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#91
Colonial Space Map Discussion / Re: Custom Map #11691: Fight t...
Last post by Martin Gronsdal - February 02, 2026, 12:23:58 PM
Nice map. Challenge for Johnny Haywire: don't allow any of the Wall crystals to be destroyed!
#92
Farsite Colonies / Custom Map #5988: Toybox Showc...
Last post by AutoPost - February 01, 2026, 09:06:31 PM
This topic is for discussion of map #5988: Toybox Showcase: Soylent Squared


Author: Argonwolf
Size: 198x286
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#93
Farsite Colonies / Custom Map #5987: good luck. ...
Last post by AutoPost - February 01, 2026, 10:26:15 AM
This topic is for discussion of map #5987: good luck


Author: renyoka9
Size: 320x200
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#94
Farsite Colonies / Custom Map #5986: This is my f...
Last post by AutoPost - January 31, 2026, 06:38:52 PM
This topic is for discussion of map #5986: This is my first map atempt


Author: Bjam13
Size: 256x160
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#95
Exchange Map Comments / Re: Custom Map #737: Escape (E...
Last post by toolforger - January 31, 2026, 12:35:45 PM
Eh. Hiding an inhibitor in in an area that's just lightly defended, "protected" by giving it the look of an information cache - now that's just disappointing.
I could probably speed my time up to five minutes or so, but I don't care enough to actually try that; I like a measure of competitiveness, but I find hardcore speedrunning boring.
#96
Farsite Colonies / Custom Map #5985: good luck. ...
Last post by AutoPost - January 31, 2026, 09:28:08 AM
This topic is for discussion of map #5985: good luck


Author: renyoka9
Size: 320x200
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#97
Colonial Space Map Discussion / Custom Map #11693: Isles I. B...
Last post by AutoPost - January 31, 2026, 12:56:24 AM
This topic is for discussion of map #11693: Isles I


Author:
Size: 220x200

Desc:
#98
Chronom Mission Discussion / Re: Maps that make you think
Last post by CelahirA - January 30, 2026, 04:20:49 PM
Quote from: Tiuipuv on February 15, 2012, 04:46:51 PMIt made me think some. But it was just a fool's mate in the end.

How in the world did you get a time of 1 minute?
#99
Colonial Space Map Discussion / Custom Map #11692: Collect Qui...
Last post by AutoPost - January 30, 2026, 01:17:56 PM
This topic is for discussion of map #11692: Collect Quickly!


Author: BigBertha
Size: 128x128

Desc:
Fun short map with some unusual features. Just go fast and you'll be fine, but I did leave an option for the turtle approach that might just work. Good luck!
#100
Colonial Space Map Discussion / Re: Custom Map #11691: Fight t...
Last post by BigBertha - January 30, 2026, 11:32:06 AM
MAP SPOILERS (I don't know how to do those click to open ones, so this is your warning)

Be very careful with any weapons on those bottom square islands, disturbing the digitals can cause a brief but intense wave to form and wipe out a lot of your critical infrastructure down there. Also, those side paths are there so if you choose to, you can clear those after securing the northernmost main body of land and kill the powerfull emitters there, and then go about hammering the deeper parts of the digitals with Berthas. You basically have two options for this map.

Option 1, build a ton of reactors and as many Berthas as you can, march up the middle, secure the main body, clear the side paths and kill those heavy emitters and then start chipping away at the main creeper pool. This is slower, but safer, as the weak emitters in the far corners keep the digitals alive so it doesn't all spill over. Once the level is lower, you can hit the inhibitor and collect the sheild keys.

Option 2, go fast and hard right to the end, and try to get that inhibitor before the digitals fill up too much.

I did option 1 since I'm not really skilled enough to go with the second, but I want to build maps that are good for a variety of player types.