Custom Map #2444: Alone. By: MysteryMaster

Started by AutoPost, October 13, 2021, 08:52:18 PM

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AutoPost

This topic is for discussion of map #2444: Alone


Author: MysteryMaster
Size: 350x175

TrickyPlayer

I don't see how I could activate any of the totems. I can get some resources going but ultimately there's no way to build the unbuilt towers, therefore the mission is impossible. Makes me wonder how it's uploaded in the first place. Please don't tell me it involves a bug of some sort.
When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P

Fireswamp

Quote from: TrickyPlayer on October 14, 2021, 09:00:51 AM
I don't see how I could activate any of the totems. I can get some resources going but ultimately there's no way to build the unbuilt towers, therefore the mission is impossible. Makes me wonder how it's uploaded in the first place. Please don't tell me it involves a bug of some sort.

There are ways to build the unbuilt towers and the map can be done without any glitches.  The Arg totem required me to dig through the obelisk CPACK to figure out what I had to do to stop it but other than that it is just a normal puzzle level.

knightace

This was a creative little map! Like the previous poster; I was rather confused how to deal with the obelisk shooting down basic units in range. I didn't dig in code tho; I just started testing moving things that could shoot - noticing only two units could even get in range without dying. That solved itself quickly.

The one thing I am left puzzled on however......... what was the purpose of the '1' energy box in the volcano creeper? Sure; I could load it into a unit. But...there was no point. I used the 1 energy box to the left for the Thor then the 20en for the rest of the tower buildings. Then complete the map.

So...what was the 1 box in the volcano meant to support? Did I skip a step by accident? lol

MysteryMaster

This was my first attempt at making a puzzle map, and was also an experiment.

Here's the intended strategy to beat it:
1:Deactivate the ship's weapons.
2: Go to the exposed single ammo pod.
3: Move the ship to the crater.
4: Move 1 of the terps to the ARG porter.
5: Have that porter move 40 ARG to fix the microrift.
6: set the porter to move 10 arg to the exposed spot in the crater.
7: use the airship to clear some of the creeper to allow the porter to finish the delviery and power the missile launcher. (You should also grab the extra shot from the crater)
8: Use that extra shot to sniper shot the "fragile tower" unit.
9: Move the unused terp to excavate the ERN.
10: ERN the missile launcher so it can destroy the Obelisk.
11: Use the last ARG to power the ARG totem.
12: move the ERN to the lone pylon.
13: Load the Porter with energy.
14: Move the ERN to the refinery
15: Power the towers and refinery using the energy-filled porter.
16: Move the raw greenar to either the factory or the last totem island.
17: The totem will become powered.


This puzzle was meant to require some trial and error.
You were supposed to experiment a bit.

I did include some subtle hints to the destructibility of the 2 units.
-A missile launcher with nothing to target?
-Only 1 non-standard unit is within it's ERN'd range-
-"FRAGILE" tower.

I'll admit, it was kinda bad, but it is what it is. It was an experiment.
I was trying things out.

knightace

Quote from: MysteryMaster on October 14, 2021, 02:54:06 PM
This was my first attempt at making a puzzle map, and was also an experiment.

Here's the intended strategy to beat it:
1:Deactivate the ship's weapons.
2: Go to the exposed single ammo pod.
3: Move the ship to the crater.
4: Move 1 of the terps to the ARG porter.
5: Have that porter move 40 ARG to fix the microrift.
6: set the porter to move 10 arg to the exposed spot in the crater.
7: use the airship to clear some of the creeper to allow the porter to finish the delviery and power the missile launcher. (You should also grab the extra shot from the crater)
8: Use that extra shot to sniper shot the "fragile tower" unit.
9: Move the unused terp to excavate the ERN.
10: ERN the missile launcher so it can destroy the Obelisk.
11: Use the last ARG to power the ARG totem.
12: move the ERN to the lone pylon.
13: Load the Porter with energy.
14: Move the ERN to the refinery
15: Power the towers and refinery using the energy-filled porter.
16: Move the raw greenar to either the factory or the last totem island.
17: The totem will become powered.


This puzzle was meant to require some trial and error.
You were supposed to experiment a bit.

I did include some subtle hints to the destructibility of the 2 units.
-A missile launcher with nothing to target?
-Only 1 non-standard unit is within it's ERN'd range-
-"FRAGILE" tower.

I'll admit, it was kinda bad, but it is what it is. It was an experiment.
I was trying things out.

Personally I didn't find it bad; I liked the puzzle process behind it. No time limit; just trial and error.

Looks like I skipped steps 3 and 7-9. I simply moved one of the unloaded missile tower to sit beside the unbuilt microrift and dumped a 50-arg pod there to power both...then just moved the loaded missile tower to be in range of the obelisk.

Overall fun. :)

hbarudi

How do you control the arg porter it wastes all the arg in itself.