discussion of map #5455: Bomber 2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=5455)
Author: Grand Teki
Size: 192x192
Desc:
LDani's own bomber from discord using Willbir's image to map tool. The Command Nodes can't move, and you fail the mission the moment one dies. This is the hard variation that includes fail-on-CN-loss, stronger enemies and less starting energy. Good luck, you'll need it! Tips on the forum page. #Image #HardStart #CNDeath
You came here for something (if not because of a misclick). It is here!
Note: this is the harder mission, you have to act even quicker and more precisely.
Top Base
Relax. You have some time, it's on level 10 terrain. Disable the totems and the forge momentarily, build reactors using the energy crystal. Reenable the forge and totems, upgrade energy efficiency until about level 4. Build a mortar on the top and one at the bottom. Upgrade weapon range. Build a sniper at the bottom, then immediately build 3 beams. There are spores coming relatively soon, so be prepared. This base can hold out with 2 or 3 mortars until the bottom bases get to it/guppy bridge it.
Bottom Bases
Don't relax. You don't have any time to waste. Immediately build collectors until the level 4 red platform is about 85% filled with soylent from them. Build 2 blasters at the corners next to the digitalis. You have about half a minute before the creeper gets high enough to get on the platform. Build 1 or 2 reactors, then build 2 beams at both bases (top and bottom for security coverage). Build the remaining mine and after that, build a sprayer and a sniper. There are two pieces or white high ground next to your bases. Build relays to them then one or two blasters. You should be self-sustaining now.
Also I noticed that I misnamed (is that even a word?) the map. No one is perfect :p
Please, don't quote the entire previous post, only enough to make your context clear.
Especially when it is very long or contains a large image.
Now, to the reason I was writing here:
Insane difficulty has fail-on-loss of any unit, and higher flow rate.
Quote from: GoodMorning on February 09, 2018, 06:31:08 PM
Please, don't quote the entire previous post, only enough to make your context clear.
Especially when it is very long or contains a large image.
Now, to the reason I was writing here:
Insane difficulty has fail-on-loss of any unit, and higher flow rate.
Okay, I'll edit out the quote.
Remember, I have to complete it too to post it!
Thanks for the harder version. Ramped up a bit but like with most 'hard' versions you have already learnt the dynamice of the map and so the increased difficulty does not affect time that much.
Quote from: D0m0nik on February 10, 2018, 05:19:10 AM
Thanks for the harder version. Ramped up a bit but like with most 'hard' versions you have already learnt the dynamice of the map and so the increased difficulty does not affect time that much.
Oh well. At least you enjoyed it and did a good speedrun!
Quote from: D0m0nik on February 10, 2018, 05:19:10 AM
Thanks for the harder version. Ramped up a bit but like with most 'hard' versions you have already learnt the dynamice of the map and so the increased difficulty does not affect time that much.
I think often it's good idea to make similar map with some differences as harder version, not sure if that's harder "version" anymore tho.
Quote from: Builder17 on February 10, 2018, 08:48:56 AM
Quote from: D0m0nik on February 10, 2018, 05:19:10 AM
Thanks for the harder version. Ramped up a bit but like with most 'hard' versions you have already learnt the dynamice of the map and so the increased difficulty does not affect time that much.
I think often it's good idea to make similar map with some differences as harder version, not sure if that's harder "version" anymore tho.
I didn't know what to add to the map. I'm working on a next one, please recommend something in it's thread if it's posted for the harder version!
I would like to see a map wit three bases that cannot be easily connected so that they have to be managed individually. It will be micro management hell for some but I'd love it! I am yet to play a bad map made with Willburs image tool as well so please keep them coming. It just seems to result in the most interesting terrain and this results in the most interesting game play.
Quote from: D0m0nik on February 10, 2018, 04:06:46 PM
I would like to see a map wit three bases that cannot be easily connected so that they have to be managed individually. It will be micro management hell for some but I'd love it! I am yet to play a bad map made with Willburs image tool as well so please keep them coming. It just seems to result in the most interesting terrain and this results in the most interesting game play.
I would like one too, I just gotta get an asymmetrical image that is the proper size/theme first :p
Cool map - I didn't do the easier version first and didn't find that any of my bases were ever in danger, but I take a pretty laid-back approach to stuff.
Wow, Dom - great time! Dom and I think very differently. I'd prefer a much harder map with only one CN than having to micromanage multiple CN's. But I didn't find this map very micromanagement intensive. Once you get a decent power grid up and running you can just let it run and start progressing outward from any single base at a snail's pace if ya wanna.
I really like the non-moveable CN's and the associated losing condition. I dare ya to put in a "no-save" function and see how much rage & hate ya can take :o :o
Thanks for your work on these maps - they're very enjoyable! ;D