Custom Map: Walls

Started by AutoPost, November 05, 2011, 10:11:31 AM

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AutoPost

This topic is for discussion of map: Walls


Author: Sqaz

Desc:
The Creeper has breached the walls already, there's no time to lose, hold it back and clear the area.

rchev

Irritating to have a movable city, but nowhere to move TO...

UpperKEES

#2
You just had to find something to complain about, didn't you? ;)

There are many locations to move the city towards, but you just happen to be at the most convenient place to start the map, as the lower area's will flood.

Later on it's no problem moving the city there to shorten the supply lines.

The author could easily have put Odin City at the lower plains and force the player to move it to its current position during early game, but I'm pretty sure that would be a reason for you to complain as well. :P

Edit:

I guess I have to thank you for bringing this map under my attention. Loved it!

I overestimated the power of the Creeper a little, so it shouldn't be any problem to finish it in about 11-12 minutes.

Thanks Sqaz, great map as usual! :)
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

Sqaz

Quote from: rchev on November 06, 2011, 02:22:59 AM
Irritating to have a movable city, but nowhere to move TO...

But it would be equally irritating to have a locked city even though there isn't anywhere to move TO... ;)

Quote from: UpperKEES on November 06, 2011, 03:36:23 AM
I overestimated the power of the Creeper a little, so it shouldn't be any problem to finish it in about 11-12 minutes.

Probably, with the movable city and a blaster to bridge it won't be a problem. But I found that my CW1 skills were really reduced by playing CW2.

Quote from: UpperKEES on November 06, 2011, 03:36:23 AM
Loved it!

Thank you ;D

UpperKEES

Quote from: Sqaz on November 06, 2011, 05:13:54 AM
Probably, with the movable city and a blaster to bridge it won't be a problem. But I found that my CW1 skills were really reduced by playing CW2.

I actually never moved the city when the Creeper close to the top emitter didn't require that much fire power to be kept at bay.

Before I started my assault I was only collecting 4.2 energy, so I figured I better build some storage (300!) in advance and fill it up to be able to sustain my 6 drones, 6 blasters and a mortar. However my energy levels never dropped below 200 and I didn't even need all the weaponry I had prepared.

It's a nice subtle map suitable for almost(;D) every player. Having to sustain your assault without reactors makes strategy more important than fire power, which I like a lot. Almost makes me create more CW1 maps....
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

Sqaz

Quote from: UpperKEES on November 06, 2011, 05:28:58 AM
It's a nice subtle map suitable for almost(;D) every player. Having to sustain your assault without reactors makes strategy more important than fire power, which I like a lot. Almost makes me create more CW1 maps....

Well, I'd say try more of my new maps :D, none of them allows reactors (except Bridges by accident). These were all just old maps lingering around on my computer so I decided to upload them with graphics.
Disabling reactors is the easiest way to make maps fun, no need for giant space reductions or mega emitters. The lack of the last and the slower more tactical gameplay (No über-fields and Titan-Emitters for which you need a whole load of launchers) actually make me prefer CW1 these days.

Quote from: UpperKEES on November 06, 2011, 05:28:58 AM
Before I started my assault I was only collecting 4.2 energy, so I figured I better build some storage (300!) in advance and fill it up to be able to sustain my 6 drones, 6 blasters and a mortar. However my energy levels never dropped below 200 and I didn't even need all the weaponry I had prepared.

I totally forgot about energy storage, not that I would use it that much, I just build up firepower and attempt to cap the emitter and clear the area. I always loved paratrooping.