Custom Map #4666: SLOW PAIN. By: rb

Started by AutoPost, August 07, 2017, 11:08:31 PM

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AutoPost

This topic is for discussion of map #4666: SLOW PAIN


Author: rb
Size: 128x128

Desc:
Do not play this one if you want a fast win. It's a pain in the thing. starts out really slow after you get past the first it is fast.it will take a few.

GoodMorning

Well, I don't know what you proposed we do (flyover Nullifications?), but there is a faster way: be aggressive. The central area can be Relayed to with those power packs. If you place your central attack right, you have 3200 power to build an instant base on the rim. Half an hour is an easy enough time with this method.
A narrative is a lightly-marked path to another reality.

arby793

did not see that going that way. I try to proof the maps I make but you all find a way around most of them. I am a poor player as I just slug thru most maps I like making them but I am a novice at best. Thanks...

Builder17

It's fine that maps have way to speedrun these. :) No need to fully proof these IMHO.

I intentionally make maps that are intended for speedrunning sometimes.

Gwirk

How do you nullify emiters in the top and bottom?

stdout

Use collectors on PZs to extend the reach to those out-of-reach emitters.

Excellent map. I really enjoyed it as a speed run.

Karsten75

I found this to be an excellent map with several approaches.

I couldn't quite get a great time yet, but I'm thinking there should be so many different ways to play this map - which is excellent.

I couldn't make the "collector on PX" trick work, but I found that having a CN on a PZ allows for them extreme reach... :)

GoodMorning

K75: Were you placing the Collectors on the tiny island PZs, or the main-ring PZs?
A narrative is a lightly-marked path to another reality.

Karsten75

The primary slow-down I have is the outer ring emitters.  the large, central square is quite weak since the first section's emitters cann all be taken out from the edge - by the time the 3 CNs have connected, the emitters start to fire.

The outer, isolated emitters are harder. The central emitters can be taken out easily. Tthen one needs to clean up the creeper remnant and on the left and right build emitters in the PZs to take out the next series. After that the emitters behind the totems remain - for them, I had to move the CNs on to a PZ to take them out. Just quite slow, not tricky.

I fully intend playing this map again, since it's rare to find a dun map that doesn't take many hours.

GoodMorning

If you put the Collectors on the outer PZs of the large island, they have the same range as a CN. My point was that you can employ that. They don't have the reach in the edge-of-map PZs.
A narrative is a lightly-marked path to another reality.

Karsten75

Quote from: GoodMorning on August 08, 2017, 08:14:37 PM
If you put the Collectors on the outer PZs of the large island, they have the same range as a CN. My point was that you can employ that. They don't have the reach in the edge-of-map PZs.

That's weird...

D0m0nik

#11
Fantastic map, you make some superb maps Arby and this one is great fun. It is great to have a game where you can turtle or, if you choose, go for speed. This map has the resources for speed.

First go and got 9.31, may need a replay or three!

Edit - Replay was a little better, 6.30 possible Willbur?  ;)

willbir

Quote from: D0m0nik on August 09, 2017, 12:45:47 PM
Edit - Replay was a little better, 6.30 possible Willbur?  ;)

I don't think I can, played it twice already.

Karsten75

Could one of you top-scoring fellas please post a few starting screenshots? I'm stuck around 15 minutes!  :(

stdout

This might be a little late game for you but it's the only save I had from when I played. It's for enough along that it may not be very helpful but hopefully you can glean some ideas from it.