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#41
Farsite Colonies / Custom Map #5047: creeper impa...
Last post by AutoPost - May 29, 2024, 06:14:52 AM
This topic is for discussion of map #5047: creeper impact


Author: Flooo
Size: 200x320
DISCUSS ON DISCORD
#42
Colonial Space Map Discussion / Custom Map #11164: Liberation....
Last post by AutoPost - May 29, 2024, 05:10:30 AM
This topic is for discussion of map #11164: Liberation


Author: Doogie
Size: 256x256

Desc:
#43
Colonial Space Map Discussion / Custom Map #11163: Island Hopp...
Last post by AutoPost - May 28, 2024, 10:33:31 PM
This topic is for discussion of map #11163: Island Hopping


Author: TrashGoblin
Size: 200x200

Desc:
Hop down into the abyss.
#44
Colonial Space Map Discussion / Custom Map #11162: ghf. By:
Last post by AutoPost - May 28, 2024, 07:01:04 PM
This topic is for discussion of map #11162: ghf


Author:
Size: 256x75

Desc:
#45
Colonial Space Map Discussion / Re: Custom Map #11160: Cutting...
Last post by Gotright - May 28, 2024, 05:47:08 PM
Thanks man! I liked this map
#46
Farsite Colonies / Custom Map #5046: Gotcha 3 - F...
Last post by AutoPost - May 28, 2024, 04:15:29 PM
This topic is for discussion of map #5046: Gotcha 3 - Figure


Author: Heisenberg
Size: 297x220
DISCUSS ON DISCORD
#47
Spoiler
1. some runners are your friends
[close]

Spoiler
2. the friendly nests are marked
[close]
#48
Colonial Space Map Discussion / Custom Map #11161: 276-Ostwand...
Last post by AutoPost - May 28, 2024, 10:17:57 AM
This topic is for discussion of map #11161: 276-Ostwand II V2


Author: Rennervate / AlexX
Size: 240x240

Desc:
This was one of my first maps that has a very, very bad rating. I changed the map a bit - but it's still a lousy map
#49
Pretty hard start.

Spoiler
You need to ramp up to 6 reactors and 6 snipers to survive the floods of robots.
[close]

Energy ramp-up:

Spoiler
Make sure to get the energy pack to get the reactors quickly.
[close]

Viable trade-off:

Spoiler
You can allow a few robots to hit the CN.
[close]

Placement:
Spoiler
Start in the middle, that's farthest away from the spawners, and gives you an energy pack.
Put reactors and snipers out of harm's way, the robots insta-kill both types.
[close]

Things get pretty easy afterwards.
#50
That was very easy.
The only obstacle was that emitters can only be nullified sequentially, with the nullifiers limited to 1.
Otherwise: Enough energy to set up cannons and even mortars before the small emitters start, minimal spore pressure so you lose relays only if you forget to move your beams near your frontline, enough power zones to suppress even a strength-500 emitter.

Poor creeper had no chance, it was just steamrolled.