Custom Map #10158: GoodBye (for now). By: TrickyCorp

Started by AutoPost, July 04, 2022, 11:29:12 AM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #10158: GoodBye (for now)


Author: TrickyCorp
Size: 128x84

Desc:
I'm likely never gonna be very active in this game again. This map is sort of a final challenge to you all. Can you survive? And more importantly, how fast can you end this skirmish? The TrickyVerse is counting on you! Give it your best shot!

TrickyPlayer

For the people that are salty that they can't beat this map: here's some tips:

Tip 1:
Spoiler
That SE spore tower releases 25 spores every 8 seconds? Maybe we should just snipe it off the map before it fires
[close]

Tip 2:
Spoiler
That conversion artifact really doesn't seem to be important later on... maybe just use it to clear the area around the super spore tower.
[close]

Tip 3:
Spoiler
Use conversion AoO and build an very early guppy so you can build an nullifier at the SE spore tower before it fires
[close]

Tip 4:
Spoiler
Seems like the front line you're working with isn't exactly easy to defend... maybe we should just move the front lines to somewhere else?
[close]

Tip 5:
Spoiler
Since we are moving our front lines, maybe also move the Rift Lab... uhh I mean Command Node, to this free area in the North of the map.
[close]

Tip 6:
Spoiler
Some starting buildings really aren't helpful. Disable them either temporarily or permanently.
[close]

Tip 7:
Spoiler
You won't be making all that much energy out of collectors. Use some Reactors once you're out of good collector spots to keep up with the rising energy demand.
[close]

Tip 8:
Spoiler
Since we are moving to the North, we might not have enough energy to defend the South. There's really not that much there, so we can afford to lose the area. We can take it back later
[close]

Tip 9:
Spoiler
Terps are really useful at making more buildable space available. Try it once you have enough energy, but too few space to properly continue.
[close]

Tip 10:
Spoiler
I doubt using sniper shots on those Runners is a good usage of energy, especially since new ones will be created anyway. How about we just don't?
[close]

Tip 11:
Spoiler
At this point, you should be able to survive for the first 10 minutes. After having a stable situation, just take back the South you had to give up on earlier. There isn't much creeper flowing in there, and it also rewards you with a nice Totem for your Forge to use.
[close]
When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P

Johnny Haywire

Miss ya, Tricky! Your cursor maps are some of my favorite CRPL maps out there.

This map is also cool. If anyone wants a challenge that's not too rough, this is a good one. Rough start, decent challenge for 10 minutes and then you can end it quickly (singularity) or just plow through them.

You don't need to abandon the South base if you'd rather not. It was easy enough to defend with a couple mortars and well-positioned blasters. Plenty of AC also.

Thanks for the map!! =)
You disagree with this sentence, don't you?