This topic is for discussion of map #8421: Attempt 3
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=8421)
Author: yum234
Size: 129x129
Desc:
Please enjoy RCM (Raven_C Concept Mode) game. #BravoRaven_C #CreeperWorldForever
Once again, I can't figure out how to deal with the spores.
Edit--finally beat it. I got a start that let me kill the only emitter on my landmass from another island so I didn't have to defend against the creep while building up, and I had a PZ for a beam.
Nice idea, but some points to consider:
- Random emitter placement can make all starting positions nonviable. This can frustrate anybody but the really die-hard players.
- Ore mines randomly placed can get at least partially placed on space, hence permanently unusable. If you try to terp an ore mine, just to find out you can't build because that single field has level 0 - well, that's no big deal unless initially, but it is still is annoying.
- There's lag if there are many emitters.
- In the end, you still stabilize, and once stabilized, it turns around from hard-as-nails to easy-peasy. This makes the whole idea a bit hard to balance.
I found it interesting during the time when I had to continually build reactors, and expand to have enough room for reactors.
Maybe instead of adding more and more spore towers, make them stronger?
Though... if you keep adding to the strength, balancing can become more of a challenge.
So, I suggest going for nonrandom place