Custom Map #1897: Endurance

Started by AutoPost, January 18, 2013, 06:01:04 PM

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AutoPost

This topic is for discussion of map #1897: Endurance


Author: Angel

Desc:
This map is totally up to you. Kinda like 'sandbox' mode on some games. You make it. You can either have fun or speed run through it.

Angel

#1
90:19 is how long I survived till my LS got destroyed. Anyone choose to try to survive long? If so, how long?
All of my maps take a few things:
1. Patience.
2. Saving often/trying different things every time.
3. Knowing that the simple is always wrong.
4. Love for your great Angel who spends hours and possibly days on maps that people hate. :D

DRider


fitz

#3
I was rather surprised to see I had achieved stalemate. I had killed the emitter and held down 150K density creeper in the bottom half with a repulsor.

Why was there no evaporation? Or is it just impercepible?

Kithros

Quote from: fitz on January 19, 2013, 04:19:08 AM
I was rather surprised to see I had achieved stalemate. I had killed the emitter and held down 150K density creeper in the bottom half with a repulsor.

Why was there no evaporation? Or is it just impercepible?
Evaporation only removes densities of creeper less than 10 - if the density of creeper is higher than that, there is no evaporation. Also, presumably this map intended for you to not kill the emitters.

fitz

Quote from: Kithros on January 19, 2013, 05:34:53 AM
Quote from: fitz on January 19, 2013, 04:19:08 AM
I was rather surprised to see I had achieved stalemate. I had killed the emitter and held down 150K density creeper in the bottom half with a repulsor.

Why was there no evaporation? Or is it just impercepible?
Evaporation only removes densities of creeper less than 10 - if the density of creeper is higher than that, there is no evaporation. Also, presumably this map intended for you to not kill the emitters.
Thanks Kithros, its amazing how there are still so many things to learn.

Kithros

#6
I was bored  so I decided to humor this map, LS died at 146:22.

When my last line of defenses finally fell (ran out of anti-creeper)
Spoiler
[close]

Spoiler
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In theory much longer times are possible using some very tedious tricks with shields (you can make shields last at least twice as long with a lot of micromanagement)

yum-forum

Very nice idea of map! But if I play quickly with high score then once more for longer time can not be submittable...  :)
It is possible to use remain space (80-60=20) of map and create additional part of map (long long way with capsules/crystals with score) and in this case it will be not necessary comments with time...
Sorry for this comment.
1560 maps in CW2, CW3 and PFE till now
last

Angel

I blew up the emitters before my micro rift, it was where kithros was at, i blew up the emitters so that i felt like i accomplished something :P And at about 15:00, you lose control of the emitters and have to retreat. And after that, pile up shields in the 'tube' to buy like 30:00 minutes. Then at the end, 1 line of repulsors, 1 line of blasters and rest of the spots for launchers, possibly some makers also, but you will eventually die, blow up the emitters as a protest :P
All of my maps take a few things:
1. Patience.
2. Saving often/trying different things every time.
3. Knowing that the simple is always wrong.
4. Love for your great Angel who spends hours and possibly days on maps that people hate. :D

Kithros

Quote from: Angel on January 19, 2013, 10:42:33 AM
I blew up the emitters before my micro rift, it was where kithros was at, i blew up the emitters so that i felt like i accomplished something :P And at about 15:00, you lose control of the emitters and have to retreat. And after that, pile up shields in the 'tube' to buy like 30:00 minutes. Then at the end, 1 line of repulsors, 1 line of blasters and rest of the spots for launchers, possibly some makers also, but you will eventually die, blow up the emitters as a protest :P

You can actually hold the creeper off in the tube for a very long time by taking advantage of launchers shooting through microrifts (that's why in my screenshots I rebuilt the microrifts closer to the tube). I fell back to the end of the tube (slowly) by about 86:00, held the creeper off till about 110:00 using all the conversion bombs and most of my anti-creeper, and then fell back to the left side of the map and managed to hold the creeper off for quite a while (much longer than I expected to be honest - if I had known it would work out so well I probably would've saved more anti-creeper for this part of the map) until about 140:00.

Take advantage of launcher missiles going through microrifts - it gives you a lot more space to work with when you can put some of your launchers by your reactor farm (but be careful of where the launchers are actually targetting however).

Angel

Yah,, after it penetrates the tube, you can easily hold it off for a decent amount of time, with repulsors of course.
All of my maps take a few things:
1. Patience.
2. Saving often/trying different things every time.
3. Knowing that the simple is always wrong.
4. Love for your great Angel who spends hours and possibly days on maps that people hate. :D