Custom Map #4101: The Intruder. By: JoaoPistori

Started by AutoPost, December 08, 2016, 07:32:48 PM

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hbarudi

#15
This map is interesting, different than usual color and then all the crpl stuff
in play as creeper mode, there is so much anticreeper, digitalis grows very slowly and they also hit my emitter (using one emitter and all others phantoms), use the phantoms to hit all those anticreeper producing objects and other crpl stuff, but then the digitalis takes too long to reach the other powerzones so I can build stuff on them, but the berthas and "superweapon" destroy the digitalis completely to the point where it has to regrow from the source I wish if it was 1 bertha instead of 2 and the anticreeper 1400 at the top, it took so many waves of phantoms to take the superweapon only for it to die while I was shooting out of it near the bottom of the map, does it take lots of damage from its own shots?
This requires reload from last save thanks that there was this reminder.
Edit:
Abraxis mode is interesting you get a lot of things to benefit us in this challenging start area, what are those 5 pods and what is their purpose?

JoaoPistori

Quote from: hbarudi on July 24, 2017, 10:10:56 AM
This map is interesting, different than usual color and then all the crpl stuff
in play as creeper mode, there is so much anticreeper, digitalis grows very slowly and they also hit my emitter (using one emitter and all others phantoms), use the phantoms to hit all those anticreeper producing objects and other crpl stuff, but then the digitalis takes too long to reach the other powerzones so I can build stuff on them, but the berthas and "superweapon" destroy the digitalis completely to the point where it has to regrow from the source I wish if it was 1 bertha instead of 2 and the anticreeper 1400 at the top, it took so many waves of phantoms to take the superweapon only for it to die while I was shooting out of it near the bottom of the map, does it take lots of damage from its own shots?
This requires reload from last save thanks that there was this reminder.
Edit:
Abraxis mode is interesting you get a lot of things to benefit us in this challenging start area, what are those 5 pods and what is their purpose?

Thanks for playing it! Nice to see that you played both modes!

About the 5 pods (that needs 300 packets to activate): Each one will unlock a new upgrade tier at forge:
+2 levels for energy production and ore mining efficiency;
+2 levels for build speed;
+1 level for each weapon upgrade (range, fire rate and move speed)

Spoiler
If you get the level 5 weapon range upgrade, a sniper in the bottom-left powerzone (from the emitter, not the spore towers) can hit the big structure from safe. Note that you must terp it, so the sniper can "have vision" and fire.
[close]

TypoNinja

So many super weapons and so much AC just pushes this into painful slog territory for the PAC side.

There's a line between 'difficult' and 'slow and tedious', you crossed it, by a lot.

goodyosef

#18
Ok, so I've been working on this off and on for like 2 days, and I cannot seem to progress further than this . Can anyone tell me what the heck I'm doing wrong???

Creeper world problem game.jpgCreeper world problem game.jpg 

Johnny Haywire

Did you read my earlier post from long, long ago? I don't remember the map too well but I think the explanations make sense. You have to kill that multi-shielded thing on the right but be careful to only hit it in the center otherwise it'll build PZ beams on the corners. If I remember right, it takes a while to kill.

Hope this helps!
You disagree with this sentence, don't you?

goodyosef

Hey Johnny, thanks so much, but I've *tried* to kill that stupid thing on the right and can't seem to get enough spores onto the target to make a difference. It drops to maybe 80% health and then heals up before the next round of spores can hit. I've switched everything to spore launchers, just as you said, and tried to sync them to hit at the same time to deal with all the beam defenses, and it's just not doing anything.

I'm trying to figure out if there's something I have to eliminate first, but I've tried everyplace I can think of targeting without much success...

Johnny Haywire



Just so happened to have the game saved right after killing it. I was thinking I staggered the spores a bit, spreading them out so they keep hitting the base regularly rather than having them all hit at once. Looking at my game save file, I was more than 8 hours into the game (lol) so I most likely let it just run while I did something else.

Lemme know if that helps!
You disagree with this sentence, don't you?

goodyosef

Ok, so I started an entire new file, did everything I did before *except* targeting the mortar on a powerzone up near the top left, and this time it works.

The information that there are beams under the four corners seems inaccurate, my spores are taking fire from them anyway, but they seem... less powerful in this file? Not sure how to account for that.

The real trick was to spread the spores out just a little, that seems to have done wonders. I did that last file, but for some reason it didn't work then.

Anyway, I'm armed with the UFO now, time to see how that thing works. Many thanks, Johnny!