Custom Map #666: Trials in Tainted Space. By: Courtesy

Started by AutoPost, June 15, 2014, 07:05:55 PM

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This topic is for discussion of map #666: Trials in Tainted Space


Author: Courtesy
Size: 128x84

Desc:
Lia continues to train the simulant in order to search for weakness's in Abraxis's judgement. In this simulation it is taught about Artificts of Odin, and fights off an assault that comes from all sides of it's base. You will be required to make full use of both your anticreeper and your energy at all times to succeed. This map is slightly more difficult than a campaign mission. #NoDigitalis #NoAircraft #SporesPresent #AbraxisSimulant

Loren Pechtel


Courtesy


Asbestos

This... is actually really tough. High intensity emitters and a lack of energy make this a hard map. Fitting for map #666; the only way it could be more fitting is if it were a planetfall map.

planetfall

Quote from: Asbestos on June 15, 2014, 11:07:59 PM
This... is actually really tough. High intensity emitters and a lack of energy make this a hard map. Fitting for map #666; the only way it could be more fitting is if it were a planetfall map.

I wanted this spot for my boss map. Sadly, things have gotten in the way of finishing it (game bugs, script bugs, getting the roof replaced, etc.)

But I didn't find this map tough at all. There's plenty of land to build reactors on. I forgot to use the AOOs as well...
Pretty sure I'm supposed to be banned, someone might want to get on that.

Quote from: GoodMorning on December 01, 2016, 05:58:30 PM"Build a ladder to the moon" is simple as a sentence, but actually doing it is not.

Courtesy

I think difficulty will vary not only by player skill, but by how quickly they catch on to where they need to reinforce best, and how exactly they try to go about that. I actually beat it with 3 conversion bombs left because I only needed 1 to really soak up the map. If you're still having difficulty, remember to use the singularity cannon to group up the creeper, and then blast them all with a conversion bomb. The high intensity emitters only shoot off once a minute roughly, so you get at least 2 minutes of extra peace out of it. Then (due to only going off once a minute) future bombs, per lia's suggestion can allow you to rush right in and take down the large power inhibitors immediately. Once the northern one is down, the rest of the map falls like domino's, especially with the power zone you procure out of it (which I personally put a sprayer on). With appropriate use of AOO's, I'm fairly certain the map could be crushed in 20 minutes. Perhaps with a very well timed one, you could even orbitally nuke the long-delay emitters twice in a row: allowing you to take them even quicker.

Initially there was a 95 energy reserve, but I noticed that I was going to get slot #666, so after making sure the map was still beatable, I removed it to make thing a tad more difficult, and actually found it more enjoyable that way ^^ I hope you enjoyed the map, and I'd certainly like advice on how to improve future maps.

Loren Pechtel

Quote from: Courtesy on June 15, 2014, 08:39:07 PM
You have a terp tool available.

I wanted to remove *WALLS*.  Terps don't touch them.  The only way to kill them is with creeper and that's not practical when it's in the middle of your base.

Courtesy

Ah yes. Walls can be frustrating when they overstay their welcome. Especially since you can't shoot through them with blasters.