The hard mode of the first map I created for Creeper World. My first time I was 2 seconds in before the timer, and watched my base get destroyed as the victory sequence went. As of this posting, I hold the best time on this map, but I suspect a better player will come in and beat me in little time.
KnuckleCracker Games: http://knucklecracker.com
Link to this map: http://knucklecracker.com/creeperworld/mapcomments.php?id=2014&page=
Link to the easy mode: http://knucklecracker.com/creeperworld/mapcomments.php?id=2000&page=
So the basic premise of the map: There's a 9 minute time limit. When the game reaches 540 seconds (9 minutes, obviously) the eight creeper spawners at the bottom of the map spawn at a rediculous rate, one that even the Thor tech can't hold back (which you don't even get on this map). Additionally, spores begin falling at the rate of 50 every 5 seconds, each with a high output (and naturally, you get no SAM's). So this map must be finished before that 9 minute marker.
Meanwhile, several timed effects occur on this map. At the beginning, a sudden surge of creep floods outwards from the top, and fills up the top basin. The emitters right below it sends out a slow stream to keep the player from just speed-winning. At 2 minutes into the game, the emitters up top begin again, and this time they don't stop, and must be held off by either the mines on the field or later, blasters. At 4 minutes into the game, the emitters down below where the base will be begin to 'leak', outputting a slow stream of creep that will try to mess with the player's infrastructure, although those are easily capped with some well-placed blasters. So for the last 5 minutes, the player will need to generate enough of a force to hold back the creeper up top long enough and far enough that collectors can be built to transfer energy to the totems and get Odin City out.
My personal strategy uses 3 blasters per totem (with 1 extra for the middle) which seems to be enough to hold the creep back enough for collectors to be placed. The only real difficulty to the map is making sure there's enough energy, both in reserve and being generated to support the final push. If you're not making it to the totems before the 9 minute limit, then likely you're working too slowly early on.
I haven't tested what happens if the emitters below are left ignored. It could either speed up the completion or ruin you.
why are some of the emiters not, er emiting
shawnspringstead 1 year ago
@shawnspringstead They're timed not to start until 6 or so minutes in.
XiremaXesirin 1 year ago
nice idea, you have 2 links, theres not difficulty setting in this game, so you have 2 separate maps for choosing the difficulty?
waltermh111 1 year ago
@waltermh111 Precisely.
XiremaXesirin 1 year ago
Aaaand I see we have set an excellent precedent for comments on this video.
XiremaXesirin 1 year ago