This topic is for discussion of map #8276: Dust Devil
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=8276)
Author: Pixel Elevatorz
Size: 256x256
Desc:
There was quite an impact from the inhibitor's landing. The inhibitor had quite some time being undisturbed and spreading and in the nick of time before the planet was overrun by creeper, you arrived. Here's some ways to beat the map: 1) [Easy] Begin from the top, High ground, Plenty of land and ore mines. 2) [Normal] Use no artifacts and start from the top. 3) [Hard] Start from the derelict base on the bottom right corner, home of 2 AC Emmiters to help you out. 4) [Insane] Start from base, no artifact
As per usual, I get a 'good' time, and FireSwamp stomps my delusions of adequacy into the dust.
The map:
Nice layout, and when played withing the posted rules, it is a very nice map indeed. It is Quite challenging, expanding from the bottom base without using the northern highlands at all.
but.
you really need to remove the possibility for an instant victory.
Consider posting this as 3 different maps, with the starting spots pre-selected and bases non-relocatable?
That way players using the different strategies can compare scores, and not be stonked by us speed-finishers?
Quote from: marvinitfox on April 04, 2020, 03:00:02 AM
bases non-relocatable
#Locks command nodes so that they cannot be moved.
#Basics of using CRPL here: https://knucklecracker.com/wiki/doku.php?id=crpl:crpltutorial:interactive:importing
CurrentCoords 9999 GetUnitsInRange 0 do
->unit
<-unit GetUnitType "COMMANDNODE" eq if
<-unit FALSE SetUnitSelectableOverride
endif
loop
Self 0 Destroy
:Awake
Self CONST_CREATEPZ FALSE SetUnitAttribute