Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on November 19, 2024, 10:37:50 AM

Title: Custom Map #11336: Pretty normal map. By: Martin Gronsdal
Post by: AutoPost on November 19, 2024, 10:37:50 AM
This topic is for discussion of map #11336: Pretty normal map
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=11336)

Author: Martin Gronsdal
Size: 140x180

Desc:
Can a really good player try to beat this not using singularity?
Title: Re: Custom Map #11336: Pretty normal map. By: Martin Gronsdal
Post by: toolforger on November 20, 2024, 01:51:13 AM
Singularity isn't needed.
Leapfrogging all those mortars is a slog though.
Half the width and height, and it would have been just as challenging but less slog.

I could probably get a much better score if I micromanaged the berthas and stopped the game whenever leapfrogging, but meh ;-)
Title: Re: Custom Map #11336: Pretty normal map. By: Martin Gronsdal
Post by: AstraNine on November 30, 2024, 09:27:30 AM
An excellent map, loved it. An easy ten for me. No singularity. Not actually sure where I could use a singularity anyway? Very good once I managed to get it started. Two attempts was enough.

Pros I could actually do an MG map which is a change for me.

Cons Bit of a slog using my real time method. Could have used more berthas to mop up.

More of these maps please?
Title: Re: Custom Map #11336: Pretty normal map. By: Martin Gronsdal
Post by: Martin Gronsdal on November 30, 2024, 02:49:50 PM
What was your approach? Thanks for playing!
Title: Re: Custom Map #11336: Pretty normal map. By: Martin Gronsdal
Post by: AstraNine on December 01, 2024, 06:15:08 AM
First thing was to reinforce the base and start to build guppies.
Second take care of the lower left bug infestation.
Third obtain the Berthas.
Four assault the rest of the map.

Good map!
Title: Re: Custom Map #11336: Pretty normal map. By: Martin Gronsdal
Post by: Johnny Haywire on December 07, 2024, 05:36:42 PM
Yeah, pretty straightforward slog here. Start was definitely the highlight - there's some low pressure from the creeper, with a slight chance of spores so you have to manage the power production and the AC/defense production proportionally.

I'd probably prefer to cut the back emitters, double the build rate of the spore towers, and then make all the remaining emitters (including the nearby one) 400. Just an estimate / rough guess.

That would make it more of a challenge, but also less of a slog once you got the base set up.

But even as it is, this is a very cool map because of the start and the runners that seemed to remind me of my childhood for some reason. Glad ya made this one!

Thanks for the map! =)