This topic is for discussion of map #8534: Mortar assisted CSM B-2
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=8534)
Author: builder17
Size: 101x101
Desc:
Another CSM map with mortars. 150 strength emitter on south is difficult.
The 150 point emitter in the SE was no problem. The hard one was the exploding one on the north side was the hardest to kill, it took a fair amount of terping to direct enough anticreeper up there.
Quote from: Loren Pechtel on June 21, 2020, 06:12:55 PM
The 150 point emitter in the SE was no problem. The hard one was the exploding one on the north side was the hardest to kill, it took a fair amount of terping to direct enough anticreeper up there.
Would you mind sharing your strategy against SE emitter, please? :)
Quote from: Builder17 on June 22, 2020, 01:59:11 PM
Quote from: Loren Pechtel on June 21, 2020, 06:12:55 PM
The 150 point emitter in the SE was no problem. The hard one was the exploding one on the north side was the hardest to kill, it took a fair amount of terping to direct enough anticreeper up there.
Would you mind sharing your strategy against SE emitter, please? :)
I took everything else in the area, put a whole pile of mortars there, it went down very quickly.
Quote from: Loren Pechtel on June 22, 2020, 03:44:10 PM
Quote from: Builder17 on June 22, 2020, 01:59:11 PM
Would you mind sharing your strategy against SE emitter, please? :)
I took everything else in the area, put a whole pile of mortars there, it went down very quickly.
Thanks, probably I wasn't using enough mortars.
Quote from: Loren Pechtel on June 22, 2020, 03:44:10 PM
Thanks, probably I wasn't using enough mortars.
Mortars are Irrelevant.
Time with mortars: 22:35.6
Time without mortars: 22:23.4
Using mortars was actually *slower* as the time/energy wasted on them is counterproductive.
Quote from: Builder17 on June 22, 2020, 01:59:11 PM
Would you mind sharing your strategy against SE emitter, please? :)
Terp everything around the emitter down to bedrock, collecting a nice pool of AC.
Singularity the pool into a tower of AC over the emitter.. move on to next strong enemy.
Quote from: marvinitfox on June 24, 2020, 03:08:07 AM
Quote from: Loren Pechtel on June 22, 2020, 03:44:10 PM
Thanks, probably I wasn't using enough mortars.
Mortars are Irrelevant.
Time with mortars: 22:35.6
Time without mortars: 22:23.4
Using mortars was actually *slower* as the time/energy wasted on them is counterproductive.
Quote from: Builder17 on June 22, 2020, 01:59:11 PM
Would you mind sharing your strategy against SE emitter, please? :)
Terp everything around the emitter down to bedrock, collecting a nice pool of AC.
Singularity the pool into a tower of AC over the emitter.. move on to next strong enemy.
Yeah, I'm sure it would go faster with a singularity shot. I have basically quit using it, though, it's not sporting.
Lol, I like the "singularities are not sporting" comment ;)
So, I like these maps with wide-open spaces. And I also like a bit more of a challenge. How difficult would it be to make this map with the following?
1) A height of 1 = 100 instead of 1 = 50 height
2) Double or triple the strength of the flip emitters
3) Disable the singularity
4) Remove mortars
I found this map to be pretty easy using nothing but terps, and since it's not like the more traditional maze maps, you can cut all sorts of paths all over the place. So it's like you're a groundhog digging through enemy territory. Or maybe a badger. Or a radioactive worm that has mutated into a dirt-displacing mole-dragon.
If it's too much coding and all that to change your format, no worries. I love these maps and it's extra-cool to have a different kind of format to play around with besides the maze-style (which I also enjoy tremendously).
Thanks so much for taking the time to make these maps! ;D
Quote from: Johnny Haywire on June 27, 2020, 10:32:59 PM
So, I like these maps with wide-open spaces. And I also like a bit more of a challenge. How difficult would it be to make this map with the following?
1) A height of 1 = 100 instead of 1 = 50 height
2) Double or triple the strength of the flip emitters
3) Disable the singularity
I found this map to be pretty easy using nothing but terps, and since it's not like the more traditional maze maps, you can cut all sorts of paths all over the place. So it's like you're a groundhog digging through enemy territory. Or maybe a badger. Or a radioactive worm that has mutated into a dirt-displacing mole-dragon.
Sounds doable, but I could limit mortars to 5 instead of removing them?
Totally up to you, m8. One of the cool things about CSM maps is it forces the player to be innovative because weapons aren't available (usually). And to me, any weapons just make this map too easy. Then again, not everyone likes such a challenge, so just make what ya like. ;)