Custom Map #3115: Jump into creep V2. By: Horschi

Started by AutoPost, January 30, 2016, 10:49:25 AM

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AutoPost

This topic is for discussion of map #3115: Jump into creep V2


Author: Horschi
Size: 150x150

Desc:

Jerdog

Do you realize you still haven't protected the big emitters.
Base #1 build up. 
Base #2 can sit in shallow creeper for quite awhile while taking out the 1000 & 2000 emitters.
Base #3 takes out the spore tower then juggles with #2 until terp is ready to make a safe spot.
Eventually a relay in a pz links them.

Builder17


D0m0nik

By allowing the spore to be taken early and providing stars that can be used to bridge the island I would say this version is easier than the 1st!

Loren Pechtel

I didn't see how to preempt the spore but I had no problem taking out the two super-emitters before they activated.

I took a good portion of the south island with bertha fire, including the spore.  Only the SW emitter required bringing over a cannon.  A couple of others required a PZ-terp to make pads for the nullifier.