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#11
Farsite Colonies / Custom Map #5362: wave?. By: ...
Last post by AutoPost - November 20, 2024, 04:44:34 AM
This topic is for discussion of map #5362: wave?


Author: guy
Size: 320x200
DISCUSS ON DISCORD
#12
Colonial Space Map Discussion / Re: Custom Map #11336: Pretty ...
Last post by toolforger - November 20, 2024, 01:51:13 AM
Singularity isn't needed.
Leapfrogging all those mortars is a slog though.
Half the width and height, and it would have been just as challenging but less slog.

I could probably get a much better score if I micromanaged the berthas and stopped the game whenever leapfrogging, but meh ;-)
#13
Exchange Map Comments / Custom Map #2044: Blimey 2. B...
Last post by AutoPost - November 19, 2024, 10:47:41 AM
This topic is for discussion of map #2044: Blimey 2


Author: Orandza
Size: 384x216

Desc:
The sequel to the crew's journey through Censored Space!
#14
Colonial Space Map Discussion / Custom Map #11336: Pretty norm...
Last post by AutoPost - November 19, 2024, 10:37:50 AM
This topic is for discussion of map #11336: Pretty normal map


Author: Martin Gronsdal
Size: 140x180

Desc:
Can a really good player try to beat this not using singularity?
#15
Farsite Colonies / Custom Map #5361: CreepInv5. ...
Last post by AutoPost - November 19, 2024, 12:23:05 AM
This topic is for discussion of map #5361: CreepInv5


Author: Volt
Size: 245x180
DISCUSS ON DISCORD
#16
Colonial Space Map Discussion / Re: Custom Map #9379: Yummy!. ...
Last post by Johnny Haywire - November 18, 2024, 11:22:27 PM
Quote from: D0m0nik on March 16, 2021, 01:20:37 PM;D ;D ;D

Come on, chop chop! No time for standing around!

I was hoping to see some sub 10min times. A quick start is essential and getting PZ berthas on line as quick as possible is key as well. Screenshots below show my method early doors.

I only made one base - in the upper right. Three PZ beams with a few upgrades will keep the spores at bay. If you feel like it, you can use the other 2 CN's to power some totems. Or not. No need to stress.

Which is why I have no idea why so few players finished this map and gave it such low scores. Were they trying to manage three bases at once and their heads exploded? Were they abducted by aliens who looked like Colonel Sanders?

This is a great map that certainly doesn't deserve such low ratings. Someone should remake this with only one CN.

Thanks for the map!!
#17
Colonial Space Map Discussion / Re: Custom Map #11335: Another...
Last post by Johnny Haywire - November 18, 2024, 11:21:53 PM
Dude, you're gonna get me assassinated! Again!

=P

I'll try it just because it's a silly map. And then I'll go to Camelot because it's a silly place.
#18
Colonial Space Map Discussion / Re: Custom Map #11021: Gravita...
Last post by Apexian - November 18, 2024, 06:04:37 AM
@Johnny Haywire
Since you liked Valor, I think you'll like this one too.
Same high-low tide gimmick, just on a much larger scale. (It's far easier though).
Tell me what you think.
#19
Colonial Space Map Discussion / Re: Custom Map #11033: Lakes a...
Last post by Johnny Haywire - November 18, 2024, 01:18:37 AM
Excellent map, dude. I did the non-multitasking slog, although I thought it would be helpful to drop all 3 CN's and just make a guppy with the two extra ones while they lasted. That helped and I was able to stick the second attempt without too much of a problem, going the SW base. Didn't try any of the others but they looked good too.

I have to admit, the color scheme got me on the first run. Totally ignored the creeper coming over the light blue terrain because I didn't see any purple. I'm sure you could've made it more difficult to force people to use all 3 bases, but I'm very thankful you didn't. Great job!

Thanks for the map!! =)
#20
Colonial Space Map Discussion / Re: Custom Map #11333: CSM B-1...
Last post by Builder17 - November 18, 2024, 12:43:51 AM
Quote from: Johnny Haywire on November 16, 2024, 09:37:23 PMDude, always enjoy your maps! As proof, I logged more than 21 hours on this one.

I like the edge wrap-around thing. Reminds me of Pac Man back in the day.
Wasn't really sure what the point of the runners was but they were there and
then they died so they didn't get to tell me what their objective was.

Cool ideas and cool execution!

Thanks for the map! =)

I can see that you did! :o :D

Yippee for the edge-wrap, runners are
there for the sniper to shoot at.

But if you don't power up the sniper,
they can stun the mortar on right side near digitalis.
Nice bonus thing kinda, makes it harder.

You are welcome! =)