Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 01, 2025, 08:34:34 PM

Title: Custom Map #11455: A Creeper World. By: kaiden
Post by: AutoPost on April 01, 2025, 08:34:34 PM
This topic is for discussion of map #11455: A Creeper World
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=11455)

Author: kaiden
Size: 120x120

Desc:
Wait, this isn't right.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Sof1705 on April 02, 2025, 12:05:46 PM
I like this map ... but it's too hard and you're too vulnerable to the mobs - two arriving from the same direction at the same time and you're toast. And not enough time/space to build up a base with sufficient energy/snipers/beams.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Sof1705 on April 02, 2025, 02:44:18 PM
I made it through - but only by keep saving the map, and restarting 10-15 times after mobs teamed up on me and broke through my defenses. It seems like 75% of the map is about getting started and getting the first couple of powerzones + forge updates - from there it's pretty simple. I'd suggest making a larger platform to start from and maybe make some ore available. Also, maybe just remove the two bottom/center emitters - that would give an easier start, but would take the advantage of the power zone.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Johnny Haywire on April 02, 2025, 03:59:29 PM
Nice challenge! I can see how newer players would really struggle with this one.

After I saw exactly what the mobs do, I decided to start in the lower-left corner because of the quick access to two power zones. From there, pretty much the only thing you need to be concerned with is upgrading range (assuming you have enough energy).

Hints for increasing range more quickly: Why not use one of those CN's to pop over to another totem and get some tech?

Bonus hint: While you're flying that CN around, try landing it and see how the mobs attack it but then guess what? The CN can fly, right? HA HA HA - missed me!

Double bonus hint: The mobs can only destroy terrain, so once it's level 1 they just explode. So once terrain is level 1 you can fly your CN wherever you want and it won't mess up the floor.

Triple bonus hint: One flying CN isn't enough, you say? Well, good thing you have TWO spare CN's!

Kaiden, this is a really cool idea! I hope you don't get discouraged by players who say it's too difficult. There are people who say climbing Mount Everest is too difficult so what do they know?

Dunno how difficult it would be to randomize the effects of the mobs - like it might explode creeper, or a huge volley of spores or just explode. Dunno if that would make it better or worse, honestly. But thanks for introducing this new, cool mechanism to the game!

Thanks for the map!! =)
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Kaiden on April 02, 2025, 10:14:01 PM
Quote from: Johnny Haywire on April 02, 2025, 03:59:29 PMDunno how difficult it would be to randomize the effects of the mobs - like it might explode creeper, or a huge volley of spores or just explode. Dunno if that would make it better or worse, honestly. But thanks for introducing this new, cool mechanism to the game!

Thanks for the map!! =)

It's not too difficult to pull off something like that, especially considering I've done more complicated random scripting events before.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Johnny Haywire on April 03, 2025, 01:26:33 AM
Cool! I look forward to trying more of your maps.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Martin Gronsdal on April 03, 2025, 02:23:23 AM
I had to restart this map as well, but once I realized the mobs don't alter Terrain 1, I discovered you can safely rely on just the bottom platform. A few well-placed mortars and cannons will hold the Creeper at bay, while a strong contingent of snipers handles the mobs. Use additional CNs to supply the totems and extend your range-you'll be secure before you know it.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Lore on April 04, 2025, 06:41:04 AM
Bonus tip, you have enough time to land and destroy both spore towers at the start and still have a spare CN to land south.

You can also cheese the mobs a little by just landing CNs on their heads every 30s.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Johnny Haywire on April 04, 2025, 02:25:10 PM
Quote from: Lore on April 04, 2025, 06:41:04 AMBonus tip, you have enough time to land and destroy both spore towers at the start and still have a spare CN to land south.

You can also cheese the mobs a little by just landing CNs on their heads every 30s.

Good call with the spore towers. I didn't find the spores to be much of a threat, but killing them early saves energy later on.

As for the landing the CN's on their heads - you can actually keep two CN's doing that constantly if you fly to another spot before they hit. Maybe my earlier hint wasn't clear enough, but you can basically eliminate the threat that way if you like to pause the game from time to time.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Lore on April 05, 2025, 04:21:58 AM
Quote from: Johnny Haywire on April 04, 2025, 02:25:10 PMAs for the landing the CN's on their heads

Sorry, yes you are right. I just found it easier to near instantly drop them where I needed them and then let them go on cooldown. Same thing, different method.

@Kaiden Perhaps in future maps disable CN targeting? or limit to 1 CN. The mobs were certainly more threatening if not neutralized with sacrificial pawns (the spare CNs performing the role excellently).

I also wonder what the mobs would be like if they prevented units from being able to be lifted to avoid the explosion.
Title: Re: Custom Map #11455: A Creeper World. By: kaiden
Post by: Martin Gronsdal on April 05, 2025, 05:37:49 AM
Alternatively, you could have the mobs randomly alter the terrain—adding or removing height at random. This would prevent CNs from being deployed in creeper more than once. Additionally, the map could be designed without enough flat space for CN landings unless it's terraformed first.