Custom Map #8409: Pumping Spore Factory (Hard Version). By: Jason Stevens

Started by AutoPost, May 15, 2020, 11:48:19 AM

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This topic is for discussion of map #8409: Pumping Spore Factory (Hard Version)


Author: Jason Stevens
Size: 256x256

Desc:
#Spores #Heavy-Creep #Pump #Toggle-Pump #Runner Good luck!!

marvinitfox

Starting advice?

If i land on one of the three strips at the top,
I find myself forced to start the lower set of pumps to prevent creep from reaching my top pumps before i can build sufficient defense.
This means that a mountain of creep is dumped on the main island, causing the spores to fire off sooner. Which spores then arrive before i can have any semblance of sufficient beam defense?

I don't think mere efficiency is the need here, so.... what?

I thought maybe ore->AC from a SE island landing, then use the AC to set up a feedback loop...
Not enough time. not by a long shot.

kingreaper

Quote from: marvinitfox on May 19, 2020, 02:19:29 AM
Starting advice?

If i land on one of the three strips at the top,
I find myself forced to start the lower set of pumps to prevent creep from reaching my top pumps before i can build sufficient defense.
This means that a mountain of creep is dumped on the main island, causing the spores to fire off sooner. Which spores then arrive before i can have any semblance of sufficient beam defense?

I don't think mere efficiency is the need here, so.... what?

I thought maybe ore->AC from a SE island landing, then use the AC to set up a feedback loop...
Not enough time. not by a long shot.

My technique involved literally never activating the pumps - though technically you can probably safely activate one of them (the one that links close to a spore source that will hit a different line.

Firstly - Start on the first strip,  I prefer the second segment - starting on the third doesn't give you room for beam towers, while starting on the top extends your packets travel-range which just causes many minor annoyances.

Secondly: Use the Bertha carefully to keep the digitalis from reaching your column. First two blasts should be to the two island sources, but wait until the digitalis is nearing danger point for each blast. Use the "forget current target" or "disarm" button to save the second blast for a bit later than the first.

Thirdly: Get two guppies going to keep your Bertha charged.

Fourthly: three cannons and two mortars should be enough to control the creep as long as the digitalis never touches your column. Put them just above the line where the activatable portals are - it doesn't matter how much creeper is there, as long as none makes it up to the third square.

marvinitfox

Quote from: kingreaper on May 20, 2020, 07:53:01 PM
Quote from: marvinitfox on May 19, 2020, 02:19:29 AM
Starting advice?
Secondly: Use the Bertha ...

WOT!?!?  {fires map up to check....}

erp.

Ok. So Bertha in HARD version of map starts with a charge.
Silly me, because it started empty on the medium map, I did not check it, and building&sending guppy from a single landing took too long.

Yes, having that initial shot would make a good 20-30 seconds difference in when the creep starts overwhelming your base.

edit:Ok, got it. 1h05m
And yes, once again my gamename is appropriate
Good Grief AAAAARGH!


P.S.
The the great Map Author: Jason Stevens , long may He reign!
Good grief, but you really *do* look at every tiny little detail on your maps
ThankYou for taking the time and effort to bring these masterpieces to us,
I do most thoroughly enjoy your maps.
Yes even (or especially) the ones that confound me.