props to whoever made this map, it solved the classic creeper world problem of only the beginning being dicey and then the rest being a victory lap by effectively just rolling 5 maps into one, its really well done
Just going to echo everyone else here on how awesome a map this was. Best one so far Tom. Really appreciate you playing for 4 hours just to make a half hour video. Idk if this is the end of CW4 but I have very much enjoyed this series despite having no idea what’s going on.
it's not the real ending not even close, there would have been shields probably ar least 4 creeper spawners, maybe 4-5 spore launchers with a 5 minute delay, and probably add some anti creeper in the mix Note: IDK what the real ending is I just know it would have been a lot more complicated and much harder at the start
Hope this isnt like "final boss" as in no more creeper world videos! I know you've been winding them down and they dont get as much views but I love them! Always so satisfying.
That was amazing! nearing the end of the first wave I thought... welp that was lame, the video's not about to end so I wonder what the next map will be. Then the second wave started and it just kept getting better and better. Major props to whoever made this map!
That was a super innovative map! It constantly changing and making new dangers every new phase was super neat, amazing work to the person that made the map! Amazing video Tom!
Man really looked like this was over in the first 5minutes of the video. Was really confused how there was so much left. Really good job by the map maker, this was super cool
This looks like a place where AntiCreep, planes and storage would be very effective. Putting an anticreep concentrator next to your nexus would probably be wise.
3:00 new frontline ... eughhh there sure 4:40 ohh we can overload 7:27 Laser Eyes jumpscare 7:45 info popup scare 12:49 hand slap 13:19 gonna do the hand thing... FLY YOU FOOL 17:13 when you skip a cutscene , can we speedrun 18:50 field generators , wallded 20:00 not over YEET 22:40 realizied the wall flume 30:00 hand ofoom
Just because I could, I completed the totem objective when I played the map myself. It was 6 hours of in-game time to complete it and that was after I had also charged 3 of the totems during the 3 hours of normal gameplay. Ignoring it was the right call.
Thanks for introducing me to this series of games all that time ago, I'd never heard of it before and you made me go buy the game and have a blast with it. I know this particular run of CW content has been on a limited lifespan for a bit now, but if this is the last we see of CW4 for a while what a high to end on!!!
33:08 A note on the Air Sacs. They all seem to try to target the small square of creep right infront of the player's base. As it seems this particular patch is coded to be an instant lose if it ever gets touched by creep, as it generates ludicrous amounts of creep.
Thanks for taking the time on this, have been playing a few of these maps after finding them via your videos. Not sure I'll be doing this one or not as I'm a slow player normally so this one would be a beast. love the videos.
I think the side areas (in the final phase) is something really important, as the clone blocks on the floor can do anything (creep, crimson creep, anticreep) so if you were to take those by terraforming and get ac on there, you could win easily. Only problem would be taking it.
Holy shit whoever made this map is amazing! Having the terrain evolve and major events occur through the level adds a lot of extra context and solves the biggest downside in that once you're able to hold the creep steady you've already won unless you fuck up severely, since you're constantly generating more resources and the creep can't grow. Amazing stuff, I hope more of this comes in the future
I like the variations on the gameplay as the map continues, my only gripe is with the Storytelling of the level: there's only so many times that the "core exposed!" before one gets a little sick of the repetition, I'd suggest renaming the different "levels" of core exposure, for example: call the first "layer" 'Outer Core exposed', then underneath have the 'Middle Core exposed', then at the final stage have the 'Heart Core exposed' [or whatever the number of boss stages are involved]; this way, it is a simple way to assure progress and lets the player have an idea of how MANY stages the boss actually has.
Daily reminder that Tom is an amazing person and to thank him for all he has done/will do - Day 670 My god, just ahhhhhhhhhhhhhhhhhhhh this was just amazing. I mean just the fantastic wait the map changes and superb little additions and features. This truly is a god tear map and was just outstanding :D Also, god, was certainly long XD
Huge shout out to Tom for sticking it out and playing for four hours just so we can watch a 34 minute video. Also huge shout out to Josh for editing that monstrosity of a 4 hour source material.
Wow, glad I'm not playing this map. All that destruction and terrain shifting would infuriate me beyond apoplectic seizures. 20:10 oh, those guys, I remember them from the development videos but hadn't seen them in any videos in the weeks after release (this is the first time I've looked up creeper world in months).