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More detailed help/guide is needed. I played Creeper many years ago. And also there are new players. So there should be an index of terms such as packets, AC, AMT, what weapon is best suited for what target, etc. It is very tiring to keep trying without not knowing exactly what you're doing.
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lia is your daughter, aliana from the first game. and Abraxis is god, i guess? idk, i played the full game and the story is pretty shite
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Gotta love the sound of the Nullifier Charging, it's an exhilarating nailbiter. Its whirring sound increases as the energy builds, and so do the tension of the situation regarding the destruction of a certain emitter.
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Knucklecracker - resupply for ore is giving me issues in that guppys aren't giving their ore to sprayers in remote locations. Other than that, awesome game! I bought CW3 on release day last year and has given me endless hours of awesome, thanks!
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Some tips for some hard levels: on experiment, you need to use the guppy to save the bottom 3, and a guppy can save 4 pods before returning; on Suspend: mortars are your friend to begin with; on override: mortars are still your friend to begin with; on Understand: those spots under the berthas can be used, if only for the beams, and guppies to power em.
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Abraxis is the Gnostic God of creation who symbolizes the unity of opposites. He is seen as Absolute and All-Pervading. This is different from the Christian conception of God because both Good and Evil is contained in this deity.
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New creeper. sweet! Great addition to the series, my only issue so far is how confusing all the overlayed colours on the map can get. what with the various terrain colours, the blue creeper, green from the collectors and the slightly different blue of the anti creeper. gets hard to tell what's what sometimes.
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hey people , i just got creeper world 3 :arc eternal from my friend but it ain't working on my system , why ???
Suggestions required .
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hey , DEVS , thabks for creating the game . THANKS , loved it since the 1st version of it and sry for disturbing you ;)
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woah , at last finished it .but didn't got to test one of the structures , it was always kept blank and even the another 2 titans :( , wanted to try them out .
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Guppies and relays are actually completely unnecessary on experiment, you have so long before you are pressured or the pods' hills are climbed that you can easily get a bunch of strafers up. You can just target them on the pods and any creeper that gets anywhere near will get blasted down again.
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Maybe in your next games you can have a replay button for the entire level, sped up so that you can see how your progress looked like throughout the entire game. That would be neat. That last level must have looked really weird sped up like that
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Also, uber, it's much more exciting if you go for the difficult routes. for instance, I start off speed-nullifying two mini cells, then dropping my CNs in there. it's far more of a battle to win then. Also faster and much more fun.
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SuperUber First off, that's your own opinion. Second off, many user-made maps have such mechanics, available in the full game. Also, once you've established yourself it'll likely take around 10, maybe even 5, if you work efficiently.
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superuber27 I justtend to make little chalanges of my own. like how I try to use only the wepons I building the the begining 10 min or "danger zone" to compleat the hole map.
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Creeper world really needs to change to stay fresh. The game is so cool and original, but the level and mission design never uses it to its fullest. There's always a tense part at the beginning of every level where you fight against the clock to survive, but once you make it past that, it's pretty much impossible to lose. This is a major problem because the exciting and challenging first bit is usually about 10 minutes, and the boring part where you slowly move up until you win can be up to 20 minutes. In some parts, it's the entire level. Take the last level for instance. You start in a heavily fortified area and it's almost impossible to lose. The whole thing is a boring crawl to the finish. Because of this mission design, you only have fun about a third of the time, and the rest is simply monotonous. If creeper world can come up with new objectives or mechanics that make the entire game feel like those first 10 minutes of each level, then the game will be much better for it. 3/5
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Level 8 is a bit of a rush game, but not terribly much of one. You can cover much of the top 1/3 of the map in collectors and defend them lightly with cannons. Take the hilltops when and wherever possible, skipping the valleys in-between where you can. Rush for the survival pods, though not so quickly you overstretch yourself. The pods near the bottom of the map are relatively safe being on such high ground, and as you approach them a single mortar can push the creeper back far enough to save it.
Personally I tend to relay my way to the left-center pod, then work my way down the right side before heading left across the hilltops.