From Glory To Goo

From Glory To Goo

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Crescent Mountain
   
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9 Jan @ 6:49pm
21 May @ 5:28pm
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Crescent Mountain

Description
NOTE: Updated to be slightly kinder to Robot faction by grouping the crystals so you don't need 5 miners to human's one. Difficulty as robots is still largely untested otherwise- I *think* if you can get past the early game it's probably easier but the lack of space for heat management is likely painful. The water-effort limitation built into the map for Humans doesn't quite apply to Robots in the same way. I also took the opportunity to increase the armor reduction from -1 to -2, since with the release of 0.2.1 armor is now a percentage change on damage instead of flat addition/subtraction and -2 should be more in line with the increased damage taken from Thrasher/Lobbers with an additional +1.

Orbital scans showed this area was physically defensible and very high in resources. The good news is the area is quite defensible. The bad news is that there's a few dozen different contaminant compounds in all of the local materials which are effectively impossible to purify resulting in brittle armor, weak structures, and less reactive explosives. On top of that, one of the contaminants seems to be acting as a stimulant for the local Goo since they're far faster here than in other areas. On the plus side, the contaminants do end up making everything lighter so building is quite fast and troops should feel less encumbered. Since the materials are such poor quality, we requisitioned a Recycling Center to try and repurpose some of the garbage we're digging up- we don't have any spares in the fleet so if it gets destroyed you'll have to build your own. There's also a factory left over from our initial attempts to purify the resources; feel free to make use of that. If we can clear the existing goo hives it should be simple enough to fortify this entire mountain range, so get to work, captain.

Modifiers:
-2 Unit Armor
1.15x Player Unit Speed
0.75x Explosion Radius
0.70x Building HP
1.50x Unit and Structure Build Speed
1.30x Enemy Movespeed

+1x Recycler Structure
+1x Factory
+1x Solar Panel

An incredibly important mechanic to be aware of on this map is that overflowing resources are automatically converted into effort when you have a powered recycler in your base. Relevant to this map is that 1 Ore converts into 10 Effort. This map is quite short on water very intentionally and that mechanic is imperative to your survival as a result. Protect the starting Recycler, because your life really does depend on it.

This is a vaguely Elysium Mons style map in that the objective is to destroy all marked structures and the horde will partially spawn on hive structures which have not yet been killed. As with my previous map, this is designed to be quite challenging. It is only vaguely like Elysium Mons because it is currently impossible (as far as I know) to tie all Horde spawns to hive structures and instead splits 50% to structures and 50% to off-map. Thus, while destroying a Hive will prevent any from spawning at that particular spot it will not prevent any from spawning at nearby off-map paths (though you will be alerted as usual).
1 Comments
Polarbark 16 Jan @ 1:14pm 
Really cool. And love the description, sounds like a challenge