Custom Map #1894: Pillars of TL10. By: Pastor.Healer

Started by AutoPost, March 23, 2015, 11:40:16 PM

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AutoPost

This topic is for discussion of map #1894: Pillars of TL10


Author: Pastor.Healer
Size: 97x97

Desc:
Simple! Get er' going...

Loren Pechtel

I don't understand the short times.  When you kill the last support for the bugs they're going to decay and you'll have a huge amount of creeper to deal with--which will wipe your base if you're not prepared for it.

RrR

The solution to fast times:
Spoiler
don't nullify the last emitter until everything else has been nullified
[close]

Loren Pechtel

Quote from: RrR on March 26, 2015, 06:45:38 AM
The solution to fast times:
Spoiler
don't nullify the last emitter until everything else has been nullified
[close]

Decay starts when you kill either the last emitter or the last nest.

RrR

No, you can kill all the nests and the digitalis is fine. Only when it is no longer connected to an emitter (where it grows from) will it die.

D0m0nik

Spoiler
It is possible to take this map apart in a very clean way, use the PZs  and send a couple of blasters to each corner, connect a relay and you can take the corners easily, from there the only real challenge is the spores which are guarded by digitalis and runners.

I have attached an image of just before I completed for a 5.33 time, I learnt a new technique here, line the digitalis with relays so that the guppy can feed the nullifier without getting zapped!
[close]

stdout

Spoiler
Instead of relays I usually use collectors because they are cheaper to build and perform the same function (that of serving as fodder for the runners.)
[close]

D0m0nik

Ah yes, good point!!! I am a bit slow on the pick up sometimes, only been playing this game for years!!!!