Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on December 21, 2024, 07:06:02 AM

Title: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: AutoPost on December 21, 2024, 07:06:02 AM
This topic is for discussion of map #11364: 290-Merry C. 2
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=11364)

Author: Rennervate / AlexX
Size: 255x255

Desc:
no spores... but a lot more no's
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: Loren Pechtel on December 25, 2024, 03:34:23 PM
No big deal until I hit the upper right emitter, that's got me stumped.
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: stdout on December 26, 2024, 11:55:33 AM
Quote from: Loren Pechtel on December 25, 2024, 03:34:23 PMNo big deal until I hit the upper right emitter, that's got me stumped.

I had to restart the game at that point.

Spoiler
Leave every single runner nest, as well as make sure that the digitalis all remains active. Snipers EVERYWHERE. For the top right, use terps to bring the terrain into such a way that you can use the snipers to continue to kill the runners. That'll eventually make enough AC that you can finally power the right-most unit and soon after nullify that last emitter.
[close]
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: JHawkInc on December 26, 2024, 04:14:32 PM
I can't for the life of me get going in this one. Those bottom two emitters eventually take me out before I can get to them or figure out how to keep them at bay.
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: Martin Gronsdal on December 27, 2024, 03:28:33 AM
You have shields and you also have the CN that can be filled up with AC and lifted to space. It will then drop its AC and that may just be helpful for you. Also, you have guppies that can help you sustain your base when the CN is not available.
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: Johnny Haywire on December 31, 2024, 12:10:05 PM
Really enjoyed the power struggle at the start!

Getting a good foothold is challenging because all you have to use for AC are snipers and guppies. Shields are annoying, and while they might be helpful in this map I'd rather run a marathon with toothpicks embedded under my toenails than use shields.

I found that using 2 guppies on each pyramid to produce some AC and then grab the aether packs worked nicely. Focus on getting snipers attacking the sides, since that's the primary threat.

I have no idea what the comments about having difficulty with the upper right emitter are all about. Was there a difference between it and the left emitter? I went away until the map was covered in AC and then cleaned up, so maybe that's why I didn't notice anything different about it.

If runners are stunning your network, just use power zone guppies (faster + much more energy) to travel to the outside of the "no fly zone" and then build a relay to build a nullifier.

Rennervate - dude, this is a really, really cool idea! I can't remember playing a map that used only snipers, and the AC-producing mechanics are neither overpowered nor ineffective. It's about as perfectly balanced as you can get, imo. Great job!

Thanks for the map!! =)
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: rennervate on December 31, 2024, 02:16:05 PM
Quote from: Johnny Haywire on December 31, 2024, 12:10:05 PMReally enjoyed the power struggle at the start!

Getting a good foothold is challenging because all you have to use for AC are snipers and guppies. Shields are annoying, and while they might be helpful in this map I'd rather run a marathon with toothpicks embedded under my toenails than use shields.

I found that using 2 guppies on each pyramid to produce some AC and then grab the aether packs worked nicely. Focus on getting snipers attacking the sides, since that's the primary threat.

I have no idea what the comments about having difficulty with the upper right emitter are all about. Was there a difference between it and the left emitter? I went away until the map was covered in AC and then cleaned up, so maybe that's why I didn't notice anything different about it.

If runners are stunning your network, just use power zone guppies (faster + much more energy) to travel to the outside of the "no fly zone" and then build a relay to build a nullifier.

Rennervate - dude, this is a really, really cool idea! I can't remember playing a map that used only snipers, and the AC-producing mechanics are neither overpowered nor ineffective. It's about as perfectly balanced as you can get, imo. Great job!

Thanks for the map!! =)

thank you for your kind words. I'm glad you liked the map
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: Loren Pechtel on January 03, 2025, 12:26:55 PM
Quote from: Johnny Haywire on December 31, 2024, 12:10:05 PMReally enjoyed the power struggle at the start!

Getting a good foothold is challenging because all you have to use for AC are snipers and guppies. Shields are annoying, and while they might be helpful in this map I'd rather run a marathon with toothpicks embedded under my toenails than use shields.

Shields are useful going against the problematic emitter, they don't do much otherwise.

QuoteI found that using 2 guppies on each pyramid to produce some AC and then grab the aether packs worked nicely. Focus on getting snipers attacking the sides, since that's the primary threat.

I took a pack of guppies, kept sending them out and landing them in the creeper, returning them to base just before they died.  The pyramids soon can protect them.

QuoteI have no idea what the comments about having difficulty with the upper right emitter are all about. Was there a difference between it and the left emitter? I went away until the map was covered in AC and then cleaned up, so maybe that's why I didn't notice anything different about it.

The top right emitter is a lot stronger than the top left.  If you don't have enough AC floating around you can't get close enough to nullify it.

QuoteIf runners are stunning your network, just use power zone guppies (faster + much more energy) to travel to the outside of the "no fly zone" and then build a relay to build a nullifier.

Runner stun isn't a problem by the time you're going for the emitters.  I just left a line of snipers all the way across that piece, every runner instantly turned to AC and didn't stun anything.
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: Cesser on January 26, 2025, 10:02:43 AM
This map was so much fun! Difficult at the beginning but absolutely worth all those restarts. Thank you @rennervate
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: goodyosef on April 13, 2025, 01:14:00 PM
Ok, I got as far as clearing all the emitters on the southern map area. However, I cannot for the life of me figure out how to acquire the bombers and berthas. They are too far for relays or collectors to reach them, and I can't figure out how to fly my Command ship over them to try and pick them up that way. What am I missing?

Awesome map, by the way! Very creative!
Title: Re: Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX
Post by: goodyosef on April 13, 2025, 01:24:36 PM
Ok, never mind! Turns out I'd tried relays but not collectors. Sorry about that, lol