Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 27, 2018, 12:44:09 AM

Title: Custom Map #5533: Mycophobia. By: cornucanis
Post by: AutoPost on February 27, 2018, 12:44:09 AM
This topic is for discussion of map #5533: Mycophobia
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=5533)

Author: cornucanis
Size: 100x200

Desc:
HEY, YOU THERE! Yeah, you, the person thinking about downloading this map. You should know that this is a very challenging puzzle map. If you're not into puzzle maps or challenging maps you definitely won't like this map so just go ahead and rate 1 and move on. If you do like challenging puzzle maps, though, you're in luck! Check the forum for hints if you're having trouble. #Puzzle #NoCRPL
Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: cornucanis on February 27, 2018, 12:50:42 AM
This map requires very adaptive strategy to succeed, so you will need to bring out many tricks to solve it! Some tips if you're having trouble:

Spoiler

- Abraxis may not have the best instincts when it comes to power zone usage. Perhaps you shouldn't "build" anything there at all...
- You may find some unconventional forge upgrades to be useful on this map.
- SAVE before killing the inhibitor! There is a part 2 to this map!
- Be very mindful of how you set up your network... It's important to maintain an efficient network.
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Reminder of which units will not trigger spore towers:

Spoiler

- ore mine
- siphon
- shield
- sniper
- beam
- sprayer
- nullifier
- forge
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And finally a minor glitch that may be noteworthy on this map:

Spoiler
When you place a CN on a PZ you may need to save and load to update network connections. Sometimes units will not connect properly until you do so.
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Good luck! Let me know if you need more help!

Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: RrR on February 27, 2018, 06:07:59 AM
The third hint is important - I didn't read it and so struggled to kill the inhibitor with a malfunctioning network.
Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: GoodMorning on February 27, 2018, 07:21:07 AM
Network?

Why try for forever, when "long enough" ... is.

Spoiler

Charge a fleet of Sprayers. Then fly them over the Nullifier build location and blow them up.

Storage upgrades finally have some use...
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Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: cornucanis on February 27, 2018, 12:20:47 PM
Quote from: RrR on February 27, 2018, 06:07:59 AM
The third hint is important - I didn't read it and so struggled to kill the inhibitor with a malfunctioning network.

Yeah, it's a really frustrating bug for maps like this. I had to get in the habit of save/loading every time I touched my CN down on a PZ.

Quote from: GoodMorning on February 27, 2018, 07:21:07 AM
Spoiler

Charge a fleet of Sprayers. Then fly them over the Nullifier build location and blow them up.

Storage upgrades finally have some use...
[close]

Spoiler
I only used suicide sprayers for the inhibitor attack on my playthrough, but I can certainly see how they could be useful throughout. I tried to make the last few emitters powerful enough that you can't subdue them with suicide sprayers alone, but that meant I had to crank up the ore a bit so it wouldn't be too challenging for people, which made suicide sprayers more viable again  :P
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Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: nvivo on February 27, 2018, 01:52:08 PM
Amazing map! Didn't get it at first, then I saw this forum.
Spoiler
In years playing this game, I didn't know the sprayer could be used as a relay.
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Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: cornucanis on February 27, 2018, 03:07:13 PM
Quote from: nvivo on February 27, 2018, 01:52:08 PM
Amazing map! Didn't get it at first, then I saw this forum.
Spoiler
In years playing this game, I didn't know the sprayer could be used as a relay.
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Glad you enjoyed it!

Spoiler
I personally used beams as the "connectors" since they're cheaper, but sprayers certainly work just as well. Snipers and shields would also work. It's not a technique that you have reason to use often, so I thought it would be interesting to make a puzzle map that drives you to use PZ CNs with this technique. I was surprised with how far it's possible to stretch a network using no actual relays or collectors.
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Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: GoodMorning on February 27, 2018, 04:54:29 PM
The only time I encountered the range-update bug was when I grabbed the first PZ, and then only the link to another CN. Moving it out of and then back into range fixed it.
Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: spirix on June 26, 2018, 11:30:56 AM
tactics? nope... brute force :D

that one was fun, thanks for the map :-)
Title: Re: Custom Map #5533: Mycophobia. By: cornucanis
Post by: Genesys on August 05, 2018, 12:12:50 AM
Bah.  I completely forgot about CNs on power zones!  I spent the first 45 minutes juggling a CN from left to right just above the spaces where you can place the other two CNs, to keep the connections to the totems active.  All the while building a little forest of reactors at 45/50 build completion.  When I had enough, I completed them all at once and plowed my way up the map with Berthas on PZs as I nullified emitters.  I could have saved myself a whole lot of pain :)