This topic is for discussion of map #9404: River of 203H. -2289
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=9404)
Author: PastorHealer
Size: 179x89
Desc:
A Hint please, how does one approach these maps?
You cannot afford to ignore the runners,
yet killing even one of the (even just by destroying the track under it) releases enough creeper to swamp the whole map.
At the point of runner death, the creeper was 50 deep, and it spreads in a wiiiiide circle around that.
OK, I learned this so far:
Spoiler
1) do NOT kill any runner until you have a horde of mortars to subdue the runner blood. a LOT of creep. maybe 1500-2000
2) runners die even if you kill the track under them for 2 seconds
3) see that spore tower? Only 1 spore? That is 1 spore of TWO THOUSAND firing EVERY 4 SECONDS.
4) You CANNOT replace your Terps. do not let them die!!!
Ok got it.
Always fun to wake up and see a PH map waiting to take up a couple (few) hours of my free time.
I've only just started it once to see what kind of surprises are waiting, but in general you cannot avoid the bugs. You must build up enough firepower to kill them and take out all the Creeper they generate.
You have plenty of time to take out that first Emitter and I'm going to start by putting a Reactor on it for the extra power. Later it will be a Cannon/Mortar/Sniper - whichever is called for.
PH always hides stuff (Units, jewels, etc.) in the Totems, so look carefully for those. I saw lots of Terps, but no jewels yet.
PH's time is over an hour, which is 4-5 times longer than he normally takes. I usually take 2-3 times as long as he, so this could be a very long day. D0m0nik normally finishes in a few minutes, but he is really an AI construct, and unbeatable without cheating (with for ONE notable exception).
If you go back through the Forums for his past several games you will see many comments (and pictures) that might give you an idea how to approach this one.
At this point I'm just whistling Dixie with my comments, since I have only watched the opening few minutes on 4X speed.
My later comments will be mostly unprintable, but nothing new in that fact.
Have some fun - and check out the prior map comments.
H
haha, some carefully placed holes on the right side...i still spent some time making sure
wierd duplicate
I'm modifying my original post above if I have any more to say.
Hahahahah
So funny.... Get going Helper. I expect you to get through this one with no issues....
Marvinitfox... The approach I took years ago with maps is always get power behind you
at all cost. Trying to drudge through the muck without power is a sure loser game.
Plan your path before starting the map. Examine the map prior to going. Every little
detail, and think it through. What will work, what won't.
Then put a blindfold on and hope for the best! :)
so, every problem requires first to understand what the problem is, then to find a solution and to execute it.
the issue here is that I'm not sure what the problem is: whether the runners are the problem or Mr. P.H ;) (joke, of course)
this was a very, very good map! it was progressively more and more difficult, especially when the other spore tower started to do its own thing.
nitpicking: once you have survived the start (for humans that is 2 hours into the game) the Inhibitor could be more available.
Spoiler
I would suggest that not the exclusion tower should make the inhibitor unreachable, but the lack of guppies. They could be picked up somewhere closer to the start, and then used to attack the inhibitor. The final push to the second exclusion tower is slightly superfluous
BUT PLEASE - this is absolutely nitpicking. Map is great and I gave 10!
I believe my score name says it all.
GoodGriefAAAARGH!!
Still, almost made 30 minutes.
Would have, If I had seen that message hidden in the shrubbery up top.
This map is actually easy, if you manage to build your initial base *without* killing any runners.
Yes. Once you have power, its a done deal.
Guppies are not so relevant, i think. Once I has a solid foothold it took only another 4 minutes to sweep the map.
(the higher order infinity of Aether for Forge helps here, I think. Packet speed 55 is *fast*)
Quote2) runners die even if you kill the track under them for 2 seconds
If you are careful with turning cannons off/on the bugs shouldn't pop. They will overrun the broken digitalis but usualy the digitalis grows back before they pop. This is not the case if you destroy a lot of digitalis at once though, only if you are keeping it at bay.
Saving often is what keeps most of us sane!
Come on PH, where is the syphon? ;)
Quote from: D0m0nik on March 24, 2021, 03:09:08 PM
Quote2) runners die even if you kill the track under them for 2 seconds
If you are careful with turning cannons off/on the bugs shouldn't pop. They will overrun the broken digitalis but usualy the digitalis grows back before they pop. This is not the case if you destroy a lot of digitalis at once though, only if you are keeping it at bay.
learned this the bad way when one of them creepers rushed forward as i was breaking digitalis and he found himself drowing on air...and then i was the one drowning in creeper
Quote from: D0m0nik on March 24, 2021, 03:19:43 PM
Come on PH, where is the syphon? ;)
I'm laughing... That's what happens when you decide to publish the results of that little ploy... Now it's level
playing field... remember? :)
Survived until 5:25...and felt pretty good about that.
Back for more pain later.
Thanks PH!
H
Yep, epic battle! I still have not learnt though, thought I could leave a couple of areas of runners alone and sneak through. I couldn't!
There is only one way to approach these maps, power up, upgrade fire rate and range, destroy everything as quickly as you can!!
i've been trying this simultaneous approach while doing the main base, but i just cant make it work...
maybe its faster to just guppy there since its easy to break the left AE :P
Restarted again in the top left corner and sitting at 3:40.
Almost have the Forge built and slowly Terping bumpy terrain down to 1.
Building Reactors and fighting units.
At this point just hoping that I don't accidently squash one of those (******!) bugs and blow everything up (again).
Truth be told, I forgot there were 3 CN's, but don't see a way to get them into play.
Having fun and blowing the cobwebs out of my brain.
Any thoughts/comments/suggestions are welcome.
I'll be back to play more later.
Thanks,
H
EDIT:
Still alive at 12:42.
Slowly working from NW corner to the Spore Towers to take them out.
Fire Rate at 100 and managing to beat the Creeper levels.
With judicious prudence (Gotta be Prudent), I should finish with about a 3 hour game time.
Winning is good.
H
Anyone wanting to do a screen capture and post will be much appreciated.
Spoiler
I landed one CN on the platform and destroyed the emitter. Used some of the terps to raise the PZ to level 10 and placed a cannon on it to keep the digitalis clear. That eliminated most of the problems related to runners popping into a deluge of creeper.
At the same time, I used the rest of the terps to clear a landing place for one more CN, at level 1. That helps with the energy situation a lot! The space between digitalis is wide enough, to prevent problems. Later, I placed another one, closer to the totems. Forge and win. I almost didn't use snipers, since it felt better to just push creeper away.
You know, there'sa saying; "push creeper away, to keep runners at bay".
Spoiler
might be possible to kill the spore tower first too, totems convey energy if between collectors
H - think you are on the right track, just slow and steady on this one, once you have the fire rate at 200 you can pretty much advance without a care as you can clean up the odd bug. I largely don't bother with mortors on these unless it is a few set back to mop up any spills or if I want to create a mess!
Quote from: Riskbreaker on March 25, 2021, 02:07:33 PM
i've been trying this simultaneous approach while doing the main base, but i just cant make it work...
maybe its faster to just guppy there since its easy to break the left AE :P
Intersting approach but incredibly hard to hold a base, the terrain is just too difficult! Can you take out the dorment emitter south west? In theory this map could be completed without pooping bugs but it would require about 1000 saves and restarts!
possible but...cant really use the powerzone safely haha
still, its one 250amt down before waking up
That is good going! The danger is that holding and building this base takes your attention away from efficiently building your main base. Once the AE is taken down on the left you can support this base with guppies but is this a drain on the left. Intersting though, it will certainly give you an advantage the question is how much and is it worth the grey hairs!! Can you build along the ridge and take out the spore and the other sleeping emitter and what point do you start popping?
Might give this a go myself if no other intersting maps pop up, it is a big multi tasking challenge!
Quote from: D0m0nik on March 26, 2021, 05:33:13 AM
...it is a big multi tasking challenge!
Exactly right!
I took your advice and just started building power and fighting units. The Sprayers were not as effective as they usually are, but was glad to have Ore.
[Note to self:] Don't out move your Beams.
I had a Spore sneak in and land in the middle of some Cannons/Mortars and Reactors.
You know how that ended up.
Very fun map.
PH did it again.
Thanks,
H
Riskbreaker - got this far after 10 minutes, very hard not to take you eye off the left base so not sure if I am gaining anything on my original time!
hum...seems its too much effort to expand there, i guess i'll settle with killing the emiter so i dont have to rush there
right now i'm just doing a heavy breathing everytime one bug slips by dead digitalis and suffocates
Even more fun the third time through.
Thanks PH,
H