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#21
Colonial Space Map Discussion / Re: Custom Map #11680: Side fl...
Last post by Johnny Haywire - January 23, 2026, 11:08:30 AM
Quote from: BigBertha on January 23, 2026, 06:18:41 AMHey guys, I finally made an account just to be able to respond on this thread. Firstly, thanks for the excellent feedback on all of my maps! I have only been lurking, watching the comments but I have been paying close attention.

Now, regarding the map itself, you guys are right that the goal with the digitals and all the emitters out there in the void was that when you kill the inhibitor, you're hit with a huge wave of creeper from all sides. However, this didn't really pan out as I'd wanted it to. Martin, I like your idea of running it in the editor to get them full early, I'll probably do that. I also liked the idea of putting some digitals in the main path to the emitter, so I'll probably do that as well.

Anyway, thanks Johnny for the consistent feedback on my maps, it's been very useful for each subsequent map. The biggest problem I have is I think you guys are better players than me, and for me to post one I have to win first! 😂 But I will try to get a harder version of this one up shortly.

Awesome, m8! Welcome to the forums 😊

I'd much rather play good maps than make them, so I'm always happy to provide feedback. Your maps keep getting better, and I'm looking forward to seeing what you come up with next! If you ever make a map that's too difficult, I'm sure you could post it on dropbox or some file-sharing site like that and one of us could take a crack at it then give you a solution for it. Maybe, lol. I might need to hire Lore to do it if it's too difficult. Some maps need a micro master, and that's not me.

Thanks again for all these cool maps! =)
#22
https://knucklecracker.com/forums/index.php?topic=45690

this map has prefilled digitalis to 400 depth.
#23
hi, if you make digitalis spread to land, you won't be able to fill the digitalis to 500, because it will spill over to land and fill there as well.
#24
Colonial Space Map Discussion / Re: Custom Map #11680: Side fl...
Last post by BigBertha - January 23, 2026, 06:18:41 AM
Hey guys, I finally made an account just to be able to respond on this thread. Firstly, thanks for the excellent feedback on all of my maps! I have only been lurking, watching the comments but I have been paying close attention.

Now, regarding the map itself, you guys are right that the goal with the digitals and all the emitters out there in the void was that when you kill the inhibitor, you're hit with a huge wave of creeper from all sides. However, this didn't really pan out as I'd wanted it to. Martin, I like your idea of running it in the editor to get them full early, I'll probably do that. I also liked the idea of putting some digitals in the main path to the emitter, so I'll probably do that as well.

Anyway, thanks Johnny for the consistent feedback on my maps, it's been very useful for each subsequent map. The biggest problem I have is I think you guys are better players than me, and for me to post one I have to win first! 😂 But I will try to get a harder version of this one up shortly.
#25
Farsite Colonies / Custom Map #5965: D.R.I 5 [For...
Last post by AutoPost - January 23, 2026, 12:03:58 AM
This topic is for discussion of map #5965: D.R.I 5 [Forced Release]


Author: Vertu
Size: 160x120
DISCUSS ON DISCORD
#26
Colonial Space Map Discussion / Re: Custom Map #11682: The Spi...
Last post by Johnny Haywire - January 22, 2026, 10:24:12 PM
This is a pretty cool map! Much more interesting than I anticipated, in fact. I wouldn't say the "easy" description is completely accurate - at least for most players. I'd say this is probably slightly more difficult than the average map, but not by a lot. Probably a 6 on a 10 scale.

What's impressive is that you've done so much with so little. Only single spores. Fairly weak emitters. On the other hand, there's no ore so it does present a little bit of a challenge there.

If you're struggling with this map, I'd suggest just forgetting the forge and make a defensible space and just push out when you're ready.

Thanks for the map! =)
#27
Colonial Space Map Discussion / Re: Custom Map #11680: Side fl...
Last post by Johnny Haywire - January 22, 2026, 07:25:01 PM
Dude, those are great ideas. BigBertha doesn't do the forums apparently so they will probably never see your excellent suggestions.

If I get time, I'll just do it myself and make it more evil. Not sure just how evil to make it but we'll see.
#28
Ok, I played through the map.

First thoughts: I was never really under threat, which is not necessarily bad, but if the digitalis was meant to be scary, that part failed.

If you let the emitters fill the entire digitalis to a height of 500 Creeper and then reset the time before saving in the editor, the map would start with fully saturated digitalis. That would be much more potent, especially once the Inhibitor is disposed of. The way to do this is to shape the digitalis as you like, add the emitters, cap them at exactly 500 output, and simply let the game run in the editor to allow full saturation of the digitalis. Then you should reset the time before adding other emitters and spore towers and uploading.

Killing the Inhibitor came with no penalty. I expected my base to be swimming in Creeper seconds later, but that did not happen.

Also, it is fairly easy to pick up the Thor and the Bertha at an early stage, which I am not sure is intentional. You could make that part more difficult by not allowing the CN to fly there at all. Holes in the ground would make that impossible, as would Totems or enemy units.
#29
nah, I quit making maps, but yes, the idea is great!
#30
Colonial Space Map Discussion / Custom Map #11682: The Spires ...
Last post by AutoPost - January 22, 2026, 01:34:13 PM
This topic is for discussion of map #11682: The Spires of Research


Author: Scionox
Size: 128x84

Desc:
Very old map of mine from more than 10 years ago found laying around on an hdd. Pretty small and easy.