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#21
Colonial Space Map Discussion / Custom Map #11141: 260-Snow. ...
Last post by AutoPost - May 08, 2024, 11:34:41 AM
This topic is for discussion of map #11141: 260-Snow


Author: Rennervate / AlexX
Size: 255x255

Desc:
ignores my playing time (i made a big beginner's mistake). Nevertheless, it is a time-consuming map. not very easy.
#22
Colonial Space Map Discussion / Custom Map #11140: Void. By: ...
Last post by AutoPost - May 08, 2024, 11:21:11 AM
This topic is for discussion of map #11140: Void


Author: BearBearBear
Size: 180x120

Desc:
hurry up
#23
Same experience here.
No way to quickly progress once stabilized, you're still forced to invade every single square, clickety-clickety-yawn, lather-rinse-repeat.
I usually do appreciate series of small successes, but each success on this map requires individual setup and the repetitiveness is killing the incentive.
#24
Farsite Colonies / Custom Map #4990: Surounded em...
Last post by AutoPost - May 08, 2024, 07:02:18 AM
This topic is for discussion of map #4990: Surounded emitter


Author: Flooo
Size: 150x150
DISCUSS ON DISCORD
#25
Colonial Space Map Discussion / Custom Map #11139: Circle of D...
Last post by AutoPost - May 07, 2024, 11:11:48 PM
This topic is for discussion of map #11139: Circle of Death


Author: kaiden
Size: 87x87

Desc:
The name's, uh, ironic, especially after you figure out how to not die.
#26
Colonial Space Map Discussion / Custom Map #11138: Steamworks....
Last post by AutoPost - May 07, 2024, 07:56:32 PM
This topic is for discussion of map #11138: Steamworks


Author: kaiden
Size: 90x120

Desc:
Got the steam version of Creeper World 3 fairly recently, made and uploaded this map mostly as a test to see how things operate on a different PC and platform, but this map does have actual content as well. It might take a fair bit of thinking and skill to crack this map.
#27
Quote from: Loren Pechtel on May 06, 2024, 10:57:02 PM
Quote from: rennervate on May 05, 2024, 08:11:27 AM
Quote from: Gotright on May 04, 2024, 06:20:15 PMI could use a bit of help.


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Absolutely ridiculous.  Worked first time.  20% of my time was in grabbing the bertha.

I consider it a slight bit cheaty, though--you can put a collector on top of that pyramid but none of the others despite them looking the same.
And with a better idea of exactly where the resistance is I was able to shave 10% off my time--but still 20% of it was grabbing that Bertha.
#28
Colonial Space Map Discussion / Re: Custom Map #11134: 234-Alm...
Last post by D0m0nik - May 07, 2024, 12:53:14 PM
I've just noticed the collector position. Doh!
#29
Quote from: rennervate on May 05, 2024, 08:11:27 AM
Quote from: Gotright on May 04, 2024, 06:20:15 PMI could use a bit of help.


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Start  here:
[close]
Absolutely ridiculous.  Worked first time.  20% of my time was in grabbing the bertha.

I consider it a slight bit cheaty, though--you can put a collector on top of that pyramid but none of the others despite them looking the same.
#30
Colonial Space Map Discussion / Re: Custom Map #11137: Digger....
Last post by Rix - May 06, 2024, 08:56:30 AM
Quote from: SanchesS80 on May 06, 2024, 07:34:00 AMIt is possible to land your CWs near spore towers and clear them all at the very start. So you don't need left bottom area at all. I guess it is better to remove possibility to land CW's near spore towers

Dang, you are right!
I forgot to add pre-spawned creep in the last version of the map, because I was testing things ;_;

I guess the only way to fix this is to release a new version, eh?