Knuckle Cracker

Creeper World 2 => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on September 03, 2011, 11:28:59 AM

Title: Custom Map #142: Assault 3 (fixed)
Post by: AutoPost on September 03, 2011, 11:28:59 AM
This topic is for discussion of map #142: Assault 3 (fixed) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=142)
(http://knucklecracker.com/creeperworld2/thumb.php?id=142) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=142)

Author: J (http://knucklecracker.com/creeperworld2/viewmaps.php?author=J)

Desc:
A new, improved and much harder version of Assault.
Title: Re: Custom Map #142: Assault 3 (fixed)
Post by: Micheal420 on September 03, 2011, 02:17:50 PM
still easy if you put shields up but still a good map
Title: Re: Custom Map #142: Assault 3 (fixed)
Post by: mpete on September 03, 2011, 02:25:30 PM
he removed shields.
Title: Re: Custom Map #142: Assault 3 (fixed)
Post by: Kithros on September 03, 2011, 02:43:17 PM
I didn't stop it from firing this time - they just took too long to fire in general.

Personally, I would recommend not overcomplicating maps - there wasn't really any point to the whole overflow into anti-creeper so it can overflow back into creeper, I would have just used a normal emitter and have it start firing right away. This would have also made it unnecessary to disable shields/repulsors, I would consider disabling techs a last resort unless it's a map being designed with it specifically in mind (ie. an anti-creeper only map for instance). Oh, also, I probably would have made it decayable terrain along the entire line (along with possibly more layers of terrain), as it is right now most of the weapons don't really matter because you don't need to care about the bottom half of the map - you only need to save the bunker.
Title: Re: Custom Map #142: Assault 3 (fixed)
Post by: J on September 04, 2011, 10:52:23 AM
The best way for me was building a m-rift near the emitters. Then you could easily take out the emitters and some weapons.
Title: Re: Custom Map #142: Assault 3 (fixed)
Post by: Cavemaniac on September 12, 2011, 06:45:16 PM

I really liked this map - a nice blend of simplicity and complexity.

It kept me amused on a Sunday morning.

I was surprised at how harsh people's comments were.
Title: Re: Custom Map #142: Assault 3 (fixed)
Post by: JmfR on May 28, 2012, 09:00:12 PM
Quote from: Cavemaniac on September 12, 2011, 06:45:16 PM

I really liked this map - a nice blend of simplicity and complexity.

It kept me amused on a Sunday morning.

I was surprised at how harsh people's comments were.

I agree I liked it. the only times I have given a negative on a map is when they do dumb things like 10, 100 health emitters or throw You up against a nexus that goes live in five minutes with just blasters available other wise most maps have thier own appeal.