This topic is for discussion of map #9503: Almost Weekend Again
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=9503)
Author: Martin Gronsdal
Size: 90x90
Desc:
Don't move what shouldn't be moved before it should be moved.
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haha, i ran excited to try the recently learned tech, only to get a massive "nope". i guess guppy range is smaller than collector :P
fun map, tnx
THX for playing.
Was it possible
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to move the CN from the start?
and
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how did you get the pickups at the start?
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well, its possible to move the CN into the main island right from the start, but doesnt help anything since its needed to power the forge.
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my start was doing a weak shot of singularity top rght on the island, making a path of guppies and putting the collector at the end to grab strafer. Then a stronger singularity down left to build the strafers near CN. Seemed intended
edit.
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oh right, moving the CN at the start means you dont have to use the guppy holding hands strat. But makes everything slow because no forge upgrades until Terp.
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Would it be possible to reach the island with the emitters, if you moved the CN
oh, good point, didnt even think of that...i guess there's no alternate solution after all
too hard i dont understand well inglish
even see spoler i dont understand
french
what is your language?
try to ask your question in French and I will somehow make it out
The number of downloads is low, but so far it is a new "record" of wins/downloads ratio :)
Nice map, but i believe that there should be some hints at some point to make your maps target more players. Simple suggestion would be to use initial game messages, starting with: "Continue reading if you want some hints, skip this otherwise", so all players can do your maps "old" way. Another way is to place archived messages, but those might be harder to skip if player want to do it hard way.
Oh and be the way, I haven't used guppies pickup and don't know why it is there, so may be I did the map in a slightly wrong way, but my solution is same as Riskbreaker, I guess.
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well, i exausted all the starting guppy ammo so i sent them back and built more to get the relay
It's there because either the guppies die or get depleted, so it's a safety vent in either case.
You've always been a pioneer of new strategies... thankfully I knew what to do (because of your other maps) and grabbed the sprayers right away. Pretty easy after that.
Thanks for being such a great instructor in the ways of the Creep!
And
Thanks for the map! =)
I'm genuinely impressed—I managed to beat my own map without remembering the solution. I had to figure it out entirely from scratch!
NOT!
anyway, thanks for playing!
LOL, my pleasure.
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Will moving the CN too early create an instant loss?
Yanno, after finishing the map I took a look at the forum and saw some of the previous posts. Looking back at the map, I don't see any way to beat the map if you don't follow the in-game advice and only move the aforementioned ambiguously-referred-to unit at the specific-but-I'm-not-saying-when time to move it.
I tried flying things to make connections, but it was just about half a block too far. But the steps seemed pretty logical to me, so I wouldn't call it a "trick map" per se. Just a really good one. =)