Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on December 08, 2022, 05:16:54 AM

Title: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: AutoPost on December 08, 2022, 05:16:54 AM
This topic is for discussion of map #10430: MiniMap
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=10430)

Author: Martin Gronsdal
Size: 40x40

Desc:
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: Weasee on December 08, 2022, 06:11:35 PM
Thanks for this map :-)

I was thinking about this one, and how there is really only one solution possible.
Perhaps it would appeal to more players if there were more solutions available, but obviously not as efficient as the intended solution?

e.g.
Spoiler
* the top AC emitter could be closer, so it could be nullified. Then a long wait for the lower emitter to clear all the AC.
* having beams available to counter the spores if the player couldn't get to the message before the spores fire
* a terp to maybe make a wall to separate the AC and creeper, guiding to the wall that needs destroying
* some other solution involving flying the CN to some spot that needs to be cleared
[close]
and so on!
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: Martin Gronsdal on December 08, 2022, 06:23:29 PM
So how did you do it and thanks for playing and commenting.
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: Weasee on December 08, 2022, 06:32:05 PM
Quote from: Martin Gronsdal on December 08, 2022, 06:23:29 PMSo how did you do it and thanks for playing and commenting.

I did:
Spoiler
* fill up the main pad with sprayers, set to collect AC and send back to CN.
* as the sprayers fill up, move them to the L-shaped access path, and destroy them (moves the AC there)
* use forge to increase ac storage
* wait for the creeper to hit the wall that needs destroying
* nullify the emitter, drop a sprayer on the PZ to clear it
* nullify the spore, collect the message
[close]
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: rennervate on December 09, 2022, 02:03:12 AM
nice map. would be great to implement something like this on large maps. but that would take a lot of time. martin - you have the wrong job!
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: Martin Gronsdal on December 09, 2022, 03:24:47 AM
Don't tempt me 😀
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: rennervate on December 09, 2022, 05:47:27 AM
I hope it triggered you
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: Martin Gronsdal on December 09, 2022, 11:36:09 AM
Weasee, I'm surprised you didn't see it ;)
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: wolfgoesmoo on December 09, 2022, 04:18:12 PM
Quote from: Martin Gronsdal on December 09, 2022, 11:36:09 AMWeasee, I'm surprised you didn't see it ;)

Found it while I was trying out the strategy Wease posted!
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: Weasee on December 09, 2022, 04:26:52 PM
Quote from: wolfgoesmoo on December 09, 2022, 04:18:12 PM
Quote from: Martin Gronsdal on December 09, 2022, 11:36:09 AMWeasee, I'm surprised you didn't see it ;)

Found it while I was trying out the strategy Wease posted!

lol, I wrote exactly the solution, just with the wrong unit ha ha ha!
Title: Re: Custom Map #10430: MiniMap. By: Martin Gronsdal
Post by: Martin Gronsdal on December 09, 2022, 05:15:11 PM
unfortunately, you didn't see the solution :)