Custom Map #663: Mirage. By: Dook

Started by AutoPost, June 15, 2014, 07:00:09 AM

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AutoPost

This topic is for discussion of map #663: Mirage


Author: Dook
Size: 180x110

Desc:
Assault or be overwhelmed. The 3 large ramp emitters will increase creep output over time. When the creep hits the dormant emitters they will activate. Otherwise they will remain dormant. Anti-Creep can deactivate the formerly dormant emitters making sprayers and bombers extra effective. The large ramp emitters will not deactivate from anti-creep in this manner. Two command nodes are spread across the map to encourage early assault. Thanks to albrittbrat and Flabort for the scripts (pulled from wiki)

Helper


Flabort

Difficult. Maybe if I didn't start in the triangle...
I like how you placed the towers to support one another.  ;D
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)

Helper

#3
I thought getting the CN's in play was critical. As soon as I got the third one, I dropped it down to support the upper CN (in the space to the right).

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Dook

Thanks for the feedback Helper and Flabort. and thanks for the flip emitter script. All i did was delete the anti-creeper rate as i didn't want it to actually flip but to just remain dormant till creep hit it.

Your strategy to the map is nearly the same as what i used Helper but looking at the scores apparently there is a better way.

The triangle is the most defensible position (with terp) but expect a long turtle game starting there.