Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on September 26, 2020, 09:33:56 PM

Title: Custom Map #8907: AltEmitter - 7. By: -
Post by: AutoPost on September 26, 2020, 09:33:56 PM
This topic is for discussion of map #8907: AltEmitter - 7
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=8907)

Author: -
Size: 75x159

Desc:
Felt like playing CW2, ended up editing Repulsors here instead. This one’s not really challenging, just time consuming… Gates divide the level into layers pretty well. Spores adjusted; they’re easier to spot, and maybe too easy to pop. Fixed a bug with them too, so you can aim at the edges without worry. Hotkey to build Repulsors is 9. They umm, all turn to the right if you save and load for some reason… All units are enabled. Unlimited Forge. Button on the Left.
Title: Re: Custom Map #8907: AltEmitter - 7. By: -
Post by: - on September 26, 2020, 09:40:24 PM
There's a difficulty option at the start. [Easy] does nothing, and [Difficulty] fills the tanks with creeper at the beginning, +4000 points I think? Not sure if that worked properly.
Oh, and gravity is there since it looks like a CW2 map... It's set so roughly 2 creeper is needed before it'll climb up one cell.
Title: Re: Custom Map #8907: AltEmitter - 7. By: -
Post by: TrickyPlayer on September 27, 2020, 03:02:11 AM
There is an spot where creeper can't go right next to the inhibitor...
Title: Re: Custom Map #8907: AltEmitter - 7. By: -
Post by: Twi on September 27, 2020, 08:32:22 AM
It looks like it'd be pretty easy to rush the inhibitor, at least on Easy, just cause you can build over the creeper with relays.

On easy it was a good, straightforward time, though the Creeper never got above i think the second chamber.
Title: Re: Custom Map #8907: AltEmitter - 7. By: -
Post by: Riskbreaker on September 27, 2020, 09:04:26 AM
well, not everything is about the scores.

i played this as cw2 would work, and it went just fine.

one thing i noticed is that upgrading a chip controlled by the enemy didnt increase enemy emiter power...i guess it would also be hard to make creeper upgrade their chips on their own (of course reseting to 1 if covered in anticreeper).