Custom Map: RIDGE TO RIDGE 2

Started by AutoPost, May 02, 2010, 02:10:30 PM

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AutoPost

This topic is for discussion of map: RIDGE TO RIDGE 2


Author: REAVER2010

Desc:
this map is a lot like the original but it is easier. for those of you who found the original too hard. :) have fun and good luck!

J

Can anyone tel me how to start?
The Creeper comes too fast to build a good defense.

Toaster

Please post a score and gve us a hint. I have tried the"flying factory" with no luck.
Thanks, Toaster

deathsandwich

If it helps I used the first upgrade for a range boost. Otherwise, just be very careful with your energy at the beginning and you should be fine. (Build a mortar as late as you can).
Great map! :)

reaver2010316

do not feel rushed. build two reactors and then a mortar. you have plenty of time. then just keep building reactors and more mortars. you just have to play around with mortar placement for best results. you may think for example that it is to your advantage to move a mortar as far forward as possible...but in reality if you set them back a bit they may be more efficient at keeping the creeper off of the high ground. also get the increased firing distance first. hope this helps. good luck!

Karsten75

OK, I'm posting my score only because I think this will be the worst score ever that I will post. I knew a long time before finishing that I would eventually win and considered many times simply just giving up. Congrats, you made a hard map; I wish I could say that I enjoyed any of it.

reaver2010316

well..I am sorry that you did not enjoy the map. it is very difficult to make a map that everyone can enjoy...I would suggest that if you do not enjoy a map in the future that you offer some constructive criticism...thanks for your opinion thou.

Karsten75

Quote from: reaver2010316 on May 04, 2010, 08:33:29 AM
well..I am sorry that you did not enjoy the map. it is very difficult to make a map that everyone can enjoy...I would suggest that if you do not enjoy a map in the future that you offer some constructive criticism...thanks for your opinion thou.

Well, constructive criticism. What can I tell you? My experience is probably exactly what you designed your map for. In fact, I think you should look on it as an accolade that I made the comments I did.

I managed to get to a standoff early on (first try), but space is so terribly constrained that I just could not progress. I had to resort to the most incredible tactics - such as tearing down collectors/reactors and rebuilding them just to gain minor positional advantages, several times in the early stages I was so energy-critical, i lost one unit while constructing another - just because the firing rate of my towers slowed down. Then, after I took a few more islands, even though I had range, my mortars could not clear further high ground. And I scarified countless blasters and mortars when sending them into creeper to bomb, hoping to gain the next piece of high ground. Then there were delays when I removed these damaged pieces to safe ground while I was waiting for them to repair - it might have been faster to simply just rebuild them.  I was so constrained on space, I even sometimes had one or two flyinf towers that I had no landing space for, while I was constructing an additional tower to launch an assault with.

While the emitters near the starting position was weak, some of the farther emitters were diabolical and took quite some effort to cap. Some I suppose could never be capped.

I cannot think of any way to pre-plan a campaign or strategy, nor of any way I can beat the map faster (though I know it should be possible, it did not become apparent during play), so I'm not going to try again either.

J

Quote from: reaver2010316 on May 04, 2010, 01:44:22 AM
do not feel rushed. build two reactors and then a mortar. you have plenty of time. then just keep building reactors and more mortars. you just have to play around with mortar placement for best results. you may think for example that it is to your advantage to move a mortar as far forward as possible...but in reality if you set them back a bit they may be more efficient at keeping the creeper off of the high ground. also get the increased firing distance first. hope this helps. good luck!
I have tryed this but I can't go to the second ridge.

UpperKEES

Quote from: Karsten75 on May 04, 2010, 10:47:16 AM
I was so constrained on space, I even sometimes had one or two flying towers that I had no landing space for, while I was constructing an additional tower to launch an assault with.

Karsten, this is great! Never thought of doing that.

I'm not sure if I should try this map because of this, or ignore it because of this. Well, don't have the time now anyway, so maybe later.
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

Karsten75

Quote from: UpperKEES on May 04, 2010, 11:04:58 AM
Quote from: Karsten75 on May 04, 2010, 10:47:16 AM
I was so constrained on space, I even sometimes had one or two flying towers that I had no landing space for, while I was constructing an additional tower to launch an assault with.

Karsten, this is great! Never thought of doing that.

I'm not sure if I should try this map because of this, or ignore it because of this. Well, don't have the time now anyway, so maybe later.

It was a measure born out of desperation.

I'm sure there are easier ways, my time on this map is way down from others. So you should try it and perhaps give some general guidelines on how you expanded.

deathsandwich

I found it became much easier when I went up the top of the map first. You can cap the top heavy emitter and then using a few sort of suicide mortars claim a lot of high ground up there (fly the mortars onto high ledges to be hit temporarily by creeper. They should clear their ground before destruction or rotate with other mortars). Then you can get a lot of ground space. The mortars' locations seem to be particularly important in this map though, and I found capping the emitters on the right side of the map very difficult, but not necessary if you use enough relays and blasters.

NNR_Alex

well i'm doing better on this one than the first one, still havn't beat it, i tried it last night and after a misjudgement on mortar positions i lost a section, so i just called it quits, didn't have time to try and fix the mistake, and with finals this week i won't have time for long slugs for a little while.

I want to thank alwego for his attempt at the first ridge to ridge as that's where i first saw the idea for flying mortars/blasters forever and using them to suicide bomb, although karsten had to do the same thing on this map it looks like.

BermanPost

I usually do not submit scores, but this was the only map in the 60-120min range so I felt obligated.  Knowing what I do now, I think I might be able to shave some time off; not sure if I could do it in less then 45min though.

UpperKEES

Well, now you have a forum account you might as well start posting scores and comments like you just did. :)

Apparently you're quite a good player, so why wouldn't you?
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview