This topic is for discussion of map: Creeper Filter (http://knucklecracker.com/creeperworld/mapcomments.php?id=6611)
(http://knucklecracker.com/creeperworld/thumb.php?id=6611) (http://knucklecracker.com/creeperworld/mapcomments.php?id=6611)
Author: Blackstripe (http://knucklecracker.com/creeperworld/viewmaps.php?author=Blackstripe)
Desc:
Commander, This world's architecture is too deliberate to be natural, and we've detected scattered tech modules. Someone was expecting us.
An experiment to see how many different types of 'skill-checks' I could fit into a map. But my OCD nature prevents me from making a design like this asymmetric.
Nice little map. Presumably you could make some very fast times if you could be bothered to do airbridging (which i didn't and i don't think saca did either).
But I do not see the diversity you mention. Once you've secured the central pool
Spoiler
every emitter can be squashed in the same way..
please keep 'em coming!
In fact, this map looks like it's set up to be bridged straight through the totems, and indeed it is a bit slow otherwise: but that was never my first thought, and neither my second... but who knows what the future will bring.
Air Bridging? I'm not familiar with the term there. I am still somewhat new to CW's community.
Air bridging is what is needed to win this map:
http://knucklecracker.com/creeperworld/mapcomments.php?id=3785
Yeeeeeah, no. I'm not going to design things that require unintended mechanics/breaking the game.