Custom Map #5180: Shipyard(Insane). By: Stoof

Started by AutoPost, December 24, 2017, 09:53:26 PM

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This topic is for discussion of map #5180: Shipyard(Insane)


Author: Stoof
Size: 200x120

Desc:
Invade an alien shipyard overun by creeper. This is an insanely hard map which will require a lot of micro management and takes quite a bit of time to beat. Hint: Don't cling on to your bases too hard, it may be easier to just sacrifice everything and move on. #NoReactor #MasochistFriendly

apocalipsus

Hey.
I really enjoy this type of maps you make (with a normal, hard and insane version).
This was the one that caused me more issues. I took a long time to beat it.

Stoof

#2
Hi.

Thanks! This is probably the hardest one so I can imagine it took a while to beat. I just uploaded an even harder map if you want a really crazy challenge  ;D

I will be uploading some other maps for a while, without the normal/hard/insane structure, but I will get back to it eventually. I just have some maps that I didn't think worked at all the different difficulty settings but they are fun at some setting so I will polish and upload those and then I think I will make a second version of Voidstones. Any hints regarding what was fun/unfun with these maps would be appreciated.

apocalipsus

Hey again Stoof.
I would like to share my strategy, and would like to know if there was any other way to do it.
Once again I used this tactic on the normal and hard versions with sucess. (the  insane version needs a bit more timing and precision however).

Spoiler

Start:
On the beginning I landed the Command Node (CN) on the middle, built some collectors (a few more then the image shows), and started bulding canons. I usually built 2 cannons at time. When they were built I move them to the bottom spot of position 2 (show on the left of the image), and started building more 2 canons, move them again, then I built a canon and a mortar. By this time, the middle spot should be flooded with creeper, so I move the CN to the position 2.
see image below.


Middle:
Now I need to move fast. That "island" won't be safe for long. I clean the bottom space, to have some space to build more collectors. I need energy fast.
A mortar on the right side, to clean the creeper coming from the bridge (bridge is pointed on the next image) should be enough.
This mortar together with a single cannon placed above the CN should keep the "top" creeper" controlled for some time.

The bottom "space" should be clean by now (I used 2 cannons here), and a nullifier to kill those 2 bottom emmiters. Now is a good time to put a second canon on the top, near the other one. Those 2 cannons should be enough for the creeper and the mortar on the right can solely focus on the creeper on the bridge.
That creeper on the bottom left platform should be clean fast, otherwise it may destroy the "walls" and flood the entire place, killing your collectors and your so needed energy.

Move a mortar to the "left" powerzone (PZ) and a cannon to the right PZ, and move them back when needed, don't let them die. You can't afford the time/energy wasted building new ones (put the mortar on the left PZ otherwise it may start attacking the bottom middle platform, and you need every point of damage to clean the creeper on that specific platform).

The next image shows that platform already cleaned.


Now its time to start with the top one. Again there's not much time available. 2 canons and a mortar should be enough to clean it. Build collectors as soon as you have space, any point of energy is essential here. Soon the top emmiter should be dead.
Focus on the left emmiter quickly.
A "PZ" straffer, some mortars and, if needed some cannons can help with the creeper coming on that left bridge. I also used a terp to raise the "ground" on the bridge just to the left of my CN, to buy me some time (check the image bellow).



If you managed to reach this point alive and well, the rest of the map is easy.
Use the strafer and a second mortar to help with the creeper on the "bridge" to the right of the CN. If you want, build a bertha to help. Use some relays to kill the emmiters on the top middle platform (the ones near the totems and ore mines). Also farm the ore mine. Build a forge.
Use the strafer to kill the creep on those 2 little spots just bellow the 2 bottom emiters. Send a guppy there and build a nullifier to kill those emmiters.
A mortar now, on the right PZ, to the right of my PZ strafer should start cleaning the bottom middle platform.
Start moving cannons, and sprayers there. If the bottom 2 emmiters are dead, that platform shouldn't be too tough.
Kill the last emmiter. Profit.
Image:


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Hope this helps someone stuck. :D


Stoof

#4
Awesome. I never considered this strategy but I'm happy it works. I did something far less creative.
Spoiler

I took out the small emitter below the start and defended the middle "island" until the southern walls broke. By that time I had moved left/right and started taking over that platform. Since this takes longer than your strategy so it is not possible to take out the emitters to the south and clear that creeper (if you moved left). Instead I would move north and try to get to the northern island before my position became too hard to defend(no matter if I went left or right at the start). If you can establish a base on the north island then a cannon, a sprayer and a mortar will be enough to defend until the creeper starts to run out and you have a safe and pretty big base. Winning from there is easy. The fastest strategy I've managed to find is similar to what I just described (going left after you take the first platform) but instead of moving to the north platform you try to nullify all emitters while slowly losing all your stuff, hoping to win before you die.
I am happy your strategy works. It's creative and seems better than my strategy.

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