Custom Map #7494: GRM-04. By: yum234

Started by AutoPost, June 23, 2019, 04:34:45 AM

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AutoPost

This topic is for discussion of map #7494: GRM-04


Author: yum234
Size: 162x121

Desc:
Grabz Radioactivity Mode game with created by Kajacx RainMakers and UFO. New feature - some of ERS (Enemy Radioactivity Sourse) can be not only nullified but also can be destroyed by anti-creeper! :) Range of some ERS decreasing by time but for some ERS - not changing. Enjoy new mode, please, if possible! :) #BravoGrabz #BravoKajacx #CreateDreams #GoodLu

JoaoPistori

Building two sprayers as soon as possible greatly helps improving score. After the UFO abducts the "AC clouds generator" then you can just build a lot of bombers and quickly eliminate the ground radioactivity. Also built some berthas and set them to auto-target. After having available powerzones, you can build berthas and put them to auto-target and later you won't even need to advance weapons to nullify things. Having 2-3 relays on power zones also greatly helps packets speed.

yum-forum

Good explanation of how to play.  :)
Interesting how will be your variant of gameplay if ERS (Enemy Radioactivity Sourse) will be movable in next map!  ;)

Hint:
Spoiler
In this map possible to nullify the up/left ERS at the beginning of game!
Good Lu!  :D
[close]
1560 maps in CW2, CW3 and PFE till now
last

D0m0nik

Quote from: yum-forum on June 24, 2019, 04:48:10 PM
Good explanation of how to play.  :)
Interesting how will be your variant of gameplay if ERS (Enemy Radioactivity Sourse) will be movable in next map!  ;)

Hint:
Spoiler
In this map possible to nullify the up/left ERS at the beginning of game!
Good Lu!  :D
[close]

That was my technique Yum, the one above and the two to the left are vulnerable to an early attack.

JoaoPistori

Despite searching for that, I really didn't see anything and also had failed upon trying to early-nullify something. I have to regain my CW3 skills again :P

My opinion about the moving radioactivity:
A moving source of damage usually should move where the player can "predict". Do not use a full-random movement because that could wreck the player's base and infrastructure at unexpected (and probably, also inevitable) moments, lowering a lot the map rating. That's what happened with my last map that had a boss that moves randomly. By the other hand, who likes this kind of "surprise" behavior will certainly like it.