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#61
Colonial Space Map Discussion / Re: Custom Map #9325: RivTT2 7...
Last post by toolforger - January 11, 2026, 04:16:57 PM
Quote from: pastor.healer on February 25, 2021, 06:57:37 PMThe game itself will turn creeper into anti-creeper when multiple runners explode.  I don't know what
the software rule is for this to happen.

This happens whenever the creeper amount on a tile exceeds 2,000.
#62
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Johnny Haywire - January 11, 2026, 03:16:14 PM
Awesome, dude! Thanks for the tips! =)
#63
how far north did you venture?
#64
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Lore - January 11, 2026, 04:53:05 AM
Quote from: Martin Gronsdal on January 11, 2026, 04:22:40 AMWhat did you upgrade?

Oh I put the wrong image up. On this attempt I tried putting more into firepower and ended up with 3 fire rate, 3 energy, 1 energy cap, 1 build speed. Surprisingly it looks like the base is stable with the third fire rate.

A faster time is definitely possible by being riskier but finding this solution took more time than I care to admit 🤣

Thanks!
#65
Lore: impressive!


What did you upgrade?
#66
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Lore - January 11, 2026, 03:40:17 AM
It took like 10 min just to stabilize.

I suspect that what Hypnotic did to get their fast time was:
Spoiler
Rushing forge power to get a long enough singularity to build a nullifer. But the timing must be incredibly tight to not get overwhelmed by that point.
[close]
#67
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Lore - January 11, 2026, 03:34:55 AM
Quote from: Lore on January 09, 2026, 03:20:35 AM
Quote from: Johnny Haywire on January 08, 2026, 11:04:16 PMI see only Hypnotic has beaten it legitimately. Is weasee still around? Maybe he could give it a go?

Hold my beer while im stupid enough to try this lol

It took many attempts, constant pause micro (even for me), and save scumming... but I managed to pull it off with a win of 25:29.9

Tips:
Spoiler
Powering all three totems is pretty much a requirement.

Spoiler
You do not need to fight all of the way to the Inhibitor.

Spoiler:
Spoiler
The forge singularity can be used to pull creep away from the edge of the map to allow a guppy to land.
[close]
[close]
[close]

Here's what my base looked like at the end (Full spoilers):
Spoiler
[close]
#68
Farsite Colonies / Custom Map #5945: Petrified St...
Last post by AutoPost - January 10, 2026, 11:05:51 PM
This topic is for discussion of map #5945: Petrified Station


Author: Andrew B
Size: 256x160
DISCUSS ON DISCORD
#69
Colonial Space Map Discussion / Re: Custom Map #11411: Evergla...
Last post by Johnny Haywire - January 10, 2026, 05:38:21 PM
AH!

Found this one that I'd started a while ago and thought it'd be way too much pausing and micro-managing. It's not that horrible, actually.

It helps to use the "guppy trick" on the ore mine, btw. And I'd recommend setting the sprayer to "disarm" and building up about 50 AC in it to drop next to the spore tower then land a guppy to destroy it.

Not my favorite Martin map, but it's one that doesn't have hidden stuff in it, which is cool. Decent challenge.

Thanks for the map! =)
#70
Colonial Space Map Discussion / Re: Custom Map #10962: Childis...
Last post by Johnny Haywire - January 10, 2026, 04:32:23 PM
Lol, true. Martin sometimes can't figure out his own (older) maps, so I don't feel too bad. He's definitely a demented genius. I told my psychiatrist about him after playing one of his maps while driving somehow caused a multi-vehicle pile-up on the interstate. "It's because Martin is a demented genius," he told me.

Unfortunately for me, my psychiatrist tells me that I'm only one of those two things, but he still won't tell me which one.

Although, he did give me a new jacket to wear during our sessions. He said it was "straight" but I really don't see anything straight about it. Most uncomfortable, but at least I can hug myself. =D