Knuckle Cracker

Creeper World 2 => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on February 27, 2012, 12:01:03 AM

Title: Custom Map #903: MD 8: Too Late
Post by: AutoPost on February 27, 2012, 12:01:03 AM
This topic is for discussion of map #903: MD 8: Too Late (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=903)
(http://knucklecracker.com/creeperworld2/thumb.php?id=903) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=903)

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

Desc:
The survivors from one of the distressed ships have been located at a Styglek base. But while being shelled from a ship orbiting the base, you'll have a hard time getting to the survivors.
Title: Re: Custom Map #903: MD 8: Too Late
Post by: Fisherck on February 27, 2012, 12:03:55 AM
(http://s19.postimage.org/bpsw1rps3/117.png) (http://postimage.org/)
image upload (http://postimage.org/)

If you have any problems with this map, feel free to ask. This is not an easy map. You don't have enough energy to just slog through it. You need to be efficient;)
Title: Re: Custom Map #903: MD 8: Too Late
Post by: Ranakastrasz on March 01, 2012, 07:25:28 PM
Nasty map so far. Nice setup, I really like the Creeper shields (pipes that cover entire hallways, which can block creeper projectiles, or packets when filled), especially since they are fueled by two anti-creeper emmiters, since makers could not really handle it. That saved my ass a few minutes ago, when I managed to scrap a repulser at the top when trying to recycle my shield wall (since they do not regenerate fast enough to do anything, I have to build a second layer and scrap the first) so I misclicked and scrapped a repuslor, which quickly caused my entire upper setup to vanish in second. the lower area survived, due to the anti-emiters, which nicely blocked it from going down even a single Layer, so I was able to reclaim it again without much difficulty (since I had enough energy production lower down)

Well designed, and challangeing. I think creeper quantities are correct as well.
Title: Re: Custom Map #903: MD 8: Too Late
Post by: Fisherck on March 01, 2012, 10:01:09 PM
Quote from: Ranakastrasz on March 01, 2012, 07:25:28 PM
Nasty map so far. Nice setup, I really like the Creeper shields (pipes that cover entire hallways, which can block creeper projectiles, or packets when filled), especially since they are fueled by two anti-creeper emmiters, since makers could not really handle it. That saved my ass a few minutes ago, when I managed to scrap a repulser at the top when trying to recycle my shield wall (since they do not regenerate fast enough to do anything, I have to build a second layer and scrap the first) so I misclicked and scrapped a repuslor, which quickly caused my entire upper setup to vanish in second. the lower area survived, due to the anti-emiters, which nicely blocked it from going down even a single Layer, so I was able to reclaim it again without much difficulty (since I had enough energy production lower down)

Well designed, and challangeing. I think creeper quantities are correct as well.

Thanks for the good review! This one is a good challenge. That one field (shot from the ship) that heads into the base makes your life very difficult ;). I still have not decided the best tactic for this map... It is not necessary to hold the very top, except for build space and the ore. I'll have to play it again this weekend... and post some pictures for those who need help :).
Title: Re: Custom Map #903: MD 8: Too Late
Post by: Ranakastrasz on March 02, 2012, 02:36:59 PM
Quote from: Fisherck on March 01, 2012, 10:01:09 PM

Thanks for the good review! This one is a good challenge. That one field (shot from the ship) that heads into the base makes your life very difficult ;). I still have not decided the best tactic for this map... It is not necessary to hold the very top, except for build space and the ore. I'll have to play it again this weekend... and post some pictures for those who need help :).

Yea, The bombardment is a pain, but not silly overwelming. I wish it wouldnt clip through a single shield layer, and I have no idea why it drags anticreeper too, but regardless, works fine. I have to maintaing 5 repulsors at the top, with a single shield in front in most cases to keep the creeper back, with a few blasters and morters (placed just right to not waste power when uneeded) to keep creeper away from the repulsors and keep the upper area from overflowing, while renewing the shields as they take slow damage.

The extra build space and ore is cruisial there, but if not for it, I dont think I am under any real threat if I lose it, at least not instantly, due to the shields.
Im unsure what clever methods really work, but I did take advantage of supercharging the shields (with makers) while assaulting the first two emmiters, which let me sneak close enough (with blaster support to clear the creeper below it as well) to take them out. The two sides look to be challanging, and I think shields might be nessesary to break the periodic waves. I also have no plan to open the pods till I actuall nullify the emmiters, seeing as the wave will doubtless murder them.
Title: Re: Custom Map #903: MD 8: Too Late
Post by: tijno77 on April 18, 2012, 09:44:36 AM
more plz :)  LOVE EM
Title: Re: Custom Map #903: MD 8: Too Late
Post by: Katra on June 12, 2012, 09:05:43 PM
I finally found the trick on this one. (Or maybe there's more than one tactic that works.)

I built multiple layers of shields right at the top while flying down; built some reactors and a few blasters in the AC pipe section, and nullified the two creeper emitters feeding into the pipes by dropping the LS below the lowest pipe. Then flew back up to clear creeper out of the pipes and gradually build up power and advance to the bottom and sides.
I found the optimum cap at the top to be one layer of shields (with one extra - periodically replaced - on top of that) backed by 5 blasters and 5 repulsors. One maker above the shields on either side of the single center shield. (X is a blank space.)

XMSMX
SSSSS
BBBBB
RRRRR


To defeat the sides I opened one side at a time from the top. (1 shield plus a repulsor to hold creeper in; several launchers to kill creeper.) Once the launchers knock the creeper pressure down I was able to delete the shield, advance one blaster to right next to the emitter, and nullify. From there launchers and blasters from above and below clear out the whole side fairly quickly.

Title: Re: Custom Map #903: MD 8: Too Late
Post by: Fisherck on June 13, 2012, 09:08:57 AM
Glad you figured it out! School is finally done so I can finally focus on making maps again! I do plan on finishing this series, and I will work hard on making the difficulty level of the maps more uniform; I have been jumping around to much on the maps ;) Except for maybe a finalle I don't plan on making maps as hard as this again.