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#21
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by Johnny Haywire - January 20, 2026, 10:47:07 AM
True, but if you start the game at 4x speed and don't pause you can't develop energy as fast as you do if you pause to set up your build, place items, etc. The first spore lands pretty quickly - if I remember it was about 20-30 seconds into the actual gameplay (real-time), and then the next 4 come pretty soon after that. If that's 50 spores coming in less than a minute, I don't know that I could click and place fast enough. I know I'm not the fastest clicker out there, but getting a base ready to repel 50 spores in less than 30 seconds is a serious challenge.

Maybe I'll try it and see, but I'll need to be thinking faster than I am right now lol.
#22
Colonial Space Map Discussion / Re: Custom Map #11670: Map 112...
Last post by rennervate - January 20, 2026, 04:13:42 AM
nice map! thx 4 making it
#23
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by toolforger - January 20, 2026, 02:42:57 AM
Quote from: Johnny Haywire on January 19, 2026, 08:52:49 PMIf the spores launched in sets of 10, it probably would require pausing.

Not with this map, no.

Since beams don't take energy while not firing, you don't get punished for overdoing your beam defenses.
Volleys of 10 are a non-problem unless they arrive too early, or there's not enough space between the ground defenses to place enough beams, or if you get overwhelmed before you can build enough beams, or if you're energy-starved.

Here, I had a beam every 4 fields or so, each beam is good for two spores, so on this map, so up maybe 20 spores wouldn't even make me think, and more would probably be manageable.
With upgrades, beams get significantly more effective: Longer range makes them start firing earlier so there's more time to replenish ammo during the wave, higher firing rate allows each beam to kill more spores (I'm not 100% sure, but I do believe that a higher fire rate also makes the beam deal more damage per expended energy).
#24
Farsite Colonies / Custom Map #5960: Creeping Dar...
Last post by AutoPost - January 19, 2026, 09:42:07 PM
This topic is for discussion of map #5960: Creeping Darkness 2 Night River


Author: StormWing0
Size: 400x163
DISCUSS ON DISCORD
#25
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by Johnny Haywire - January 19, 2026, 08:52:49 PM
I would love to remake this map with pausing and saving disabled, because it really brings a level of excitement to the game that you just can't get from having a safety net.

Having said that, maps are often too boring even playing like that. Or they're too difficult and force you to stop and carefully plan your next move. This one is a rare perfect balance of "Yo, I got this" and "Oh, no here it comes!"

If the spores launched in sets of 10, it probably would require pausing. And that would totally be ok too because the constant pressure from the sides is a really cool idea. And once you get a base set up and fortified, you can go afk if that's your style.

I also like that while the Bertha, Thor, and Singularity are all available they're not needed. It's great to have a map that's enjoyable by players of all levels. Great job with this one, m8!

Thanks for the map!! =)
#26
Colonial Space Map Discussion / Re: Custom Map #6829: CSM-68. ...
Last post by lovelymonster - January 19, 2026, 08:48:40 PM
It took me hours but I love it
#27
Farsite Colonies / Custom Map #5959: D.R.I 1 [For...
Last post by AutoPost - January 19, 2026, 08:45:27 PM
This topic is for discussion of map #5959: D.R.I 1 [Forced Release]


Author: Vertu
Size: 192x120
DISCUSS ON DISCORD
#28
Colonial Space Map Discussion / Re: Custom Map #11677: From 0 ...
Last post by Johnny Haywire - January 19, 2026, 07:06:29 PM
Wow dude, thanks so much!

This one was perfect - There's pressure, but I didn't feel like I needed to save the game at any point in case the base failed. The creeper got to the base just as the first two PZ Berthas finished building and at that point, even pausing became pretty unnecessary and it was a fairly easy march to the Inhibitor.

You gave some really good hints on the original, but I think it might be too much micro for my taste. That one's pretty brutal. Might give it a try later. I really love that this one needs very little pausing. I almost feel vindicated about not wanting to do Hypnotic's version now, lol.

Great job, dude.

Thanks for the map!! =)



#29
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by toolforger - January 19, 2026, 06:23:48 PM
Heh. First time I got top position.
Though I'm not a speedrunner at all. I'm sure my time will be beaten quickly.

Interesting map. All tools are there, both for those who move quickly and for those who play it safe.
Thanks!
#30
Colonial Space Map Discussion / Custom Map #11678: Side flow. ...
Last post by AutoPost - January 19, 2026, 01:08:46 PM
This topic is for discussion of map #11678: Side flow


Author: BigBertha
Size: 256x256

Desc:
Ok, I said that last one was my last... but I did another one. I personally found this one to be a lot harder than my others, but that's because it is harder the longer you take. So speed runners will have an easier time most likely. If you go to slow then the hardest part will actually come after you nullify the inhibitor. Anyway, I hope you enjoy, and let me know inf the forum if you have any feedback!