Custom Map #11364: 290-Merry C. 2. By: Rennervate / AlexX

Started by AutoPost, December 21, 2024, 07:06:02 AM

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This topic is for discussion of map #11364: 290-Merry C. 2


Author: Rennervate / AlexX
Size: 255x255

Desc:
no spores... but a lot more no's

Loren Pechtel

No big deal until I hit the upper right emitter, that's got me stumped.

stdout

Quote from: Loren Pechtel on December 25, 2024, 03:34:23 PMNo big deal until I hit the upper right emitter, that's got me stumped.

I had to restart the game at that point.

Spoiler
Leave every single runner nest, as well as make sure that the digitalis all remains active. Snipers EVERYWHERE. For the top right, use terps to bring the terrain into such a way that you can use the snipers to continue to kill the runners. That'll eventually make enough AC that you can finally power the right-most unit and soon after nullify that last emitter.
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JHawkInc

I can't for the life of me get going in this one. Those bottom two emitters eventually take me out before I can get to them or figure out how to keep them at bay.

Martin Gronsdal

You have shields and you also have the CN that can be filled up with AC and lifted to space. It will then drop its AC and that may just be helpful for you. Also, you have guppies that can help you sustain your base when the CN is not available.

Johnny Haywire

Really enjoyed the power struggle at the start!

Getting a good foothold is challenging because all you have to use for AC are snipers and guppies. Shields are annoying, and while they might be helpful in this map I'd rather run a marathon with toothpicks embedded under my toenails than use shields.

I found that using 2 guppies on each pyramid to produce some AC and then grab the aether packs worked nicely. Focus on getting snipers attacking the sides, since that's the primary threat.

I have no idea what the comments about having difficulty with the upper right emitter are all about. Was there a difference between it and the left emitter? I went away until the map was covered in AC and then cleaned up, so maybe that's why I didn't notice anything different about it.

If runners are stunning your network, just use power zone guppies (faster + much more energy) to travel to the outside of the "no fly zone" and then build a relay to build a nullifier.

Rennervate - dude, this is a really, really cool idea! I can't remember playing a map that used only snipers, and the AC-producing mechanics are neither overpowered nor ineffective. It's about as perfectly balanced as you can get, imo. Great job!

Thanks for the map!! =)
You disagree with this sentence, don't you?

rennervate

Quote from: Johnny Haywire on December 31, 2024, 12:10:05 PMReally enjoyed the power struggle at the start!

Getting a good foothold is challenging because all you have to use for AC are snipers and guppies. Shields are annoying, and while they might be helpful in this map I'd rather run a marathon with toothpicks embedded under my toenails than use shields.

I found that using 2 guppies on each pyramid to produce some AC and then grab the aether packs worked nicely. Focus on getting snipers attacking the sides, since that's the primary threat.

I have no idea what the comments about having difficulty with the upper right emitter are all about. Was there a difference between it and the left emitter? I went away until the map was covered in AC and then cleaned up, so maybe that's why I didn't notice anything different about it.

If runners are stunning your network, just use power zone guppies (faster + much more energy) to travel to the outside of the "no fly zone" and then build a relay to build a nullifier.

Rennervate - dude, this is a really, really cool idea! I can't remember playing a map that used only snipers, and the AC-producing mechanics are neither overpowered nor ineffective. It's about as perfectly balanced as you can get, imo. Great job!

Thanks for the map!! =)

thank you for your kind words. I'm glad you liked the map
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aka: AlexX

Loren Pechtel

Quote from: Johnny Haywire on December 31, 2024, 12:10:05 PMReally enjoyed the power struggle at the start!

Getting a good foothold is challenging because all you have to use for AC are snipers and guppies. Shields are annoying, and while they might be helpful in this map I'd rather run a marathon with toothpicks embedded under my toenails than use shields.

Shields are useful going against the problematic emitter, they don't do much otherwise.

QuoteI found that using 2 guppies on each pyramid to produce some AC and then grab the aether packs worked nicely. Focus on getting snipers attacking the sides, since that's the primary threat.

I took a pack of guppies, kept sending them out and landing them in the creeper, returning them to base just before they died.  The pyramids soon can protect them.

QuoteI have no idea what the comments about having difficulty with the upper right emitter are all about. Was there a difference between it and the left emitter? I went away until the map was covered in AC and then cleaned up, so maybe that's why I didn't notice anything different about it.

The top right emitter is a lot stronger than the top left.  If you don't have enough AC floating around you can't get close enough to nullify it.

QuoteIf runners are stunning your network, just use power zone guppies (faster + much more energy) to travel to the outside of the "no fly zone" and then build a relay to build a nullifier.

Runner stun isn't a problem by the time you're going for the emitters.  I just left a line of snipers all the way across that piece, every runner instantly turned to AC and didn't stun anything.