Custom Map #7906: map 1128 (GN). By: yum234

Started by AutoPost, November 25, 2019, 03:08:08 AM

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AutoPost

This topic is for discussion of map #7906: map 1128 (GN)


Author: yum234
Size: 256x190

Desc:
#BravoHarrymcb #BravoRegallion #BravoVirgil #ThanksToAll

Helper

Yikes!
Spoiler
Don't be surprised by all the fun at about the 9:30 mark. Re-starting game now.
[close]
This is going to be fun...after the initial shock.
Thanks,
H

Loren Pechtel

Bug?  After killing a few spore towers they are suddenly shooting weak white spores.  Do they perhaps have a system like the emitters, but not checking for overflow?

yum-forum

Quote from: Loren Pechtel on November 25, 2019, 08:58:59 PM
Bug?  After killing a few spore towers they are suddenly shooting weak white spores.  Do they perhaps have a system like the emitters, but not checking for overflow?

Not bug. Intended gameplay (surprise from author).
Regallion's Redistribution System work so that redistribute not only number and interval of spores but also amount of creeper inside spores. If it exceeds 2147 creeper becomes anti-creeper.

Good lu to all!  :)

1560 maps in CW2, CW3 and PFE till now
last

EEderle

May I ask for a short advice:
How do you deal with power distribution? Kill them one by one and then deal with the bigger creeper output with more weapons - or do not kill them but "control" them with pulse cannons and then at the end try to kill all at once?

marvinitfox

Quote from: EEderle on January 02, 2020, 03:50:56 AM
May I ask for a short advice:
How do you deal with power distribution? Kill them one by one and then deal with the bigger creeper output with more weapons - or do not kill them but "control" them with pulse cannons and then at the end try to kill all at once?
Umm.... Yes.
Both options.

If you can afford the firepower and energy to suppress, and killing the emitter will not leave a PZ where you need one, then suppression is the ideal.
Remember that killing creep as it appears is safer, but uses more energy per creep killed than more efficient attacks, like mortaring into a deep pool.

In practice, (this map is a perfect example), the emitters tend to be in locations where getting the needed suppression firepower in position is hard, and energy is at a premium.

p.s.
for those maps that use *spore* redistribution, it is almost always best to suppress. You know where and when and how strong they will appear thus making targeting much easier. And suppressing spores uses exactly the same energy as normally defending against them.