This topic is for discussion of map #10210: Playable Version of AstraNine 's Nemesis
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=10210)
Author: oldnewby
Size: 177x256
Desc:
This easier version of Yum234's DMD map #9891.... is a tribute to Yum234's map making skill... But it does not tinker with Yum234's map that somehow created an ever increasing cascade of timed spore attacks... Every minute or so... yet another tower adds its load to the total... which soon creates an awesome, overwhelming, challenge...
After playing this, "practice", version... recommend opening DMD and playing Yum234's original map #9891...
It appears that 2/3rds of those who download the map do not complete...
For anyone who would like some help getting started....
Spoiler
Strategy??? Nullify spore towers ASAP... Switch Beam/Mortar PZs... Liberate silver aether syphon markers... Go, Go, Go...
The NW corner islands have access to most of the islands not inundated with creeper... Suggest placing the Command ship W of the 3 "triple gift" spore towers, near enough to activate the 3 energy, aether, and ore syphon markers. NOTE the "Startup-Help" tower of goodies is located nearby at the W edge of the map near the westernmost green energy syphon marker...
Old geezers like me are getting too old and slow to handle, "EVERYTHING, EVERYWHERE, ALL AT THE SAME TIME", ...
So pre-start the map by laying out all the Forge, collectors, relays, syphons, critical starting weapons, etc. ... Then lock all of them except for the nearby green energy syphon... by clicking on & tapping the "O" & "C" keys... A save is a wise move...
Recommend a very aggressive pregame layout, linking every island that does not get inundated with creeper... Numerous towers emitters, area deniers, etc. can be neutralized in the first few minutes... those PZs are essential for high power Beam/mortar usage... and allow building the units in place to fight for pathways across islands needed to reach the S and SE island resources...
Start the map in the default Pause, by tapping/holding the "N" key until the command ship lands and sends 5 blobs of energy towards the green energy syphon...
Then... click on & tap "O" & "C" keys to activate the Forge, all the collectors, syphons, any relays needed for critical weapons, nullifiers, Totems, critical PZ beams, etc. ...
The instant Aether starts flowing, forge the 10 SPEED BUILDs ASAP... because SpdBld not only increases the build speed ... {?? ~15X ??} ... it reduces the energy cost of each unit enormously... This is key to maps where starting energy is limited and a huge mass of units must be built... So build only the essential survival units before SpdBld is well advanced... then start building a few reactors every few seconds because there is no point in forging energy efficiency points till there is enough energy in hand to make a significant % difference...
I like to nullify the NW spore towers ASAP... and can just build enough relays, cannons, mortars, sprayers... up there to defend & nullify them... Those PZs are great for Mortar/Beam emplacements when the N tower erupts after the first 1-2 minutes... The PZs around the Command ship are great for the 2 Berthas... and backup Beam emplacements... Beware... of a porous defence... as time passes... more and more spore towers come on line... So clumps of vanilla beams can prevent a world of hurt because even PZ Beams can only stop so many spores...
To my chagrin, I keep forgetting the Artifacts of Odin... and the guppies... A useful skill to speed destruction of those pesky NE emitters/towers... Likewise air power... Eventually your ground forces will nullify all the southern area denial units... If anyone wants I can share and example of my starting layout
So Go, Go, Go... And have fun!!!!!!!!!!!!
Nice one! And add another here who also never uses any AoO artifact. I just forget about them TBH. This map is a stiff test but definitely easy than Yums original. I suppose a challenge would be to attempt this without the Forge. That might be pretty tricky?