Custom Map #1340: Tough Map No1. By: Wobblycogs

Started by AutoPost, November 11, 2014, 01:14:34 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #1340: Tough Map No1


Author: Wobblycogs
Size: 128x128

Desc:
Some quickly errected defences have already been built by the defenders of this world but they won't last long against a formidable creeper attack. Fortunately there is a large energy reserve ready to be tapped which should help. It's clear the key is to connect the totem though. HINTS 1) Take care which upgrades you choose 2) One of your first actions has to be counterintuative 3) A direct assult on the totem alng the narrow rasied area is very hard.

Stave

Wow, that WAS tough. I had to back down from three different strategies and regroup before I found one that worked. Great fun!

wobblycogs

Glad you liked it. It's the first map I've designed and I'm fairly pleased with how it came out. I've only played it to completion twice but I must have played the first 15 minutes a dozen times to get the balance right.

Spoiler
The very first thing you have to do is destroy the anti-emitters and place pulse cannon on the power zones.
[close]

After that (see spoiler) the strategy I found works best is to capture the valley and take out the emitter just outside. Then capture the plateau at the top of the map. From there you can work your way down to get the totem. I found it was just possible to get the northern emitter before getting the totem if you pile all you fire power into it.

Stave

First strategy: Force my way to totem, despite the map warning. That didn't work, obviously. Gave up after 30 seconds.

Second strategy:
Spoiler
Go through the valley and take out the center. Didn't work, but I got the closest emitter before I had to give it up as lost.
[close]

Third strategy:
Spoiler
Looks like the bottom emitter's pretty weak, maybe that way.. Managed to get the emitter, but couldn't make any progress beyond that. Creeper kept coming south over that little ridge.
[close]

Final, winning strategy:
Spoiler
Exactly what you said, haha. I realized that the top one was isolated from the rest, took it out and forced back the digitalis, then worked my way down, moving Berthas on to PZs as I got them secured. I probably should've spent my first forge upgrades more wisely, but I went for build speed and packet speed mostly, because I figured getting the nullifiers up would be difficult. I'm considering redoing it with different upgrades, but I'm not sure I want to invest that much time again, haha. Ore efficiency and firing range would've helped a lot.
[close]

Grayzzur

I wouldn't exactly call it "tough" -- more like "tedious." Intense creeper tends to just make it a slog. There's plenty of time and energy to build up the initial base defense and turtle up before pushing out -- the only real challenge there is determining which units to place in the limited areas along the ridge. That took me a little trial-and-error, but never really endangered my base in the process.

Upgrades aren't that hard to come by, as you provide a generous starting amount and there's plenty of energy for suicide guppies to keep that other totem charged until you can get to it.

Then it's just a matter of systematically taking things out. Slowly.

It was fun to play through. I like the terrain layout. I would suggest an AE Tower covering the totems in the future if you don't want them to be guppy powered until the player actually takes control of the area, but provide more totems. Once we're that far in, the map is won and more totems helps it to feel less sluggish.

Hope to see some more maps from you!
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

ak

Quote from: wobblycogs on November 12, 2014, 04:20:40 AM
Glad you liked it. It's the first map I've designed and I'm fairly pleased with how it came out. I've only played it to completion twice but I must have played the first 15 minutes a dozen times to get the balance right.

Spoiler
The very first thing you have to do is destroy the anti-emitters and place pulse cannon on the power zones.
[close]

After that (see spoiler) the strategy I found works best is to capture the valley and take out the emitter just outside. Then capture the plateau at the top of the map. From there you can work your way down to get the totem. I found it was just possible to get the northern emitter before getting the totem if you pile all you fire power into it.

Spoiler
I put a mortar on one and a nullifier on the other.  Getting rid of the nearby emitter quickly probably makes things way easier.
[close]

Helper

Grayzzur providing some excellent feedback.
Very impressive for your first map, and I'm looking forward to seeing more.
Thanks,
H