Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on October 07, 2020, 10:24:20 PM

Title: Custom Map #8928: Toll Bridges. By: Xindaris
Post by: AutoPost on October 07, 2020, 10:24:20 PM
This topic is for discussion of map #8928: Toll Bridges
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=8928)

Author: Xindaris
Size: 90x180

Desc:
Beware! Some of the emitters here will quit attacking and help you, but only if you can pay the price.
Title: Re: Custom Map #8928: Toll Bridges. By: Xindaris
Post by: Martin Gronsdal on October 08, 2020, 10:52:52 AM
nice concept!
Title: Re: Custom Map #8928: Toll Bridges. By: Xindaris
Post by: Xindaris on October 08, 2020, 11:36:23 AM
Thank you. This is a map hopefully showing off some of the "potential" Needy Emitters have. The early in-progress builds of this map didn't have the northern island at all. It was theoretically possible, but very tight to not run out of energy/lose collectors to spores and have the first needy emitter go hostile again, and ultimately just too much of a slog/pain even if I was doing it perfectly. I'm ultimately not sure if all the walls are meaningful since they were generally completely gone by the time I started pushing south, but I'm sure more efficient players may have been able to take advantage of them.
Title: Re: Custom Map #8928: Toll Bridges. By: Xindaris
Post by: Lemon on October 08, 2020, 12:43:09 PM
This felt like a very good concept map, and was well balanced. Not too challenging or easy for my tastes (although that's personal so), it progressed quite well
Title: Re: Custom Map #8928: Toll Bridges. By: Xindaris
Post by: Martin Gronsdal on October 08, 2020, 05:28:14 PM
Quote from: Xindaris on October 08, 2020, 11:36:23 AM
Thank you. This is a map hopefully showing off some of the "potential" Needy Emitters have. The early in-progress builds of this map didn't have the northern island at all. It was theoretically possible, but very tight to not run out of energy/lose collectors to spores and have the first needy emitter go hostile again, and ultimately just too much of a slog/pain even if I was doing it perfectly. I'm ultimately not sure if all the walls are meaningful since they were generally completely gone by the time I started pushing south, but I'm sure more efficient players may have been able to take advantage of them.

my only comment would be that the first emitter is easy to get. That gives a lot of real estate to work from. If that was further away, or if the forge wasn't available at once, the map would be much more challenging.

but I don't want to complain about this map. I liked it a lot
Title: Re: Custom Map #8928: Toll Bridges. By: Xindaris
Post by: KingGladiator88 on October 09, 2020, 05:35:01 AM
Im not sure how to start out. I only have enough room to put down 3 collecters, and have to rush out to cut off the greedy emitter to keep creep from flowing to it and build 5 beams to keep spores out, but i eventually get overrun due to lack of energy
Title: Re: Custom Map #8928: Toll Bridges. By: Xindaris
Post by: Xindaris on October 09, 2020, 01:02:04 PM
It sounds like you're running out of room for collectors due to plopping down all 3 command nodes right away. I found it generally beneficial if not necessary to not do that. It should be possible to kill the west emitter of the starting island before the spores are done building, after which the resulting power zone gives you some options to work with for dealing with them.