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#1
Colonial Space Map Discussion / Re: Custom Map #8316: Attack T...
Last post by toolforger - July 13, 2025, 06:34:40 PM
For some reason, I wouldn't get the victory message after killing the inhibitor, all creeper.
No pickups, anime girl was gone as well, so I don't know if I overlooked something or if the map bugged out.

Good map to teach dealing with something-keeps-destroying-your-stuff though: Pretty easy but you need to keep an eye on it.
#2
Colonial Space Map Discussion / Re: Custom Map #11532: S03-12 ...
Last post by LappySheep - July 13, 2025, 03:43:11 PM
Quote from: Johnny Haywire on July 12, 2025, 09:23:11 PMThis one is pretty much only going to be enjoyed by players who like to rush. While I'm not a big fan of rushing, this was an interesting map to figure out. Killing the falling pods with beams seemed like a logical choice, so the main issues were getting enough power for them and dealing with the lurkers.

On my first attempt, I tried to turtle the map and it seemed like the rate and number of the pods kept increasing. Is there a limit for their spawn rate? Just curious to see if it's possible to not rush it. While my first base didn't get destroyed, I could see the handwriting on the wall so I just decided to restart.

I promise I won't be upset if we never see those pods again, lol.

Thanks for the map!
There's no cap, although you do have to turtle for a while to get to an "impossible to complete" situation.
#3
Colonial Space Map Discussion / Re: Custom Map #11530: Dymaxio...
Last post by padtedesco - July 13, 2025, 10:26:39 AM
Quote from: Vado18 on July 10, 2025, 09:39:24 AMThis one had me stumped. I don't know how to start this map, tried going across the void for the island but the flow rate is too low and there are Strafers, trying attack frontally but cannons are super strong this map. Any ideas?

That is the idea. I was aiming for a real possibility of losing the game at first. There is 3 things that you must pay attention to. The berthas must not be built, the nullifiers must be stopped, and the antiair must be kept disabled. If you manage to hold a while, the game becomes easier.
#4
Colonial Space Map Discussion / Re: Custom Map #11521: Dymaxio...
Last post by padtedesco - July 13, 2025, 10:23:20 AM
I tried to make this map with diverse challenges. If you overcome all of them, you converge to win quickly. If you wants to take the time for and plan, you do it. I will try to keep that in mind for the next ones.
#5
Colonial Space Map Discussion / Re: Custom Map #11530: Dymaxio...
Last post by padtedesco - July 13, 2025, 10:21:10 AM
Dude, thank you. You liked the other map that I made also, and it warms my heart reading this. It is very helpful.

I took a beating from scripting on this one, I had to learn and unrust my programming skills.

I'm playing different modes, trying different scripts to join and wandering how I will join them together... Runner nest, AI as creeper, Sleeper, even stargates.... Do you have any suggestion of maps to with new gamemodes?

I also accept suggestions to improve my map design.

Thank you very much.
#6
Custom Map Comments / Custom Map: JUL
Last post by AutoPost - July 13, 2025, 09:21:09 AM
This topic is for discussion of map: JUL


Author: Sir Mike

Desc:
JUL
#7
This one is pretty much only going to be enjoyed by players who like to rush. While I'm not a big fan of rushing, this was an interesting map to figure out. Killing the falling pods with beams seemed like a logical choice, so the main issues were getting enough power for them and dealing with the lurkers.

On my first attempt, I tried to turtle the map and it seemed like the rate and number of the pods kept increasing. Is there a limit for their spawn rate? Just curious to see if it's possible to not rush it. While my first base didn't get destroyed, I could see the handwriting on the wall so I just decided to restart.

I promise I won't be upset if we never see those pods again, lol.

Thanks for the map!
#8
Farsite Colonies / Custom Map #5728: uncomfritibl...
Last post by AutoPost - July 12, 2025, 03:51:20 PM
This topic is for discussion of map #5728: uncomfritible terrain by boh


Author: bohdan g
Size: 128x80
DISCUSS ON DISCORD
#9
I found this one to be pretty challenging. The acid effect required the use of shields, which I typically never use. But the custom mods for the shields are useful in this map, so they not only become useful but absolutely necessary.

There is a lot of creeper available on the map, so that's good. It took a while to get the max amount of creeper production from the ore mines, but once you capture all the mines and max out the upgrades, the creeper won't stand a chance against the creeper.

This was a good challenge from start to finish.

Thanks for the map! =)
#10
Interesting storyline - looking forward to the rest of this series.

Thanks for the map! =)