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#1
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.
#2
I've just noticed the collector position. Doh!
#3
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.
#4
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?
#5
Quote from: hawgwash on May 05, 2024, 11:29:29 AMCan you remind me what the blue freeze bomb does, and how to use it?

You can place it on portals and on emitters that don't have red ring around/under them.

It freezes the creeper and AC around itself for few seconds
allowing you to get more AC outside the freeze range.

Quote from: creepergirl on May 05, 2024, 12:55:33 PMI love CSM Maps. Thank you so much for making this.

:)

Quote from: Loren Pechtel on May 05, 2024, 06:00:40 PMBeat it without the bombs.  A bit tricky until you get the upgrader, easy past that point.

Nice to hear, thanks for playing!
#6
It 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
#7
Colonial Space Map Discussion / Re: Custom Map #11134: 234-Alm...
Last post by D0m0nik - May 06, 2024, 03:36:24 AM
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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Wow, nice!nI can't get that to work at all!
#8
Colonial Space Map Discussion / Re: Custom Map #10922: New Gam...
Last post by Kaiden - May 06, 2024, 01:07:27 AM
Quote from: teknotiss on March 24, 2024, 04:11:50 PMspot of the old necromancy again here but has anyone any idea why after 30 secs of playtime massive waves of creeper splash across the whole map and i lose?

this is not supposed to happen i am guessing?

If you're talking about the railguns, they fire off straight lines of creeper the whole way through until they get blocked by either the map edge or shields.
#9
Why all the 2 reactor pickups?  They're small compared to what you start with.
#10
Farsite Colonies / Custom Map #4989: a simple hol...
Last post by AutoPost - May 05, 2024, 08:16:20 PM
This topic is for discussion of map #4989: a simple hold map


Author: neon
Size: 256x160
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