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#21
Farsite Colonies / Custom Map #5964: BREED my Bro...
Last post by AutoPost - January 22, 2026, 10:24:29 AM
This topic is for discussion of map #5964: BREED my Brother


Author: Protoris
Size: 192x120
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#22
You literally read my mind here. I was thinking of suggesting something similar, but I would make more of the digitalis appear on the base area and the path north. That could potentially create an energy drain and increase difficulty as the game progresses.
#23
Colonial Space Map Discussion / Re: Custom Map #11602: ViktorF...
Last post by Johnny Haywire - January 22, 2026, 01:11:51 AM
I was going to comment on this map and complete at least one sentence but
#24
Colonial Space Map Discussion / Re: Custom Map #11606: ViktorF...
Last post by Johnny Haywire - January 21, 2026, 11:02:03 PM
Speed run anyone?

Pretty happy to have beaten the next legit score by almost 15 seconds. I saw what I'm pretty sure is the best combination, but it still took like 7 tries.

Weasee or Lore will prolly beat it, but that's ok. One of the best maps to speedrun, IMO. Anyone can easily beat it in under 2 minutes, but to drop it down to 1:20 you'll need some good eyes.

Thanks for the map!
#25
Farsite Colonies / Custom Map #5963: D.R.I. 4 [Fo...
Last post by AutoPost - January 21, 2026, 07:50:26 PM
This topic is for discussion of map #5963: D.R.I. 4 [Forced Release]


Author: Vertu
Size: 210x100
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#26
Colonial Space Map Discussion / Custom Map #11681: Easy edit o...
Last post by AutoPost - January 21, 2026, 03:19:54 PM
This topic is for discussion of map #11681: Easy edit of 11407


Author: Johnny Haywire (just an edit)
Size: 204x204

Desc:
Figured I'd make an easy map for once. Just about impossible to lose. All credit to Kleesmilie for the original, blame me for making it more challenging. You only have AC and a Bertha to work with, but the totems grow very quickly - the farther the better. Good luck and have fun! Questions? Use the forums for feedback and/or help.
#27
Colonial Space Map Discussion / Re: Custom Map #11415: Fort. ...
Last post by Johnny Haywire - January 21, 2026, 02:20:21 PM
Aye, just came across this myself - looks pretty easy but if you're not careful your base can get overrun pretty quickly. Thor and singularity aren't necessary but they'd make the map easier if you choose to use them.

Maybe around a level 7-8 difficulty? (I'd say roughly 2/3 maps are easier than this one, not grading as far as level of possible difficulty. That's a little more difficult to pinpoint).

Thanks for the map! =)
#28
Colonial Space Map Discussion / Re: Custom Map #11666: 298-Cre...
Last post by Johnny Haywire - January 21, 2026, 01:56:58 PM
Ah yes you're right, sorry about that. I was getting this one confused with another. This one is all AC, so just remember to keep only one item at a time that the creep will target (like a guppy, bertha, etc.)
#29
Colonial Space Map Discussion / Re: Custom Map #11626: ForRube...
Last post by Johnny Haywire - January 21, 2026, 01:50:45 PM
Cool map - I especially like that by limiting the number of reactors you force us to be more efficient in our power usage. Makes us think a bit harder ^_^

I only landed one CN and it was pretty easy to get a decent base up and running quickly, thanks to the friendly emitter and energy gem in the northeast. The rest was pretty straightforward. I thought the spores were very well-timed and the creeper amounts were spot-on for general play-ability. Fun indeed!

Thanks for the map! =)
#30
Colonial Space Map Discussion / Re: Custom Map #11666: 298-Cre...
Last post by yak - January 21, 2026, 12:25:09 PM
thanks Johnny :)
but then we dont have blasters and snipers on this map, correct?