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#21
Colonial Space Map Discussion / Custom Map #11668: Clear the p...
Last post by AutoPost - January 12, 2026, 10:27:43 AM
This topic is for discussion of map #11668: Clear the pool


Author: BigBertha
Size: 256x256

Desc:
Race to the finish! Anyone can clear this, so let's see who gets the best time posted, Good luck!
#22
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Lore - January 11, 2026, 11:54:57 PM
Quote from: Martin Gronsdal on January 11, 2026, 02:03:30 PMhow far north did you venture?

I think at the start I spread out a moderate web of collectors north to get any amount of power and some ac from the 3 left mines.

Also at the start
Spoiler
A nullifer and a cannon can be used to take out the left 3 emitters if you are quick
[close]

Quote from: Johnny Haywire on January 11, 2026, 03:16:14 PMAwesome, dude! Thanks for the tips! =)

😄
#23
Colonial Space Map Discussion / Custom Map #11667: Neon Creepe...
Last post by AutoPost - January 11, 2026, 08:24:55 PM
This topic is for discussion of map #11667: Neon Creeper Defense


Author: decrofull
Size: 150x100

Desc:
Decided i'd make a level. For once. All terrain textures in this level are custom and were made by me This is not related to the CreeperStoppers series. Additionally, i've completely lost all motiviation to work on that series. If anyone wishes to continue it, be my guest.
#24
Colonial Space Map Discussion / Re: Custom Map #11666: 298-Cre...
Last post by Gotright - January 11, 2026, 07:34:37 PM
OMG! You´re back! I can´t tell how delighted to see you back again. I hope nothing bad happened while you where away. Cheers mate. glad to play another by you.
#25
Colonial Space Map Discussion / Re: Custom Map #11644: EZ. By...
Last post by Johnny Haywire - January 11, 2026, 04:32:35 PM
If you can beat Weasee's score on a speedrun - even if it was just his first try - that's an excuse to flex.

*flexes*

Granted, my first try was about 1 second longer than his time, so if he does it a second time he'll probably beat my score, and I'm totally ok with that. To be clear - players like him are the standard. The rest of us are just trying to keep up. =)

Thanks for the quick map! =)
#26
Colonial Space Map Discussion / Re: Custom Map #9325: RivTT2 7...
Last post by toolforger - January 11, 2026, 04:16:57 PM
Quote from: pastor.healer on February 25, 2021, 06:57:37 PMThe game itself will turn creeper into anti-creeper when multiple runners explode.  I don't know what
the software rule is for this to happen.

This happens whenever the creeper amount on a tile exceeds 2,000.
#27
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Johnny Haywire - January 11, 2026, 03:16:14 PM
Awesome, dude! Thanks for the tips! =)
#28
how far north did you venture?
#29
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Lore - January 11, 2026, 04:53:05 AM
Quote from: Martin Gronsdal on January 11, 2026, 04:22:40 AMWhat did you upgrade?

Oh I put the wrong image up. On this attempt I tried putting more into firepower and ended up with 3 fire rate, 3 energy, 1 energy cap, 1 build speed. Surprisingly it looks like the base is stable with the third fire rate.

A faster time is definitely possible by being riskier but finding this solution took more time than I care to admit 🤣

Thanks!
#30
Lore: impressive!


What did you upgrade?