Custom Map #680: Indomitable. By: Dook

Started by AutoPost, June 18, 2014, 02:22:46 AM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #680: Indomitable


Author: Dook
Size: 200x110

Desc:
The Fortress senses your approach. Peril lies for the unprepared. Script units; Adaptive Emitter, Dormant Emitter. Dormant Emitters will only activate when touched by creep and anti-creep can disable them. Adaptive Emitters ramp up when units are in proximity. Careful they have a deceptively long sense range and they really hate Nullifiers. Thanks to Molay for the awesome script (Adaptive Emitter) and Flabort for the Dormant Emitters (modified flip-emitters).

Loren Pechtel

Yeah, nasty, nasty, nasty.  I thought I was doing ok although I was having a hard time figuring out how to advance.  I'm paying attention to some air strikes and my base gets overwhelmed.

Grayzzur

Very nice map. Really changes your strategy on how to approach it.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

tornado

I used a buoy to remote charge some nullifies
I still dies
Now CEO of Particular Endeavors. http://knucklecracker.com/forums/index.php?topic=23752.new#new
We apologize for all inconveniences that we caused.
Quotefirst, you have to imagine a very big box, fitting inside a very samll box.
then, you have to build one

Loren Pechtel

I beat it.  I took the first one on conventionally, a bertha shot let me place the nullifier but I wasn't sure if it would actually fire--but it became moot.  The emitter overflowed, tons of anti-creeper.

After that I tried a different tactic on the fortress.  I had already killed the outer emitters (an early strike with one guppy will do it) and I tried terping the power zones up to 10.  Bertha fire to keep the creep down, drop the nullifier on the power zone and it took out the variable emitter without getting it furious.  (And the spore tower went with it.)  Terp the two new PZs, a nullifier on the spore tower's PZ nailed the inner emitter, again without getting it furious.  From there the inhibitor was in range.


I reloaded a save, forget the outer emitters, just walk in the PZs.

Helper

Quote from: Loren Pechtel on June 18, 2014, 03:02:00 PM
I reloaded a save, forget the outer emitters, just walk in the PZs.

You have any screen shots to share?

Courtesy

Sounds like it's hard. I'll give it a good whack in a moment.

Grayzzur

Tips:
Spoiler

One Strafer each on those wells with the Adaptive Emitters will keep the creeper low enough to prevent activating the Dormant Emitters.

A mortar and a guppy can get you access to a remote totem for extra upgrades, and keep it from being overrun.

Use the energy at one of the corners to build up a base with plenty of reactors, a forge, and a mild defense.

Your goal is the Inhibitor. (You will need to terp a bit to get a nullifer in range of it.)

A PZ shield with a couple PZ mortars can hold back quite a bit of creeper.

Once you start nullifying targets, the Adaptive Emitters start to get agitated, even if you back off. Be prepared for your next move after nullifying a target, don't wait around. Once you start attacking the first target, be prepared to push forward to the Inhibitor.
[close]
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

Dook

Quote from: Grayzzur on June 20, 2014, 12:00:34 AM
Tips:
Spoiler

One Strafer each on those wells with the Adaptive Emitters will keep the creeper low enough to prevent activating the Dormant Emitters.

A mortar and a guppy can get you access to a remote totem for extra upgrades, and keep it from being overrun.

Use the energy at one of the corners to build up a base with plenty of reactors, a forge, and a mild defense.

Your goal is the Inhibitor. (You will need to terp a bit to get a nullifer in range of it.)

A PZ shield with a couple PZ mortars can hold back quite a bit of creeper.

Once you start nullifying targets, the Adaptive Emitters start to get agitated, even if you back off. Be prepared for your next move after nullifying a target, don't wait around. Once you start attacking the first target, be prepared to push forward to the Inhibitor.
[close]

That first tip is ingenious. That would buy A LOT of hassle free time to plan your assault (besides the spores of course).

Imposter

Using the forges gravity weapon helps take out emitters a lot.

Loren Pechtel

Quote from: Helper on June 18, 2014, 03:48:56 PM
Quote from: Loren Pechtel on June 18, 2014, 03:02:00 PM
I reloaded a save, forget the outer emitters, just walk in the PZs.

You have any screen shots to share?

I didn't think to take any.

I built my base in the SW, expanding as far as I could without agitating the variable emitters.  Two berthas, some guppies.

So long as you strike early a guppy can take out the 4 corner dormant emitters of the fortress.  I only cared about the SW one, I killed the others for good measure.

Terp the PZ that results up to level 10.  Since I didn't have any strafers I used bertha shots to do this--slow but when the shot falls the terps can work and once they've raised it at all it will stay dry.  Once it's at level 10 I moved my berthas to the variable emitter.  I also built up my build speed, you want to get the nullifiers up as fast as possible.  The nullifier built before the creep could build up enough to reach the top of the pillar, the berthas were enough to allow it to live to fire.  It took out the nearby variable emitter (which didn't get so upset because the nullifier wasn't dangerously close in it's eyes) and the spore tower behind.  Put a terp on the first PZ, use it to raise the other two.  The variable-emitter PZ gets a collector, the spore tower PZ get the nullifier.  The variable in the inner corner is in range but far enough back it doesn't get too upset.  Again my two berthas were sufficient to protect the nullifier for long enough.  Terp to the spore tower PZ, raise the second variable-emitter PZ.  Terp away, place a collector.  Nullifier on the second variable-emitter PZ.  It kills the inhibitor and two variables.

The key here is an absolute minimum of forces, relying on terrain height and berthas only.

The two outer variable/dormant pairs are by far the hardest things on the map to kill, I only successfully killed one when I drove it over 2047 creep production.

Helper

Quote from: Loren Pechtel on June 20, 2014, 08:59:14 PM
Quote from: Helper on June 18, 2014, 03:48:56 PM
Quote from: Loren Pechtel on June 18, 2014, 03:02:00 PM
I reloaded a save, forget the outer emitters, just walk in the PZs.

You have any screen shots to share?

I didn't think to take any.

Thanks for responding. I thought of a different way and it worked out OK.
BTW - do you use a different 'user name' for your scores?

Loren Pechtel

Quote from: Helper on June 21, 2014, 06:57:44 AM
Quote from: Loren Pechtel on June 20, 2014, 08:59:14 PM
Quote from: Helper on June 18, 2014, 03:48:56 PM
Quote from: Loren Pechtel on June 18, 2014, 03:02:00 PM
I reloaded a save, forget the outer emitters, just walk in the PZs.

You have any screen shots to share?

I didn't think to take any.

Thanks for responding. I thought of a different way and it worked out OK.
BTW - do you use a different 'user name' for your scores?

Only my first name on the scores.  My scores are usually not impressive, though.

Alter Old

A hard map for rush. Add to my favourites. Thank you.
As usual, forgive for my English.