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#41
Colonial Space Map Discussion / Re: Custom Map #8694: RVC-08 B...
Last post by toolforger - November 17, 2024, 12:53:39 PM
Quote from: ha11oga11o on July 29, 2020, 12:58:30 PMI tried, i really did, but constantly rebuilding units is no joy...

Very true.

Quote from: ha11oga11o on July 29, 2020, 12:58:30 PMOK, i tried it like that too... after some time friendly units started to destroy my generators. Then i gave up... at left side i have way too much AC, on right too much creeper.

I guess the solution to that is installing sprayers with collection fields that return excess AC as ore.
And sprayers at the side that does not have enough AC.

(I have to admit I have yet to try that out.)

Quote from: ha11oga11o on July 29, 2020, 12:58:30 PMDont want to say that i can see nothing below those volcano balls. Concept is cool, and i like it, but this units simply are not for this.

This map frustrated me a lot.

I second that.
#42
Farsite Colonies / Custom Map #5358: The moon. B...
Last post by AutoPost - November 17, 2024, 12:00:20 PM
This topic is for discussion of map #5358: The moon


Author: Pol
Size: 220x185
DISCUSS ON DISCORD
#43
Farsite Colonies / Custom Map #5357: Arizona. By...
Last post by AutoPost - November 17, 2024, 09:23:11 AM
This topic is for discussion of map #5357: Arizona


Author: Pol
Size: 220x95
DISCUSS ON DISCORD
#44
Colonial Space Map Discussion / Custom Map #11334: Achievement...
Last post by AutoPost - November 17, 2024, 04:56:23 AM
This topic is for discussion of map #11334: Achievement array siphon and mine


Author: Raddem1
Size: 256x256

Desc:
Do all the building achievements here. Nullify the spore tower on the bottom right to claim achievements. Restart after winning to get more siphons/mines. (Recommended for performace: pause while placing towers then press O and stop resupply. When all towers are built, press X while all are selected to destroy all.)
#45
Colonial Space Map Discussion / Re: Custom Map #11023: 10788 V...
Last post by Apexian - November 17, 2024, 02:37:46 AM
Quote from: Johnny Haywire on November 13, 2024, 04:05:46 PMDom dude,

Thanks for revising this map that it really encourages turtling.

I opted to build a kind of pyramid base in the middle bottom. Definitely not going to set any speed records, but I'd say it's also the easiest setup.

I'd show a pic, but the forums have changed since I last posted a pic and all the links I've tried don't seem to work.
How did you even? lmao.
Did you seriously just hide below the emitter in your base ? You survived that???? How?? When the walls broke (they did much faster considering they were eaten from inside and outside) how didn't you get obliterated by the typhoon???
I have so many questions.
#46
Colonial Space Map Discussion / Re: Custom Map #10765: Cripple...
Last post by Apexian - November 17, 2024, 02:34:57 AM
Quote from: Johnny Haywire on November 12, 2024, 11:01:02 PMI got excited when I saw "cornered".

This isn't cornered. This is surrounded. Cornered would be a situation with enemies in front of you and/or to the sides and two walls behind you which form approximately an angle significantly less than 180 degrees. Otherwise you'd just be backed up against a wall. If the angle measured less than 90 degrees, you'd likely just be pinned.

I'll have to wait until the disappointment from not having my precious, comforting corner behind me passes.

=D

The map name is "Crippled". I do have a Cornered map too, and yes I used cornered wrong there. If you're referring to the description, yeah I was wrong. English isn't my first language. Thanks for the input.
#47
Colonial Space Map Discussion / Re: Custom Map #10788: Valor. ...
Last post by Apexian - November 17, 2024, 02:30:42 AM
Quote from: Johnny Haywire on November 13, 2024, 04:39:41 PMAnd I hope you don't mind that I played Dom's version because it looked harder.

But since most of it is your map, I just gotta say that as challenging as your maps are, they do force you to think a little outside the box and adapt your strategy to unconventional enemies. I like that, once I get used to it that is.

I opted to build in the bottom center, which meant I had to give up the AC (sad) at least in order to establish a base. But as it turns out, it was surprisingly easy to do it that way. I was even able to walk away for a while to let the forge build up and then start hitting stuff.

Very challenging map - thanks for making it!! =)
Did you know this is the 26th version of this map? Had to make it easier so many times until it was just hellish, not impossible (but that turned out to be pointless anyways considering I left guppies in). Original version didn't have the energy pack, collectors, AC bomb things, prebuilt snipers, PZs, or even walls. And it had double the spores and creeper :).
Had to tone it down so many times, but I think it's good enough at this point. BTW what do you mean with "bottom center", isn't that the only base ? Expanding from there to get to the ore is pretty simple too.
The emitter in the middle of the base should be gotten rid of very quickly, before it even activates, if you meant that you landed below it.

Thanks for playing.
#48
Colonial Space Map Discussion / Re: Custom Map #11019: Decepti...
Last post by Apexian - November 17, 2024, 02:23:20 AM
Quote from: Johnny Haywire on November 13, 2024, 11:07:41 AMAgreed!

Question - is the destruction actually random? In many cases I had to build a nullifier twice because it just mysteriously vanished along with the connecting relay. Not sure what was doing that.

The booby traps are interesting. The flashy thing that required energy from multiple points was cool, and it looked like it was killing some creeper so it became my friend. The big nova-like explosion on the left side of the map looked very cool, but seemed non-functional. I was hoping it would kill the red haze but I'm guessing its function was just to look really cool.

Great job putting everything together, dude. Lots of different CRPL elements all in one place can get annoying, but I think this one is a yummy, well-designed tossed CW3 salad.

Thanks for the map!
Nothing is actually random, it's just a lot of booby traps and messy crpl, to create a sense of unpredictability. +The concealed thumbnail, I believe it fit the theme of Deception/Randomness pretty well.
Again, thanks for playing.
#49
Colonial Space Map Discussion / Re: Custom Map #11051: edna20 ...
Last post by Johnny Haywire - November 16, 2024, 10:16:55 PM
LOL

Love spores, but this one is a bit too much. Hopefully you can figure out what to do.

One bonus hint that might help: The more things you can build in the AC, the fewer spores will hit each thing. Just sayin'
#50
Colonial Space Map Discussion / Re: Custom Map #11332: 6. By:...
Last post by Johnny Haywire - November 16, 2024, 09:45:11 PM
Well it's not like Martin's maps get low scores, right? 😝

Oh wait.

Heh heh, your map is challenging enough to be likeable so I'd say you got this one just about right.