


I have made extensive efforts to fragmentize the terrain, so that coupling with the fact of the vast Creeper oceans, most AoO should be inaccessible at the early stage. IMHO it's less fun to play in a map that's either too restricted that you can only win by following the one true path the map creator has devised and implanted, or too open that you can simply walk up to the emitters and call it a day, don't you agree? )Īnd, to D0m0nik, I would disagree about that. The max size was chosen to create distractions, or rather, to invoke a sense of lack of a clear direction that Karsten75 has experienced. The vast landscape simultaneously helps to thin out the distribution of Creeper as well as create a silent timer as the Creeper slowly encroaches the mid-ocean ridge.Īlso, big map brings possibilities. While the combination of a 2000 emitter and a big map seems like a match of bad clichés, terrain in its own right can make a huge difference. How do you have so much artistic talent? :-* You may need to land CNs in creeper, charge them and then move them to charge the guppies (click to show/hide)You only need to build two guppies and possibly a collector or two in the entire game.

Yep, any map with multiple AOO is prone to a quick win. By: The BalancetravellerĬreeper World 3 > Colonial Space Map Discussion Custom Map #4047: Sector 0-0-1: Oceans of Total Annihilation.
