This topic is for discussion of map #9889: Vanilla Ice 9889
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=9889)
Author: Martin Gronsdal
Size: 256x256
Desc:
multiple solutions and approaches
LOL!
MG - congratulations. You already have your first "Rage Quit #1" rating of the day.
I couldn't decide which to attack first, get to the Totem or take out the Air Exclusion Tower.
I'm starting up the middle finger (topographic map expression, not a gesture) and will go up the other two as I build power.
Would sure like to know what you mean by "multiple solutions and approaches", or was that just irony/sarcasm?
Good fight going on right now.
Thanks,
H
Multiple solutions: 3 possible attacks x totem or no totem x guppies or not x relocate CNs etc... etc ...
Rage quit? This map is never a real threat....
Quote from: Martin Gronsdal on February 25, 2022, 09:17:26 AM
Rage quit? This map is never a real threat....
I agree.
When I started the game up today, I noticed 1 download and a "1" rating. Seemed as though whoever it was didn't give the map much of a go.
I'm at a little over 22 minutes of game time and intend to see it through.
More later.
H
H - I'm sure you meant down the middle finger... and up the other three, all at the same time? ;)
Spoiler
2 base approach for me, then don't expand until you can attack on 4 fronts at the same time. I'm finding lately that a little turtle can go a long way!
Spoiler
just one terp an land cn near totem
but fun
D0m0nik - so far from a sub 10 time..... haha 8)
I know, if only I had a save at the 9min mark!!
Quote from: D0m0nik on February 25, 2022, 11:44:16 AM
H - I'm sure you meant down the middle finger... and up the other three, all at the same time? ;)
Spoiler
2 base approach for me, then don't expand until you can attack on 4 fronts at the same time. I'm finding lately that a little turtle can go a long way!
Um, yeah...that's what I meant - or would have meant if I thought of it.
Spoiler
So, land the two CN's bottom center, shoot a Terp up to build a landing pad, drop the third CN at top left?
Build out both bases with a functioning Forge...that'll work.
Sure makes a heck of a lot more sense than my current approach.
Thanks,
H
ok i dunno why but i cannot set up a base up north...
i get a terp and mortar there ok (well just, only just made it with spore towers back at the southern base) but i get smashed by the spores...
i have to have a mortar there, or the creeper (which was nearly over the CN landing zone next to the totem when i landed my mortar and terp) will over run the northern CN anyway.
so for me i guess i can get more aether by landing a CN in the creeper every so often, but a north/south advance is out of the question...
i def do not have time to get spore towers up there as well as a terp... and wouldn't have the power for spore towers and a mortar anyway.
i am guessing that you lot got a bit more time before the spores start targeting the northern units? ???
Yeah, I'm having the same problem.
I can get the CN landed just in time to get smacked by a Spore.
Is this one of those maps where you just keep dropping the CN into the Creep and power up that monster Totem (thanks for that) for a few seconds?
Thanks,
H
Aha!
OK...
The magical powers of a +100% Totem.
I did get a base established upper left and was *that* close to taking out the Spore tower.
Made a couple of timing errors that I hope to correct next run, but need a break (and a cold Franziskaner) before the next run.
Updates as warranted.
H
[EDIT}
I did a couple of screen grabs at about 3 minutes but can't figure out how to put them inside a Spoiler.
Do you care if I post them?
Back tomorrow.
H
are you guys forgetting the most powerful "weapon" in CW3?
hint, hint: it has something to do with the totem........
There's plenty of time.
Spoiler
At 9 seconds I have 2CN, 2 collectors and I am building a terp and adding a collector network.
At 55 seconds I set the fully loaded terp on its way to the top left. Collectors are all done and I am adding two spores and a couple of mortors. One CN gets sent back into space and I'm thinking about reactors.
1.36 terp lands and makes a landing spot for first CN very top left to the right of the super totem. CN lands. Turn off supply to terp and make a landing for the second CN.
1.54 2nd CN lands, loads of time to build a beam or two, a cannon and nulify the spore.
2.30 first spores fire from middle islands, top left has a cannon ready to go on a PZ, fully loaded beam, nulifier has 3 ammo and is charging rapidly as the aether flies in for upgrades.
2.45 cannon on PZ, loads of upgrades, sitting pretty with time spare :P
Coming down form the top is key as it gives you earlier PZ berthas which are vital for marching quickly up the right leg. You could shave a minute off by attacking the head of that leg with dropped units and guppiesif you were inclined.
Quote from: Martin Gronsdal on February 25, 2022, 08:11:34 PM
are you guys forgetting the most powerful "weapon" in CW3?
hint, hint: it has something to do with the totem........
That giant stream of Aether heading for the Forge was a fine sight to see.
Four pronged attack in progress. I'm at 9:30 on the clock will NOT be beating the D man's time.
Fun stuff once you have 3.7 zillion Aether on your side.
Thanks,
H
Quote from: D0m0nik on February 26, 2022, 03:14:58 AM
There's plenty of time.
Spoiler
At 9 seconds I have 2CN, 2 collectors and I am building a terp and adding a collector network.
At 55 seconds I set the fully loaded terp on its way to the top left. Collectors are all done and I am adding two spores and a couple of mortors. One CN gets sent back into space and I'm thinking about reactors.
1.36 terp lands and makes a landing spot for first CN very top left to the right of the super totem. CN lands. Turn off supply to terp and make a landing for the second CN.
1.54 2nd CN lands, loads of time to build a beam or two, a cannon and nulify the spore.
2.30 first spores fire from middle islands, top left has a cannon ready to go on a PZ, fully loaded beam, nulifier has 3 ammo and is charging rapidly as the aether flies in for upgrades.
2.45 cannon on PZ, loads of upgrades, sitting pretty with time spare :P
Coming down form the top is key as it gives you earlier PZ berthas which are vital for marching quickly up the right leg. You could shave a minute off by attacking the head of that leg with dropped units and guppiesif you were inclined.
i will retry but everytime i land a terp in the north it is targeted by 4/5/6 spores every launch...
i could try using the singularity but that will be annoying to juggle!
still, it is a good and fun map, cheers Martin!
Thx!
Quote from: teknotiss on February 26, 2022, 08:10:29 AM
i will retry but everytime i land a terp in the north it is targeted by 4/5/6 spores every launch...
i could try using the singularity but that will be annoying to juggle!
still, it is a good and fun map, cheers Martin!
That's interesting.
I get just one Spore from the bottom left, and just before I take out the Tower, I get two more.
By the second round, the Forge has been pumped up enough that I can handle anything coming at me.
Now that I got through it once, I will have to give it another go...but not today.
Thanks MG. Good stuff.
H
Quote from: Helper on February 26, 2022, 09:45:48 AM
Quote from: teknotiss on February 26, 2022, 08:10:29 AM
i will retry but everytime i land a terp in the north it is targeted by 4/5/6 spores every launch...
i could try using the singularity but that will be annoying to juggle!
still, it is a good and fun map, cheers Martin!
That's interesting.
I get just one Spore from the bottom left, and just before I take out the Tower, I get two more.
By the second round, the Forge has been pumped up enough that I can handle anything coming at me.
Now that I got through it once, I will have to give it another go...but not today.
Thanks MG. Good stuff.
H
that is interesting... last restart was only 2 spores each time (still enough to ruin my plans!!!)... i wonder what the difference is between your game and mine with spore numbers?
That is odd. The only spore threat at the start is a 3 spore half way up the left side, where are you getting up to 6 from?
"At 55 seconds I set the fully loaded terp on its way to the top left. Collectors are all done and I am adding two spores and a couple of mortors. One CN gets sent back into space and I'm thinking about reactors.
1.36 terp lands and makes a landing spot for first CN very top left to the right of the super totem. CN lands. Turn off supply to terp and make a landing for the second CN."
D-
I'm trying to follow your timeline to replicate your start.
I will go back and start all over again, but you must have a Terp on afterburner! :o
My Terp launches at :48, and at 2:28 still hasn't landed (see pic).
By the time I get the terrain ready, all three Spore towers are firing and I'm dying a quick death.
Let me give it another shot to try to figure out what I'm missing here.
Thanks,
H
Quote from: Helper on February 27, 2022, 04:33:50 AM
I will go back and start all over again, but you must have a Terp on afterburner! :o
You are so close - follow that thread!
Hint:
Spoiler
Why is there a Forge already built here?
Quote from: Weasee on February 27, 2022, 04:37:07 AM
Quote from: Helper on February 27, 2022, 04:33:50 AM
I will go back and start all over again, but you must have a Terp on afterburner! :o
You are so close - follow that thread!
Hint: Spoiler
Why is there a Forge already built here?
W - Thanks for responding.
I'm loving that Forge and monster Totem, but I can't do anything until I get the first CN landed.
The real puzzle is how can I send my Terp out a few seconds faster than D, but it gets there a minute later?
My solution was to to launch the Terp, then build and launch a Cannon and Beam for protection. That works for me, but is much slower.
It's a puzzle and I hate puzzles before my second cup of coffee.
I'll give it all another go.
Thanks,
H
H - the forge has fully upgraded movement speed from the start but you have to feed the forge energy for the upgrade to work!
Quote from: D0m0nik on February 27, 2022, 05:16:17 AM
H - the forge has fully upgraded movement speed from the start but you have to feed the forge energy for the upgrade to work!
Um, yeah.
A mind is a terrible thing to waste.
:-[
Domo Arigato!
;D ;D ;D
Quote from: D0m0nik on February 27, 2022, 03:37:55 AM
That is odd. The only spore threat at the start is a 3 spore half way up the left side, where are you getting up to 6 from?
the other towers after they launch seem to prefer the north mostly for me. the first wave 2 of 3 spores went north! after that it is 2 per tower so soon it was 6. i managed to get two beams up last go but was overrun by C cos 1 mortar was not enough.
i think i am just going to have to spend a lot of early aether on the singularity. i wanted to avoid that but it seems i need a 120 secs of breathing room or so! :o ;D
i will prob do a total restart (i was reloading from a start position save) to see if that changes the spore behaviour... if it is only 1 from the first wave and maybe 2 from the second i think i have a method that will hold it.
regardless i like this map, it is clear i could just do a "terp it all flat and attack" approach and get a 1hr20mins or so time, but i am determined to grab and hold that north "base"! :)
Yeah go a full restart. On my latest start for these screen grabs none of the initial spores went for my base. Note it may be worth having no collectors at the top base and loads at the bottom as this will draw the spores. By the time spores do fire you should have quite a lot of upgrades as well.
Quote from: teknotiss on February 27, 2022, 12:03:56 PM
...but i am determined to grab and hold that north "base"! :)
Only way to go, Mate.
D's step by step Spoiler on page one of these comments really turned the trick for me (after I activated the Forge).
;)
Quote from: D0m0nik on February 27, 2022, 12:30:22 PM
Yeah go a full restart. On my latest start for these screen grabs none of the initial spores went for my base. Note it may be worth having no collectors at the top base and loads at the bottom as this will draw the spores. By the time spores do fire you should have quite a lot of upgrades as well.
good call, i will have a another bash later!
Quote from: Helper on February 28, 2022, 04:33:44 AM
Quote from: teknotiss on February 27, 2022, 12:03:56 PM
...but i am determined to grab and hold that north "base"! :)
Only way to go, Mate.
D's step by step Spoiler on page one of these comments really turned the trick for me (after I activated the Forge).
;)
yes, i gave that a bash before, but not on a fresh restart, i think the spores are set with targets early, so i needed to give them more to aim at down south!
cheers dudes! 8)
Thank you all for playing!
Quote from: D0m0nik on February 26, 2022, 03:14:58 AM
There's plenty of time.
Spoiler
At 9 seconds I have 2CN, 2 collectors and I am building a terp and adding a collector network.
At 55 seconds I set the fully loaded terp on its way to the top left. Collectors are all done and I am adding two spores and a couple of mortors. One CN gets sent back into space and I'm thinking about reactors.
1.36 terp lands and makes a landing spot for first CN very top left to the right of the super totem. CN lands. Turn off supply to terp and make a landing for the second CN.
1.54 2nd CN lands, loads of time to build a beam or two, a cannon and nulify the spore.
2.30 first spores fire from middle islands, top left has a cannon ready to go on a PZ, fully loaded beam, nulifier has 3 ammo and is charging rapidly as the aether flies in for upgrades.
2.45 cannon on PZ, loads of upgrades, sitting pretty with time spare :P
Coming down form the top is key as it gives you earlier PZ berthas which are vital for marching quickly up the right leg. You could shave a minute off by attacking the head of that leg with dropped units and guppiesif you were inclined.
I took a similar but slightly modified approach Not sure if it was faster or not. My final time was not as good, but I think that was largely due to bad strategy later.
Spoiler
From the starting base send a term, but follow that up with a canon and two beams. All built at the starting base and transported to top left. That gives you enough firepower and beams to survive until you establish some energy up there. I kept both CNs at the bottom.
Wow, so many comments on this map!
There may be multiple solutions and approaches...
But there's only ONE way to Rock!
I think that's back and forth. Or maybe side to side. I never figured that part out.
Thanks for the map!