Main Menu

Recent posts

#1
This topic is for discussion of map #11536: Achievement Grabber


Author: BITMajo
Size: 256x256

Desc:
Sandbox good for collecting multiple achievements. Click & drag horizontally to build ore mine & siphons. Creeper will not attack, destroy inhibitor at top left corner to achieve victory immediately.
#2
Quote from: AutoPost on Today at 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.
#3
This topic is for discussion of map #11535: CORE


Author: Egg
Size: 250x250

Desc:
Unstable creeper core ready to go. (warning) I will update map based on times and try to keep speedrunners away
#4
Farsite Colonies / Custom Map #5731: Project: Rec...
Last post by AutoPost - July 14, 2025, 07:40:20 PM
This topic is for discussion of map #5731: Project: Reclaim 1


Author: Person who made a map
Size: 192x120
DISCUSS ON DISCORD
#5
Different style - definitely makes you think! It's pretty straightforward, except that it would be nice at the beginning to let the player know how much aether is available. I would have spread out my points differently had I noticed it was limited.

Thanks for the map!
#6
Farsite Colonies / Custom Map #5730: Mop1. By: Z
Last post by AutoPost - July 14, 2025, 06:18:28 PM
This topic is for discussion of map #5730: Mop1


Author: Z
Size: 256x160
DISCUSS ON DISCORD
#7
Farsite Colonies / Custom Map #5729: test. By: Z
Last post by AutoPost - July 14, 2025, 03:18:20 PM
This topic is for discussion of map #5729: test


Author: Z
Size: 192x120
DISCUSS ON DISCORD
#8
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.
#9
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.
#10
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.