NOTE TO MVERSE PLAYERS This version of the CPACK (V1.1) has an issue where particles don't spawn for clients. V1.2 fixes the problem. Sorry about that.Hey, thanks for the kind words

So, the first version of this actually had snipers as the only way of fighting the particles. Thing is, snipers are very power hungry, using 6 ammo per shot. With many particles being sniped all the time, the game ended up all about constant sniper fire (and the energy required to upkeep it). I figured that using cannons was probably a better way, and the result was as simple as cannons clearing creeper from underneath particles causing them to pop. As they popped they would release quite a bit of payload, which means your force can get overwhelmed if not careful.
I made this particular map fairly quickly without much strategic thought behind the enemies, and it probably ended up as a standard frontline push kind of map. You'll find my other map should be much more strategically interesting with the particles, and with a lot more sniper engagement. I wanted to see how well a map would do if I whipped one up fairly quickly, and I suppose I succeeded if it still got a +1

I want to avoid snipers being too spammy. In my mind, the emitters that throw particles with not much force would be mostly fought with cannons/mortars, then there are emitters which throw particles with a very high force that can be intercepted in mid-air by snipers before they fall and drop their payload in your backlines. This map is completely lacking the latter. I probably should've put one emitter like that somewhere in there. I'm thinking that I might also add a new option for the emitters that makes it so their particles are snipable until they hit the ground OR for x amount of seconds. That would make it so some emitters could create particles that are snipable for a little while, if a mapmaker wants to do so.