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#1
This topic is for discussion of map #11693: Isles I


Author:
Size: 220x200

Desc:
#2
Chronom Mission Discussion / Re: Maps that make you think
Last post by CelahirA - January 30, 2026, 04:20:49 PM
Quote from: Tiuipuv on February 15, 2012, 04:46:51 PMIt made me think some. But it was just a fool's mate in the end.

How in the world did you get a time of 1 minute?
#3
Colonial Space Map Discussion / Custom Map #11692: Collect Qui...
Last post by AutoPost - January 30, 2026, 01:17:56 PM
This topic is for discussion of map #11692: Collect Quickly!


Author: BigBertha
Size: 128x128

Desc:
Fun short map with some unusual features. Just go fast and you'll be fine, but I did leave an option for the turtle approach that might just work. Good luck!
#4
Colonial Space Map Discussion / Re: Custom Map #11691: Fight t...
Last post by BigBertha - January 30, 2026, 11:32:06 AM
MAP SPOILERS (I don't know how to do those click to open ones, so this is your warning)

Be very careful with any weapons on those bottom square islands, disturbing the digitals can cause a brief but intense wave to form and wipe out a lot of your critical infrastructure down there. Also, those side paths are there so if you choose to, you can clear those after securing the northernmost main body of land and kill the powerfull emitters there, and then go about hammering the deeper parts of the digitals with Berthas. You basically have two options for this map.

Option 1, build a ton of reactors and as many Berthas as you can, march up the middle, secure the main body, clear the side paths and kill those heavy emitters and then start chipping away at the main creeper pool. This is slower, but safer, as the weak emitters in the far corners keep the digitals alive so it doesn't all spill over. Once the level is lower, you can hit the inhibitor and collect the sheild keys.

Option 2, go fast and hard right to the end, and try to get that inhibitor before the digitals fill up too much.

I did option 1 since I'm not really skilled enough to go with the second, but I want to build maps that are good for a variety of player types.
#5
Colonial Space Map Discussion / Custom Map #11691: Fight to th...
Last post by AutoPost - January 30, 2026, 11:24:03 AM
This topic is for discussion of map #11691: Fight to the end 3


Author: BigBertha
Size: 256x256

Desc:
This will probably be the last map of this type that I upload for a while, I'll work on some other concepts next. This one is a little different from my others though, in that speed is still rewarded, but not as significantly. The digitals will load up to nearly 500 over time, but they only start out at 250, so if you go fast there's half as much to clear to get the sheild keys. I'll post more specific info in the forum, so head over there if you want to know more. As always, please enjoy!
#6
Colonial Space Map Discussion / Custom Map #11690: Mountains I...
Last post by AutoPost - January 30, 2026, 12:25:44 AM
This topic is for discussion of map #11690: Mountains I


Author:
Size: 250x150

Desc:
#7
Colonial Space Map Discussion / Re: Custom Map #11645: Decorat...
Last post by Tamohl - January 29, 2026, 03:56:58 PM
I am new to CW3-Arc Eternal, but to say I'm new to the CW franchise is not exactly fair. I started playing CW1-Evermore the free demo for that then the demo for CW2 and played CW3-Abraxis the CW3 demo for years enough to get a net score of 100,000 on the 12 maps it has and rank in the top 250 for I think all of them, maybe not. Being a cheapskate and hardly ever buying games I never bought the full version. until I finally decided to snag it on sale xD

So I had basically everything before going in.
Happy to now be a part of the real community... :)
#8
Colonial Space Map Discussion / Re: Custom Map #11686: Side fl...
Last post by toolforger - January 29, 2026, 03:49:01 PM
Quote from: BigBertha on January 29, 2026, 01:40:15 PMI thought it was fun and will continue with this series until I'm satisfied, but I do appreciate the feedback!

That's good to hear.

Quote from: BigBertha on January 29, 2026, 01:40:15 PMYou should probably do the original version of this map (number 11680) which was not prefilled in the digitals.

Actually I had done it before!
So, I had a rough idea what was in wait here.

Quote from: BigBertha on January 29, 2026, 01:40:15 PMThis one was a much more difficult version with input from Johnny Haywire and Martin Gronsdale, who wanted it to be harder.

Well, Martin is pretty extreme in this regard.
#9
Colonial Space Map Discussion / Re: Custom Map #11686: Side fl...
Last post by Tamohl - January 29, 2026, 03:43:22 PM
I can't tell which I like better, this version or the old.

This version certainly makes you sweat that final push, but at the same time does not reward speed whatsoever. Nomatter how long you take, the final push will always be the same.

I did think this map was clever, and I do really like the fact the wave of creeper is such a problem to consider after the inhibitor is neutralized, it just seemed like the first half of the map was... not as influential.

Not to mention, I nearly lost my run because the moment I nullified the spore towers I somehow managed to delete my forge......... D:
but the power of the Thors got me through rebuilding my aether supply.
#10
Colonial Space Map Discussion / Re: Custom Map #11609: Sfftfpf...
Last post by BigBertha - January 29, 2026, 02:00:36 PM
I just wanted to say, I have played all of your maps and I like them a lot. Thanks for making them, these are great!