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#21
Colonial Space Map Discussion / Re: Custom Map #11640: Guppy A...
Last post by Johnny Haywire - December 30, 2025, 07:55:04 PM
Another fun challenge - a bit laggy but that's to be expected I suppose. The shields look really cool - I like how they overlap and how they look like flowers.

The bases are well-defended but there's plenty of ammunition available to use. Well-balanced battle.

Thanks for the map! =)
#22
Colonial Space Map Discussion / Re: Custom Map #6484: Island D...
Last post by Johnny Haywire - December 30, 2025, 11:37:31 AM
LOL, probably.

My times are typically longer because I almost never pause the game unless absolutely necessary. I only go for fastest time when it's like a speedrun or something. I prefer more of a real-time strategy feel which is a bit more realistic in battle, and takes less real-life time.

I used to run the maps on about 10x speed, using a mod like Cheat Engine to speed it up, but my gaming computer died and my security software on this computer doesn't like CE so I'm just poking around at 4x speed these days.

Glad you were able to beat the map, and feel free to post in forums if ya ever need some help with a map.

Cheers =)
#23
Colonial Space Map Discussion / Re: Custom Map #11645: Decorat...
Last post by Johnny Haywire - December 30, 2025, 11:25:15 AM
Color me impressed!

I can't ever remember doing a map quite like this. While I prefer maps with a forge and AC, either of those elements would just about eliminate the challenge in this case. I can see a lot of newer players really struggling with this one.

1) Build up enough energy to power up about 20 beams at the start, and keep building power & beams while making sure to keep the creeper in the middle subdued with a mortar or two.
2) Gain a foothold on the main section, which is elevated. I found this to be the most difficult part of the map but also the most interesting.
3) Capture your first two power zones. Once you've got that, you've got this.

I sometimes complain about the general uselessness of shields, which are generally almost useless. However, I found them to be very effective in taking the higher ground. Typically, I'd rely on mortars & blasters but the creep isn't deep and slow here, it's shallow and fast. Since shields ignore elevation, I found them to be a perfect solution in taking the high ground. If only Anakin had thought to use shields...

Brilliantly executed design here, Tamohl - I hope you make more of these!

Thanks for the map!! =)
#25
Colonial Space Map Discussion / Re: Custom Map #6484: Island D...
Last post by fractalman - December 30, 2025, 10:39:23 AM
Quote from: Johnny Haywire on June 21, 2025, 04:32:01 PMNot insanely difficult, and totally playable. Don't listen to the second hint.

With most creeper-only maps, you can turtle a small area and hold off the creeper until you're able to push out. This is no exception. There's not enough creep to worry about so just build a defense.

REAL hint: Turtling usually works best in a corner, or with your back to a wall because 1) You don't have to build 360 defenses and 2) It uses less energy to terp.

Not a bad map, considering there's no aether. I'd say maybe 7/10 for difficulty though? Definitely not above 8.

Thanks for the map!
I was able to beat it this time around, going for a corner and terping a wall instead of trying to hold territory in the middle with brute force made a world of difference, made it muuuch more doable. I'm not sure why your time is so long though, did you leave the game running while you had a snack?

#26
Colonial Space Map Discussion / Re: Custom Map #11654: Side Ch...
Last post by Johnny Haywire - December 30, 2025, 09:46:17 AM
Why?
#27
Farsite Colonies / Custom Map #5934: Pick a Side....
Last post by AutoPost - December 30, 2025, 03:11:35 AM
This topic is for discussion of map #5934: Pick a Side


Author: Finlearson
Size: 192x120
DISCUSS ON DISCORD
#28
Colonial Space Map Discussion / Re: Custom Map #11358: AlexX's...
Last post by Johnny Haywire - December 29, 2025, 10:32:24 PM
Totally agree with all that. Sorrontis maps are almost always a total surprise. Alex's maps are very long, although they have great starts.

This one just relies on all the spores firing at one spot, which generates a creeper pool over 2,000 or whatever the limit is - at which point it turns into AC.

Most of the few maps I've done aren't too brutal, and they certainly aren't as evil as Sorronits' maps =D
#29
Colonial Space Map Discussion / Re: Custom Map #11643: Guppy T...
Last post by Johnny Haywire - December 29, 2025, 10:21:42 PM
Yeah, it's mostly the blasters that can't fire once it's leveled to 10 that matters. Also the mortars aren't as effective because your creeper isn't as deep.

Glad it worked for ya =)
#30
Colonial Space Map Discussion / Re: Custom Map #7391: Turmoil ...
Last post by Johnny Haywire - December 29, 2025, 10:19:28 PM
Agreed. This is a fun map.

I made it more fun by limiting myself to 3 beams, 2 berthas, 1 blaster, and 1 sniper. I didn't limit AC units, which made me feel a bit bad for the overkill. Probably only need about 8 sprayers total.

Thanks for the map! =)