Custom Map #1176: 2000. By: nickhar

Started by AutoPost, September 23, 2014, 09:17:52 AM

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AutoPost

This topic is for discussion of map #1176: 2000


Author: nickhar
Size: 174x174

Desc:
Just a map with pulseing emitters and some spores... one of the spore towers packs a punch if it lands so be careful.

PMouser

help please, i cant get enough energy and shots in to turn the tide here. thanks
Hi, I am a Bible believing christian.
I am a Youngevity distributor.

Grayzzur

I'm not a big fan of 2000 strength emitter maps. They often create a needless slog, without any real difficulty once you've gotten past the initial energy crunch. This one wasn't too bad in that respect, but it is a bit longer of a game that most people would like to play. The delay on a couple of the emitters that rewarded an aggressive start was nice, and I'm not sure if I would have tried to slug it out without that.


The images go with the spoiler.
Spoiler

You can turn 4 of the 5 enemies in the southeast island (all except the northern most emitter) into power zones in the first 50 seconds of the game, as two of those emitters don't start producing until then. You have to put one of the command nodes near the southern emitter and start building a nullifer next to it right away. Place the other two near the middle and upper energy nodes and build siphons first. Then connect all 3 CN's with relays and start building a collector network to span the entire island. Build it as fast as you can, you now have plenty of energy temporarily. Also build towrd the two spore towers and the emitter in the "loop" area and start those nullifiers right away. During all this, make sure the lower-left CN is ONLY building the nullifer until it's connected to the network with the other two, it should not try to build relays or collectors, as you do need that first nullifier to go off ASAP. You'll also want to start building reactors, mortars, and pulse cannons. The upper area is easily defended with a PC on the spore tower powerzone and a few mortars. A few PC's and mortars in the loop hold back that area. The lower left was where the fight was. I had to slowly give up ground and pull back to about a vertical line where the lower energy node is before I managed to build enough reactors to stablize things and start pushing forward. (While doing all this, don't forget the beams!)
[close]
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

PMouser

how did you deal with the runners stunning your stuff?
Hi, I am a Bible believing christian.
I am a Youngevity distributor.

PMouser

i tried this stratagy and i cant nulify it. i not fast enough what am i doing wrong, thanks
Hi, I am a Bible believing christian.
I am a Youngevity distributor.

Grayzzur

I can't guess how you played and where you're having trouble.

Make sure you're pausing and checking your energy and the creeper often. Snipers are a bit expensive in the early game. If you look, you'll see a few of my PC's are blue, firing at digitalis first to keep it back and keep the runners from getting too close. Beyond that, just having more weapons than they can stun helps.

I did have to take a couple of stabs and the start before I managed to pull it off. The creeper does come in fast from the bottom left.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

Karsten75

Punishing map. Several rage quits. Very fine-tuned design and the author is to be congratulated. (after I kick his/her  butt.! :P)

My hat is off to those who finished it in lower times.