Custom Map #1074: Chess 2. By: Terkish

Started by AutoPost, August 25, 2014, 12:33:26 PM

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This topic is for discussion of map #1074: Chess 2


Author: Terkish
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That was a lot of fun. I enjoyed the unrelenting bombardment of spores along with the stress of trying to get to the totems. Really fun start. But once I got a foothold it became an extremely long slog. The map could have been 1/3 the size and that would have made it more enjoyable. That, or else give a thor as a reward for getting the foothold.

NFITC1

I agree with stdout. Not having bombers or berthas, even a small number of either, really slowed down this map though a Thor might have been too much power. While I got a time of sub 1:20:00, it really took nearly four hours.

At first I thought I was supposed to start in the lower left of the map. Somehow I lasted 25 mins before realizing I wasn't making much headway.  :P
When I realized I can land the CN on ore fields I got a clear advantage. Had so many things on the map by the end that the time was probably only going 1/6th speed.  :o

Note to the author though: PZs on totems are wasted PZs unless those totems are somehow CPRL-enhanced and I just didn't notice.

Tips:
Spoiler
-Guppies faithfully go ANYWHERE you send them and aren't afraid of death. Use that to your advantage early on.
-Don't worry about the ore fields at first. Just build reactors over them and replace them with mines as you clear more room for other reactors.
-Initially, keeping your beams supplied with ammo is more important than building reactors. When they need resupplying prevent the CN from releasing build packets.
-Build a LOT of terps, but only one at a time until your beams and reactors are balanced. Makes things go faster.
[close]

Karsten75

It's not such a bad map, it just needs some aggression. I think the size makes it deceptive, and also lends some tactical opportunities.