Main Menu

Recent posts

#21
Colonial Space Map Discussion / Re: Custom Map #11676: Diagona...
Last post by decrofull - January 20, 2026, 06:07:06 PM
Feels like a bit of a puzzle-y map, i like it! (even though i spent most of it in 4x speed)
#22
Farsite Colonies / Custom Map #5961: D.R.I 2 [For...
Last post by AutoPost - January 20, 2026, 05:27:50 PM
This topic is for discussion of map #5961: D.R.I 2 [Forced Release]


Author: Vertu
Size: 180x110
DISCUSS ON DISCORD
#23
Colonial Space Map Discussion / Re: Custom Map #11429: Backdoo...
Last post by Johnny Haywire - January 20, 2026, 05:18:56 PM
I've never been more excited and happy to see my base destroyed.

Weird that there are no comments on this map. It really looks like a pretty casual straight-forward map. No need to save it or be cautious. Certainly 20 beams will be enough to hold off a few single spore towers. Sigh, just build berthas, reactors, etc. and save up enough aether to make a singularity and when it's WHAT IS THAT?? Whoa, awesome! >Restart<

I know the idea is to kill the super-spore tower before it begins firing, but that's sad. It's much more fun to tank it, and given the distance it's really not that difficult at all.

The title is very accurate, and this is a nice speedrun map for those who like to take the shortcuts. Eventually, you'll need to start by taking out that super spore tower and then working your way down. But you can also have some fun with it before then.

I'd be happy to see the timer on this set to 4 minutes, just for funsies.

Thanks for the map! =)
#24
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by Johnny Haywire - January 20, 2026, 04:24:54 PM
Quote from: toolforger on January 20, 2026, 12:20:12 PMWell, don't play at 4x then :-)

Curses and doom on the heretic who would suggest such unfathomable blasphemies!😝
#25
Colonial Space Map Discussion / Re: Custom Map #11676: Diagona...
Last post by Johnny Haywire - January 20, 2026, 04:22:13 PM
Cool little map. Was pretty fast to run through. It's nice having the friendly emitter to help make things easier at the start. Definitely an easy yet not boring map. Innovative design too, since the angle makes building a little more challenging.

Nice map for players of all skill levels, although it might be too challenging for most infants and pets.

Thanks for the map! =)
#26
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by toolforger - January 20, 2026, 12:20:12 PM
Well, don't play at 4x then :-)
#27
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by Johnny Haywire - January 20, 2026, 10:47:07 AM
True, but if you start the game at 4x speed and don't pause you can't develop energy as fast as you do if you pause to set up your build, place items, etc. The first spore lands pretty quickly - if I remember it was about 20-30 seconds into the actual gameplay (real-time), and then the next 4 come pretty soon after that. If that's 50 spores coming in less than a minute, I don't know that I could click and place fast enough. I know I'm not the fastest clicker out there, but getting a base ready to repel 50 spores in less than 30 seconds is a serious challenge.

Maybe I'll try it and see, but I'll need to be thinking faster than I am right now lol.
#28
Colonial Space Map Discussion / Re: Custom Map #11670: Map 112...
Last post by rennervate - January 20, 2026, 04:13:42 AM
nice map! thx 4 making it
#29
Colonial Space Map Discussion / Re: Custom Map #11678: Side fl...
Last post by toolforger - January 20, 2026, 02:42:57 AM
Quote from: Johnny Haywire on January 19, 2026, 08:52:49 PMIf the spores launched in sets of 10, it probably would require pausing.

Not with this map, no.

Since beams don't take energy while not firing, you don't get punished for overdoing your beam defenses.
Volleys of 10 are a non-problem unless they arrive too early, or there's not enough space between the ground defenses to place enough beams, or if you get overwhelmed before you can build enough beams, or if you're energy-starved.

Here, I had a beam every 4 fields or so, each beam is good for two spores, so on this map, so up maybe 20 spores wouldn't even make me think, and more would probably be manageable.
With upgrades, beams get significantly more effective: Longer range makes them start firing earlier so there's more time to replenish ammo during the wave, higher firing rate allows each beam to kill more spores (I'm not 100% sure, but I do believe that a higher fire rate also makes the beam deal more damage per expended energy).
#30
Farsite Colonies / Custom Map #5960: Creeping Dar...
Last post by AutoPost - January 19, 2026, 09:42:07 PM
This topic is for discussion of map #5960: Creeping Darkness 2 Night River


Author: StormWing0
Size: 400x163
DISCUSS ON DISCORD