Custom Map #4047: Sector 0-0-1: Oceans of Total Annihilation. By: The Balancetraveller

Started by AutoPost, November 01, 2016, 01:07:44 PM

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AutoPost

This topic is for discussion of map #4047: Sector 0-0-1: Oceans of Total Annihilation


Author: The Balancetraveller
Size: 256x256

Desc:
A seemingly serene planet Skars and Lia have come across, yet the path ahead is treacherous... Could the duo conquer the odds once again?

balancetraveller

I don't wanna include this info in the in-game map description upfront, but if you care to come here and read this, then here it goes:

This is an old-school map, no CRPL tricks and so on, but you may find your conventional brainless consolidate-expand-win formula not so readily applicable this time around ;)

stdout

Given the max size of the map and the 2000 emitter, I was expecting this to be another slog, but it was actually a fun and interesting game. Thanks for submitting!

Karsten75

My assumption was I'd have to land one or more HQ in creeper and sacrifice them to either pick up a AoO or establish a beachhead. Unfortunately, it wasn't apparent where to start. Tried several times, maybe given the size of the map I've not tried the one special starting  location. Too bad. I see ea3401 found it.. :)

stdout

Spoiler
Land farther away, build up a bit of energy reserve, then fly over the AoA devices (placing a collector) to pick them up.
[close]

Karsten75


D0m0nik

Yep, any map with multiple AOO is prone to a quick win.

Spoiler
You only need to build two guppies and possibly a collector or two in the entire game. You may need to land CNs in creeper, charge them and then move them to charge the guppies
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Sorrontis

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

balancetraveller

Glad you liked it, stdout & Sorrontis ;D
While the combination of a 2000 emitter and a big map seems like a match of bad clichés, terrain in its own right can make a huge difference. The vast landscape simultaneously helps to thin out the distribution of Creeper as well as create a silent timer as the Creeper slowly encroaches the mid-ocean ridge.

Also, big map brings possibilities. The max size was chosen to create distractions, or rather, to invoke a sense of lack of a clear direction that Karsten75 has experienced. IMHO it's less fun to play in a map that's either too restricted that you can only win by following the one true path the map creator has devised and implanted, or too open that you can simply walk up to the emitters and call it a day, don't you agree? ;)

And, to D0m0nik, I would disagree about that. I have made extensive efforts to fragmentize the terrain, so that coupling with the fact of the vast Creeper oceans, most AoO should be inaccessible at the early stage. Originally there was only the 2000 emitter, but I decided to add another weaker one at lower-right to deter AoO-propelled carnage; hence in theory - at least, in my imagination - you'll need at least 3 or 4 AoO to pull off a successful speedrun: 1×Freeze + 1×Mass/Convert for upper-left and 1×Convert (+ 1×Freeze if not enough) for lower-right (and maybe terping will be needed to place a nullifier for the lower-right one? Can't check the map right now). I was under the impression that I've messed up the terrain enough so that the aforementioned trick was not possible.

Which means that ea3401 has actually gone that extra mile and successfully found a hidden path to quick win that even the map creator has not foreseen. Big salute! And that's what I meant when I said big map brings possibilities ;)