Custom Map #5678: Terps and Shields. By: Synthetic Lemon (Light)

Started by AutoPost, April 12, 2018, 07:14:32 PM

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AutoPost

This topic is for discussion of map #5678: Terps and Shields


Author: Synthetic Lemon (Light)
Size: 193x193

Desc:
No weapons except Nullifiers... use Terps, Shields and Black Holes to hold back the Creeper... The Creeper is much weaker than in most levels but this is not a level to underestimate

Sorrontis

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

pastor.healer

Really enjoyed the map.  Much different then what I've played before.  Wasn't sure I wanted to go for it, but
in the end, well done!
:)

JoaoPistori

Doesn't deserve the very low rating it has. I enjoyed it, the gameplay and the tactics changed a lot.

You might consider making those maps a bit smaller, because after each second your advancing will take more and more time (as there is nothing to damage the creeper, it will only accumulate on the map). I'm not saying this is a bad point, on the contrary, it makes the player act fast in order of not letting the creeper accumulate very much. But it should not reach a point where advancing requires (for example) 12 shields together for dominating a 3x3 square for another shield/relay/collector.

Also, weapons fire rate and range upgrades affect the terps, so, you can leave them unlocked at the forge for a faster terraforming.
A good idea that could be added is limiting the initial amount of reactors and placing tech artifacts around the map for unlocking more reactors.

Hints for this map:
Spoiler

- You can land on the hill right to the inhibidor and estabilish a solid perimeter with shields after the second reactor is built. Once you destroy the 1st emitter, build a reactor over the powerzone and you'll be fine.

- If you want to advance into de inhibidor by ground: Six-seven shields would be needed after ~15min mark. As the shield just pushes the creeper, some creeper will stay on the terrain borders adjacent to void. You can terraform the terrain around it to a lower level and you'll be able to fly the shields near without problems. Terraforming your perimeter to a lower level also helps diminishing the number of shields needed for defense.

- If you want to destroy the inhibidor with the "elite-team-of-guppies-and-shields": You can land on the hill north of the inhibidor, build some collectors and a nullifier near the emitter, a shield near the right-emitter and then, another nullifier for that emitter. Build two reactors over the two powerzones, connect the neighborhood hills with relays for feeding the totems, feed the top-hill totem with a guppy, then, get your "elite-team-of-guppies-and-shields" and go together with the singularity when you have a good amount of aether for that.
[close]

BilboGCL

Another (slow but painless) approach:
Spoiler
-Secure the NW with a couple of shields
-build a forge
- when you have access to the one totem on NNW, fine, you can relax...
- If not, or you want to speed things up send dangerseeking guppies to other totems...
- If you have collected enough aether, send a guppy to the inhibitor, place the singularity at the right place near the inhibitor and win
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