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#71
Farsite Colonies / Custom Map #5916: An unsatisfa...
Last post by AutoPost - December 21, 2025, 01:29:42 PM
This topic is for discussion of map #5916: An unsatisfactory report


Author: pandemiccarp743
Size: 256x256
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#72
Colonial Space Map Discussion / Re: Custom Map #11640: Guppy A...
Last post by smol - December 21, 2025, 04:22:36 AM
Thank you so much!!
I'm looking forward to your incredible cards!!
#73
Colonial Space Map Discussion / Custom Map #11640: Guppy Atoll...
Last post by AutoPost - December 20, 2025, 09:05:55 PM
This topic is for discussion of map #11640: Guppy Atoll Pac


Author: IronJohnLogan
Size: 220x220

Desc:
Battle it out against your flying foes in Guppy Atoll Pac. These fishy fliers pack a hidden mechanic inside PAC scrips making a rather interesting twist on the otherwise standard PAC game. Kill the all the Guppies to win
#74
Exchange Map Comments / Custom Map #2105: Origins. By...
Last post by AutoPost - December 19, 2025, 06:14:04 PM
This topic is for discussion of map #2105: Origins


Author: SaintLiberty
Size: 500x500

Desc:
First map attempt. Just playing with the built in tools
#75
Farsite Colonies / Custom Map #5915: Choke Hold. ...
Last post by AutoPost - December 18, 2025, 03:37:05 PM
This topic is for discussion of map #5915: Choke Hold


Author: TheWarrior200
Size: 128x80
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#76
Colonial Space Map Discussion / Re: Custom Map #11634: 4zu0-PA...
Last post by teknotiss - December 18, 2025, 11:03:50 AM
while i like the idea, and love PAC maps, this particular mode is not a lot of fun to play.

the issue is the randomness, i restarted several times and built exactly the same units in the same order.  the "digi" added by the players terp is super random, and mostly results in getting the base area flooded and all the other units killed in the first 2 mins.

when i tried a blasters approach there is not enough time to reinforce the creeper base area with some creeper depth before the bombers saturate the area with AC. also having done a few restarts with blasters the randomness of where creeper is deployed means it is hard to even come up with corrective strategies since the situation will be different each time.

being able to tell the sleeper terps where to build Digi would be excellent.  having them have a quarter of the range would be a decent compromise too.

maybe a bit less AC on the first island?  get rid of the sprayer (put up a wall to stop the diggi soaking?) on the left of first island and then even this random mode will become a lot more fun.

so sorry dude, while i love the idea, this is just not a lot of fun in the current state for this map!

no time for mortar building as far as i can see.
#77
Colonial Space Map Discussion / Custom Map #11639: Fight to th...
Last post by AutoPost - December 18, 2025, 06:48:34 AM
This topic is for discussion of map #11639: Fight to the end


Author: BigBertha
Size: 250x250

Desc:
The goal of this map was to have some fairly strong, un-nullifiable emitters that you have to fight the whole time to get to the end. It's not too terribly difficult, and I hope you enjoy!
#78
Colonial Space Map Discussion / Custom Map #11638: S03-15 - Py...
Last post by AutoPost - December 18, 2025, 03:54:20 AM
This topic is for discussion of map #11638: S03-15 - Pyrk - Moon Vis-II


Author: LappySheep
Size: 148x33

Desc:
New unit and upgrade. Should still be accessible for all. Read https://lappysheep.github.io/S03_info/ as always for more information.
#79
Colonial Space Map Discussion / Re: Custom Map #11630: Unbelie...
Last post by Lore - December 18, 2025, 12:33:50 AM
Quote from: Stu on December 17, 2025, 01:54:15 PMI tried to close every pop up telling me a building was destroyed and now my hand is sore.

There's a setting in menu: menu -> misc -> 'Do not show game event notification tags'

QuoteSporing creeper over the void to make a digitalis bridge is slow and awkward work

The other way of doing it which I use more often is to use the alternate mode of the digitalis tool.

If you press 'T' on the digitalis tool then it will switch to deletion mode. Deleting digitalis in the void will cause all the creep on it to immediately spill out. You can use this to spread digitalis without using spores: select the digitalis tool, hold mouse click down over the desired area, quickly press 'T' twice to flick to delete mode and back again. The digitalis should be remade while also spilling the creep, combine this with the pushing tool to spread in a desired direction.


QuoteAlso the humans are cheating.

I wanted to overwhelm the beams with spores but I could not as they were too beamy and never ran low on energy.

No cheats but there are a lot of buildings stacked on top of each other, on power zones, and that island is also getting support from the rest of the map. The stacked buildings can also sometimes hide the power bars of other buildings on that spot so that can be misleading.

It takes a lot of spores to overwhelm empowered beamers (I think like 12 spores for 1 empowered beamer?). If you do the island last then you have more than enough spores from the rest of the map.
#80
Farsite Colonies / Custom Map #5914: [VPAC] Hello...
Last post by AutoPost - December 17, 2025, 10:25:37 PM
This topic is for discussion of map #5914: [VPAC] Hello, once again-again.


Author: LiteralNoob
Size: 192x120
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