Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 21, 2026, 07:31:05 AM

Title: Custom Map #11680: Side flow 2. By: BigBertha
Post by: AutoPost on January 21, 2026, 07:31:05 AM
This topic is for discussion of map #11680: Side flow 2
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=11680)

Author: BigBertha
Size: 256x256

Desc:
Still working on this concept of emitters to the sides that are constantly flowing. Like my others, this one favours speed as it'll really stack up if you're slow like me. Anyway, I hope you enjoy!
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Johnny Haywire on January 21, 2026, 12:16:12 PM
This one's a little more challenging - excellent job putting this together!

Still something most players should be able to handle, though so it pretty much checks all the boxes.

I really enjoyed trying to capture the ore mines in the west. You incorporated a variety of battles in this map, which makes it very interesting. These are some of the coolest "Vanilla" maps I've played this past year - I'm really looking forward to seeing what you come up with next!

Thanks for the map!! =)
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Martin Gronsdal on January 22, 2026, 05:41:44 AM
You literally read my mind here. I was thinking of suggesting something similar, but I would make more of the digitalis appear on the base area and the path north. That could potentially create an energy drain and increase difficulty as the game progresses.
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Johnny Haywire on January 22, 2026, 11:49:27 AM
My thought was to put the emitters at 500 every .1 seconds to make a huge pool to deal with once the inhibitor is down. That kinda reminds me of some of your maps, in fact. You should make an evil version of this map. =D
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Martin Gronsdal on January 22, 2026, 02:03:50 PM
nah, I quit making maps, but yes, the idea is great!
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Martin Gronsdal on January 22, 2026, 02:47:42 PM
Ok, I played through the map.

First thoughts: I was never really under threat, which is not necessarily bad, but if the digitalis was meant to be scary, that part failed.

If you let the emitters fill the entire digitalis to a height of 500 Creeper and then reset the time before saving in the editor, the map would start with fully saturated digitalis. That would be much more potent, especially once the Inhibitor is disposed of. The way to do this is to shape the digitalis as you like, add the emitters, cap them at exactly 500 output, and simply let the game run in the editor to allow full saturation of the digitalis. Then you should reset the time before adding other emitters and spore towers and uploading.

Killing the Inhibitor came with no penalty. I expected my base to be swimming in Creeper seconds later, but that did not happen.

Also, it is fairly easy to pick up the Thor and the Bertha at an early stage, which I am not sure is intentional. You could make that part more difficult by not allowing the CN to fly there at all. Holes in the ground would make that impossible, as would Totems or enemy units.
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Johnny Haywire on January 22, 2026, 07:25:01 PM
Dude, those are great ideas. BigBertha doesn't do the forums apparently so they will probably never see your excellent suggestions.

If I get time, I'll just do it myself and make it more evil. Not sure just how evil to make it but we'll see.
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: BigBertha on January 23, 2026, 06:18:41 AM
Hey guys, I finally made an account just to be able to respond on this thread. Firstly, thanks for the excellent feedback on all of my maps! I have only been lurking, watching the comments but I have been paying close attention.

Now, regarding the map itself, you guys are right that the goal with the digitals and all the emitters out there in the void was that when you kill the inhibitor, you're hit with a huge wave of creeper from all sides. However, this didn't really pan out as I'd wanted it to. Martin, I like your idea of running it in the editor to get them full early, I'll probably do that. I also liked the idea of putting some digitals in the main path to the emitter, so I'll probably do that as well.

Anyway, thanks Johnny for the consistent feedback on my maps, it's been very useful for each subsequent map. The biggest problem I have is I think you guys are better players than me, and for me to post one I have to win first! 😂 But I will try to get a harder version of this one up shortly.
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Martin Gronsdal on January 23, 2026, 09:30:55 AM
hi, if you make digitalis spread to land, you won't be able to fill the digitalis to 500, because it will spill over to land and fill there as well.
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Martin Gronsdal on January 23, 2026, 09:34:03 AM
https://knucklecracker.com/forums/index.php?topic=45690

this map has prefilled digitalis to 400 depth.
Title: Re: Custom Map #11680: Side flow 2. By: BigBertha
Post by: Johnny Haywire on January 23, 2026, 11:08:30 AM
Quote from: BigBertha on Today at 06:18:41 AMHey guys, I finally made an account just to be able to respond on this thread. Firstly, thanks for the excellent feedback on all of my maps! I have only been lurking, watching the comments but I have been paying close attention.

Now, regarding the map itself, you guys are right that the goal with the digitals and all the emitters out there in the void was that when you kill the inhibitor, you're hit with a huge wave of creeper from all sides. However, this didn't really pan out as I'd wanted it to. Martin, I like your idea of running it in the editor to get them full early, I'll probably do that. I also liked the idea of putting some digitals in the main path to the emitter, so I'll probably do that as well.

Anyway, thanks Johnny for the consistent feedback on my maps, it's been very useful for each subsequent map. The biggest problem I have is I think you guys are better players than me, and for me to post one I have to win first! 😂 But I will try to get a harder version of this one up shortly.

Awesome, m8! Welcome to the forums 😊

I'd much rather play good maps than make them, so I'm always happy to provide feedback. Your maps keep getting better, and I'm looking forward to seeing what you come up with next! If you ever make a map that's too difficult, I'm sure you could post it on dropbox or some file-sharing site like that and one of us could take a crack at it then give you a solution for it. Maybe, lol. I might need to hire Lore to do it if it's too difficult. Some maps need a micro master, and that's not me.

Thanks again for all these cool maps! =)