Custom Map #7673: CSM-140 b (easy version). By:

Started by AutoPost, August 23, 2019, 04:25:10 AM

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This topic is for discussion of map #7673: CSM-140 b (easy version)


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Todd

Gah, I only saw the license agreement to post. I didn't put any text except what was there before. Ugh. First map upload if anyone is curious.

This is a modified version of yum234's CSM-140 map meant to be easier. I asked permission before posting. Goodness. Newb move on my part for not changing the intro text. Oh well. Hope people like the variation.

Love your maps yum234. I ought to try creating a map from scratch sometime. Soooo much work though. I don't know how you do it.

yum-forum

Very nice, Todd, that you created and uploaded modified map for us.
We all together create a "Dreem Creeper World 3+"  :D

P.S. Anybody can create new map based on any my map! You are welcome and Good lu!  :)
1560 maps in CW2, CW3 and PFE till now
last

Todd

Can't wait for CW4! The videos are amazing. Looks like you might be able to import CW3 maps even.

yum-forum

Played your map, Todd. So many sufficient addition in gameplay. Very fascinating. Big thanks and 10/10 from me.  :D
1560 maps in CW2, CW3 and PFE till now
last

Todd

I attached an image showing where I placed my starting gates. Avoid if you don't care for the spoilers.

Here are some hints for the map:

Spoiler


  • Higher Elevation - gates and emitters at a higher elevation magnify creeper and AC. Some of these areas are protected with flow arrows so you can safely take earlier.
  • Rush Before Flooded - some power-ups and areas to seal off are reachable early on before things flood.
  • 800+ emitters - gates that emit over 800 creeper I tagged with the dissolvable walls at the start. I didn't want people to have to scan every emitter to see what was scary. There are six 800+ emitters. I left tiny spikes that stick out into the void near the walls so once the walls melt to make them easier to spot. (Would be nice if there was something scripting-wise that colored the emitters red or orange when they can flood above terrain level 9.)

Here are outright spoilers:

Spoiler

I attached an image showing where I placed my starting gates.

Gate Blockers at Start

  • White - Located center-ish, between two power-up and just below a black chip. Near the two 1100 creeper emitters.
  • Red - Just left of the 850 emitter and CSM letters engraved on the map. Should be at elevation 5. Great for amplifying red later to knock down blue.
  • Blue - Left-side and middle. Partially surrounded by level 10 walls. It is the right-most blue gate.
  • White (delayed) - Top-Left near the two green bushes. I delayed moving the gate off the yellow a little before moving it here. There is a 1570 emitter that activates after the 600 sec (10 min) mark.

Things to aim for at start - The clock is ticking. Get these taken care of before things flood!


  • 2 Black Upgrade Chips
  • Terp around top upgrade chip. If you block things off properly, you can grab the 3+ emitter upgrader mid-game instead of later.

High Flood Areas - Tied to armored emitters. These gates and areas suck until you can eat away at each armored emitter. Pay attention to the arrow flow blocks so you know where each section is. Higher elevation areas can help drain this mess.

  • Pink Gate Area- The upper armored emitter floods the pink area and is a pain to nullify. You have to terp around the armored emitter and kill off the two blue emitters first. If you don't, the blue emitters will revive the armored emitter when they die. Not much point in blocking any of the pink gates.
  • Blue Gate Area - The lower armored emitter floods the blue area.

Higher Elevation Areas - Use these to amplify your AC output. I listed in order you will likely get them. Allows your gates, especially the yellow ones to knock down creeper elsewhere.

  • Yellow Gate (height 2) - Near bomb factory.
  • Yellow Gate (height 2) - Sort of close to Command Node.
  • Yellow Gate (height 3) - Near the center of the map. Awesome for knocking down creeper. You may want to Terp off the bottom blue area until you kill the armored emitter, otherwise you are just wasting AC.
  • Blue Gate (height 2) - Near the upper center of the map. I usually block this off once I free up a blocker.
  • Green Gate (height 2) - Near the top-center. One of the black chips is here (Which you got at the very start, right?). This area is a little more tricky. I terp off the pink area until I knock down its armored emitter, otherwise you are just wasting AC. The 3+ emitter powerup is here.
  • Green Gate (height 6) - This greatly amplifies everything in this area so you want to take this with the movable 1 gate linker when possible! Just seal up the green gate once you take the area if the green network is still too high.
  • Red Gate (height 5) - This is the red gate you blocked at the start. Unblock mid-game to greatly amplify red so you can safely knock down blue.

[close]

[close]

yum-forum

1560 maps in CW2, CW3 and PFE till now
last

Shatterstep

Loved the video.

Note that the red crystal things are bad. They strengthen all the bad emitters. Just an FYI.

I'm going to use "Shatterstep" for my future maps since "Todd" collides with another author that goes by "TODD".

Shatterstep

#8
On this map I used a lot of techniques I learned from other yum234 maps. I thought it might be interesting to use height for several areas. It can be tricky because it isn't always obvious how high a gate or emitter is and how much that possibly amplifies stuff.