Custom Map #671: bugs life. By: egg

Started by AutoPost, June 16, 2014, 06:04:59 AM

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This topic is for discussion of map #671: bugs life


Author: egg
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Narcosis


mzimmer74

I enjoyed that a lot.  It was a fun map! I agree that it is definitely harder than it originally looked.
Omnipotence doesn't mean the ability to do what is logically impossible. It's possible, therefore, for God to create beings with the kind of free will that can choose between good and evil, but he can't also force those creatures to choose good. If he forced their choice, it wouldn't be free.

Courtesy

#3
To be fair it really doesn't look like a walk in the park XD

EDIT: Upon playing it, I'm actually fairly surprised it's as easy as it turned out to be.
Here is a good way to get some more power behind your push early in.
Place to more command nodes down (deleting energy to do such). Push out your territory then remove CN1 and place a big-bertha in the back corner for pushing power.

Loren Pechtel

Quote from: Courtesy on June 16, 2014, 01:12:29 PM
To be fair it really doesn't look like a walk in the park XD

EDIT: Upon playing it, I'm actually fairly surprised it's as easy as it turned out to be.
Here is a good way to get some more power behind your push early in.
Place to more command nodes down (deleting energy to do such). Push out your territory then remove CN1 and place a big-bertha in the back corner for pushing power.

What do you need with pushing power?  The hard part is keeping your units unstunned.

My first try I died from stun, the second time I built a packed line of collectors around the pit (they absorbed most of the stun) and some mortars behind them to keep the creeper level down.  As you increase your power add snipers to match.  Then one terp, you want to raise a total of 24 squares, one row of three for each emitter.  Place nullifiers, add snipers as you can power them.  When the nullifiers pop there is no more creeper, it's easy to march out to a couple of PZs and blow the nests.

Courtesy

The bertha allows you to blast off a large chunk of both digi and runners, which gives your blasters the ability to just charge right on in.Once I came up with the strategy the map fell rather quickly. Even got an achievement for it!

ak

Quote from: Loren Pechtel on June 16, 2014, 05:05:56 PM

My first try I died from stun, the second time I built a packed line of collectors around the pit (they absorbed most of the stun) and some mortars behind them to keep the creeper level down.  As you increase your power add snipers to match.  Then one terp, you want to raise a total of 24 squares, one row of three for each emitter.  Place nullifiers, add snipers as you can power them.  When the nullifiers pop there is no more creeper, it's easy to march out to a couple of PZs and blow the nests.
Actually you only need to terp 8 squares!