This topic is for discussion of map #751: Counterintuitive (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=751)
(http://knucklecracker.com/creeperworld2/thumb.php?id=751) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=751)
Author: albrittbrat (http://knucklecracker.com/creeperworld2/viewmaps.php?author=albrittbrat)
Desc:
Enthusiastic thumbs up on this one.
It took me several tries to figure out the first few minutes (and was a little frustrating), but it was my own skill set that caused that - NOT the game.
Very nicely done and looking forward to more maps from you.
dbit
(http://knucklecracker.com/forums/Themes/default/images/post/thumbup.gif)
Quote from: DethbyIT on January 26, 2012, 06:37:33 AM
Enthusiastic thumbs up on this one.
It took me several tries to figure out the first few minutes (and was a little frustrating), but it was my own skill set that caused that - NOT the game.
Very nicely done and looking forward to more maps from you.
What he said!
I like how you utilized buried emitters, that's something I've never seen before. Overall, it was a great map although I wasn't hardcore enough to finish it. :P
Very nice map. Made me think, which doesnt happen alot.
I've tried 3 or 4 times now and I just can't get it. The best strategy i can come up with repulsors + mortars up top to fight a stalemate, dig down and repulse up to protect the dug caverns, and put a rift down there, but no matter what I try I cannot even do as much as fight the creeper near the ship to a draw, let alone push it down to actually cap emitters.