Custom Map #6181: The Lost Hive 1 Discovery. By: Zorashad

Started by AutoPost, July 15, 2018, 06:01:03 AM

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This topic is for discussion of map #6181: The Lost Hive 1 Discovery


Author: Zorashad
Size: 128x128

Desc:
While looking for lost techs Skars and Lia stumble upon an interesting transmission starting the hunt after a new enemy which they didn't expect to find. This is a new series of maps i start now, i hope you will enjoy this story and i hope to get some feedback on the forum!

herobattle530


Zorashad

Ohh i am seeïng you often in the comments. This map will be part of a series that will be 6 long. Hope you enjoy it!
btw, how did you tackle this map, i am curious how you did is as the maker of the map.

herobattle530

I defended the ridge in front of my base using a mortar, sprayer, and a cannon. The runners didn't really do anything, but I put Snipers on the ridge anyway. I built a bunch of reactors, a forge, and two Berthas. I then targeted both ends of the bridge the the top to stop creeper from flowing to the right. I built a bunch of fighters and attacked the top right. I then built two more berthas to attack both the emitters in the top right and re-targeted the other two as well. I upgraded energy, fire rate, and fire range. I built two guppies as well as about 10 cannons. I moved the cannons to the top right by the spores so I could use the guppies to nullify them. By this time enough creeper was off the generator or whatever it was that the Creeper cannons started firing on the Inhibitor. I then mopped up the creeper in front of the ridge and nullified the Inhibitor.


Zorashad

Interesting, this was my idea(and what i did) when i created the map:

Spoiler
I created some quick energy sources and then build some guppy's, mortars and cannons to quickly go to the top of the map using the small island that has no connection to emitters. I placed a sniper there against the potential runners (which were mostly for decoration) and pushed right with a shield and sprayer and other weapons to the emitters which i then nullified. And from there on the game was as good as won for me.
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Already working on part 2 of this map series, hope you will play it aswell!

D0m0nik

Does not seem to work for me, even with the alien reactor flooded in AC, the cannons are still hostile.

Zorashad

thats really weird, maybe its because there is ac that its not working. otherwise if you really want to finish it you could elevate the terrain above the altitude of the cannons, they won't attack your units in that situation.

Zorashad

After testing i conclude that it is indeed the ac is causing the reactor not to activate. i am sorry that i did not test for that when making the map(since i myself when playing it had always a severe shortage of ac)

wick

Just played it through.  As usual, I completely overkilled things, but that's what I do.  I don't play for speed, I play for enjoyment of the puzzles.

Spoiler
I defended my base, built up an economy, then skirted the outside of the inhibitor on the lowest edge, just outside the range of the hostile cannons.  Killed off the emitters in the back along with the nest, then moved over to the reactor.  I had enough cannons to prevent the reactor from getting creepified (is that a word?) and then nullified those emitters.
Then cleaned up the inhibitor.  On maps with spores, I usually go WAY out of my way to destroy them because I hate them with a passion.  I cackle out loud whenever I nullify one.
Probably added 5 minutes to my game time, but it was totally worth it.
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Zorashad

Ah ye i know that feeling. All the spore towers should just die, runners as well though. Interesting approach past the middle.