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#1
Very old map. Very annoying map. Probably the most annoying map for which I've posted the fastest time.

Feel free to beat my score, but at least just please agree with me about how annoying the map is.

Thanks for the map?
#2
Colonial Space Map Discussion / Custom Map #11539: DMD0002. B...
Last post by AutoPost - July 15, 2025, 11:50:13 PM
This topic is for discussion of map #11539: DMD0002


Author:
Size: 256x256

Desc:
#3
If you're looking for a nice, tough challenge - you should try this map!

Weapons, energy production, and tech are very limited but you have everything you need to win the map.

One of the best-balanced vanilla maps I've played - it's not difficult to hold a position, but it's fairly difficult to beat. Difficulty rating of maybe 8/10 I'd say - in the sense that 4/5 of the maps are easier than this.

Thanks for the map! =)
#4
Colonial Space Map Discussion / Custom Map #11538: DMD001. By...
Last post by AutoPost - July 15, 2025, 06:58:14 PM
This topic is for discussion of map #11538: DMD001


Author:
Size: 256x256

Desc:
#5
Wow, dude. Found this by filtering for the lowest-rated maps and figured I'd give it a try.

Losing all the collectors & relays was a bit of a shock, but thankfully I'd saved it and tried killing the other stuff first. Very weird map but something different at least. You are very good at "different"! Chess club much? =D

Thanks for the map! =)
#6
Exchange Map Comments / Custom Map #2087: Particulate ...
Last post by AutoPost - July 15, 2025, 06:28:08 PM
This topic is for discussion of map #2087: Particulate Outbreak: Prologue


Author: Krash Skull
Size: 500x200

Desc:
Venture through the beginning of the Ticon Corporation, before the outbreak of the Particulates. To the first CEO of the Ticon Corporation to the Labs of Ticon Main Base Outbreak.
#7
Farsite Colonies / Custom Map #5733: Mop2. By: Z
Last post by AutoPost - July 15, 2025, 06:19:34 PM
This topic is for discussion of map #5733: Mop2


Author: Z
Size: 192x192
DISCUSS ON DISCORD
#8
Farsite Colonies / Custom Map #5732: Scaling Cree...
Last post by AutoPost - July 15, 2025, 04:09:24 PM
This topic is for discussion of map #5732: Scaling Creeper


Author: buttRcaT
Size: 200x140
DISCUSS ON DISCORD
#9
Colonial Space Map Discussion / Custom Map #11537: CORE. By: ...
Last post by AutoPost - July 15, 2025, 03:06:19 PM
This topic is for discussion of map #11537: CORE


Author: Egg
Size: 250x250

Desc:
Updated again v2. added walls around main core to ward off instant kill
#10
Quote from: Weasee on July 15, 2025, 01:06:17 AM
Quote from: AutoPost on July 15, 2025, 12:22:10 AMI will update map based on times and try to keep speedrunners away

Why do you want to keep speedrunners away, if you include tools on the map for speedrunners, and even have a message encouraging their use???
You seem to think speedrunning is "bad" - I quite enjoy the challenge of speedrunning maps, and I'm sure others do too. Not sure why speedrunners should be targeted in this way.

Totally agree. And that's coming from someone who's not a huge fan of speedrunning. I really dislike the pausing and slow, meticulous-paced play style that's required to get the best times. However, if a player enjoys doing that I don't see a reason to complain about it or to try to prevent them from playing like that.

Some maps actually require that kind of game play, and that's ok. Other maps like this one are begging for it. I played this map a second time just to improve my score, and I almost never play a map twice. But hey, it's nice to be in first place even if it's only for a little while - until Weasee makes his second run at the map. =)

As for helping you to achieve your "goal" - if you'd really like to make this into a map that makes it difficult or nearly impossible to speedrun, here are some things you can do - in order of most effective to least effective:

1) DISABLE THE PAUSE BUTTON. Most players won't like it, but that pretty much destroys speedrunning in most cases.
2) REMOVE THE FREEZE pickup - this is essentially a "Kill any emitter quickly & easily" tool.
3) Add digitalis in a circular area around the central emitter, at least as wide as the distance between the two central AC emitters.
4) Get rid of the AC emitters in the middle as well as all the protective walls.
5) Remove the bertha pickup as well. Make the players work for it.
6) Take out the friendly spores and add at least 10 enemy spores - a single tower or multiple towers. The more the better. =)

Having said that, this is a recipe for a long, somewhat difficult map. But I would suspect that most players would not like that kind of a map, so if you're going for a likeable map then maybe just try a couple of these options.

It's not a bad map as it is, even though it's a map that is best suited for speedrunners. If you want people to play your map at least twice, make more like this.

Thanks for the map!