Custom Map #8562: Growth v0.4. By: Repsack

Started by AutoPost, July 02, 2020, 12:22:39 PM

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AutoPost

This topic is for discussion of map #8562: Growth v0.4


Author: Repsack
Size: 256x256

Desc:
First iteration of a map based on the idea that Less is More. You barely have any tools to work with, and must often reposition relays to reach important spots.

marvinitfox

Nice enough,
although the ingame messages make it clear that the intended sequence should be to take the NE (head of snake) island last, but it is *very* easily takeable earlier.
After all, you need to go there to get several early upgrades, and might as well slap down a nullifier in the same run.

MrFluffums

As expected, a message after collecting the Guppy in the south suggested to use it to ferry ore from the southwestern island back, but almost the entire map is covered in an anti-air zone that completely prevents use of the Guppy at all.

Additionally, due to empty area around the outside of the map, you can just fly the CC east after taking the first island to nullify the anti-air zone along with the emitter and runner spawner in a few flyby runs. At first, I actually thought this was the intended way to play the map until I remembered that relays increase their range when boosted.

toolforger

Well, I didn't find East easy, but it worked out in the end. It's a bit hard to make sure that your cannons don't get disabled, limited space makes advancing a bit difficult and you have to remember that the energy network does not necessarily have to be created using just relays and collectors - with that, you can barely (just barely) reach the emitter.

The other two islands were pretty easy after that.

marvinitfox

Quote from: toolforger on July 02, 2020, 05:06:40 PM... remember that the energy network does not necessarily have to be created using just relays and collectors - with that, you can barely (just barely) reach the emitter.

Bah Humbug relays!

Just plant your neutralizer, then fly your CN over it to deliver charge.
Return to the eastern lands, get more charge, repeat.
2*returns (3*passovers) is enough to neutralize the air defense.
Now plant a relay on the PZ left behind by the airdefense, and neutralize everything that's left on that island.

No need for snipers.
No need for any weapons.
No need for any combat on that island at all.
Just do a flyby neutralizing, and get on with your game.

Repsack

Helloo! Map creator here. It is my first published map, and i really appreciate all the feedback!
It was never intended that the Command City thingy could be flown over the whole map like i can tell you guys have done. I will make sure to block off this possibility in newer versions >:D

As for how you can take the section with the runners. I ofcourse do intend that this can ONLY be done with the use of snipers. I would happily take suggestions as to how i can better block off the snaky Runner filled place so snipers are a necessity.

marvinitfox

Quote from: Repsack on July 05, 2020, 06:04:30 AM
I would happily take suggestions as to how i can better block off the snaky Runner filled place so snipers are a necessity.
Just LOSE the whole eastern/southern landmass.
With no place to land, the CN cannot be sent to flyover the Runner nest, forcing one to use relays n stuff.

Helper

Thank you for posting this up. Clearly, you put a lot of thought and time in to making it.
In CW, I have never agreed with the "less is more" theory. There are some players who really enjoy them (and puzzle maps), and the primary rule for map makers is to make maps that YOU like.
I take a run at maps such as this because I am sometimes surprised to find them playable.
That was not the case here.
Restricted pieces.
Puzzle.
No Forge/Totems.
Three strikes and I was out of there.
Thanks again for the work, I'll definitely take a run at your next one.
H

Repsack

A newer version of this map has been uploaded! v0.5 is not too much different, but now there is a forge!
Forum post here:
http://knucklecracker.com/forums/index.php?topic=34673