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#11
Colonial Space Map Discussion / Re: Custom Map #10102: 030.1-T...
Last post by Johnny Haywire - January 17, 2026, 03:37:31 PM
Eh, it's different for sure but I dunno that I'd say it's better. Yours can be done multiple ways whereas my version can pretty much only be done using one tactic. But I'm definitely glad you like it better, that's saying a lot! =)
#12
Colonial Space Map Discussion / Re: Custom Map #11666: 298-Cre...
Last post by Johnny Haywire - January 17, 2026, 03:34:17 PM
Quote from: yak on January 17, 2026, 02:55:27 PMthis one is too tricky for me. i know how to flatten initial base. i know how to make it full of AC. but how to move out? no idea. please give some hint :)

Build only one moveable thing that the spores will attack (blaster or terp). When the spores launch at it, fly it over to an area you want covered in AC. Fly a CN to that area once it's covered in AC and then start nullifying emitters.

Bonus hint: Spores won't target snipers, so you can land near some runners that give AC when killed, let the spores target one thing (like a guppy base). They'll provide AC, and the runners will to. You can use the guppy to fly around and nullify things.

The main thing is to understand how many fully-loaded spores landing in one place produce AC instead of creeper. Once you realize that, you should be able to figure out the rest. If not, there's always tic-tac-toe.
#13
Colonial Space Map Discussion / Re: Custom Map #11675: 10102 S...
Last post by Johnny Haywire - January 17, 2026, 03:12:12 PM
Quote from: rennervate on January 17, 2026, 01:06:05 PMWhat a great map! I needed a few restarts. Then I noticed
Spoiler
there weren't many creeper lying around in the north. I built four snipers... lots of flying around... lots of shooting... until the chain reaction finally happened... then there was more than enough ac...
[close]
Thank you so much for making my map so much better... even if it took much longer.

Heh heh, yeah that's the way I played the map the first time - saw that route and figured I'd try it. Always love your maps, so thanks for the compliment!
#14
Colonial Space Map Discussion / Re: Custom Map #11675: 10102 S...
Last post by Johnny Haywire - January 17, 2026, 03:11:03 PM
Quote from: spirix on January 17, 2026, 06:59:48 AMsorry dude, but this map sucks. You have around 30-40 seconds to establish something not even called a base before digitalis overwhelms everything, can't contain that amount with only 3 blasters.

Yeah, I tried giving strong hints, but that doesn't always work. Build 4 snipers and make a "pool" of AC up north. You'll need to land your snipers in creeper several times so be careful not to lose them. And just in case it doesn't go without saying, you'll need to land both CN's up north too. One at a time or both at once - it's up to you.

Hope that helps!
#15
Colonial Space Map Discussion / Re: Custom Map #11666: 298-Cre...
Last post by yak - January 17, 2026, 02:55:27 PM
this one is too tricky for me. i know how to flatten initial base. i know how to make it full of AC. but how to move out? no idea. please give some hint :)
#16
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by yak - January 17, 2026, 02:53:08 PM
Quote from: bhutonk on December 25, 2025, 10:28:46 PM
Quote from: yak on December 25, 2025, 01:02:50 PMJohn please help here: how do i change terraforming level in pac games? it seems i can only do level 3...

click on the terraforming, go to cell that have level that you want, press CTRL+T
tyvm friend :)
#17
Colonial Space Map Discussion / Re: Custom Map #10102: 030.1-T...
Last post by rennervate - January 17, 2026, 01:07:46 PM
Thanks... but you made a much better map out of it.
#18
Colonial Space Map Discussion / Re: Custom Map #11675: 10102 S...
Last post by rennervate - January 17, 2026, 01:06:05 PM
What a great map! I needed a few restarts. Then I noticed
Spoiler
there weren't many creeper lying around in the north. I built four snipers... lots of flying around... lots of shooting... until the chain reaction finally happened... then there was more than enough ac...
[close]
Thank you so much for making my map so much better... even if it took much longer.
#19
Colonial Space Map Discussion / Re: Custom Map #11675: 10102 S...
Last post by spirix - January 17, 2026, 06:59:48 AM
sorry dude, but this map sucks. You have around 30-40 seconds to establish something not even called a base before digitalis overwhelms everything, can't contain that amount with only 3 blasters.
#20
Colonial Space Map Discussion / Custom Map #11675: 10102 Snipe...
Last post by AutoPost - January 17, 2026, 01:31:01 AM
This topic is for discussion of map #11675: 10102 Sniperville


Author: Johnny Haywire (just an edit)
Size: 255x255

Desc:
Based on AlexX's map #10102. All credit to AlexX for a cool map. All blame to me for making it more evil. I doubled the number of CN's, made snipers only 1/3 of original cost so it's easier to make a safe pool to start from. Multiple starting possibilities. Multiple blasters too: Three times as many as you need! Good luck!