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#71
Farsite Colonies / Custom Map #5903: double basin...
Last post by AutoPost - December 05, 2025, 10:34:26 AM
This topic is for discussion of map #5903: double basin


Author: MattyP1397
Size: 321x201
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#72
Colonial Space Map Discussion / Re: Custom Map #11629: Turkey ...
Last post by teknotiss - December 04, 2025, 07:40:51 PM
Quote from: Lore on November 26, 2025, 12:33:31 AM
Quote from: teknotiss on November 25, 2025, 08:33:44 PMyes... and you can rebind that key in the options if you like!

I meant more in the context of these maps as the terraforming tool has been restricted to not provide the normal ui. I was wondering if it was an oversight.

Not that it makes a huge difference to completion time either way.

not sure it was "restricted" as much as this is the way the code works with the PAC code running on top as it were...
#73
Farsite Colonies / Custom Map #5902: Maze 1.1. B...
Last post by AutoPost - December 04, 2025, 07:07:50 PM
This topic is for discussion of map #5902: Maze 1.1


Author: Tarazu
Size: 320x200
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#74
Colonial Space Map Discussion / Re: Custom Map #11578: Tech Up...
Last post by Martin Gronsdal - December 04, 2025, 05:09:44 PM
I found a way to bypass most of the map, and an early Forge comes in very handy.
#75
Colonial Space Map Discussion / Re: Custom Map #11578: Tech Up...
Last post by Johnny Haywire - December 03, 2025, 04:35:56 PM
This is a pretty decent challenge. I would've preferred the forge to be accessible earlier on and for stronger enemies to compensate, but no biggie.

The terrain not blocking creeper flow was a bit weird and annoying. But I get that its purpose was to make it more challenging. So again, no biggie.

I thought the CN off-screen was pretty obvious, as were most steps. I almost went for the forge first but decided to see how the "normal way" played out. So most everything was pretty cool. Spores would've made it more challenging but maybe that would've been a bit too much. Dunno. In any case, it was an enjoyable battle.

Thanks for the map! =)
#76
Colonial Space Map Discussion / Re: Custom Map #11583: Operati...
Last post by Johnny Haywire - December 03, 2025, 11:01:02 AM
For anyone who might be intimidated by this map, it's actually quite easy. You have so much energy and AC that you can just build like 30 sprayers and flood the island with AC. Maybe use some mortars too.

I'm not sure how long the forge is designed to last before it powers down but it's at least 12 minutes so if you're afraid of losing all that energy, just build a ton of guppies. You won't need them, though. Collect all your AC from the island and dump it on the Inhibitor to teach it a lesson and then... yanno even this is too much work. Just do whatever you want and it will probably work. Banzai HRRyhRR!

Thanks for the map! =)
#77
Colonial Space Map Discussion / Re: Custom Map #11622: Deorbit...
Last post by Johnny Haywire - December 03, 2025, 10:18:26 AM
Really good job, especially for a first map. The threats are minimal so you can take the islands in any order, and you don't even need to pause the map at all which makes it more RTS strategy than turn-by-turn.

I went for the totems first since it was the least-guarded and most rewarding (totems). Hooked up to the totems, went afk for about 30 minutes, maxed everything out and then finished it quickly.

I find that islands make maps more enjoyable, and connecting them as you did keeps the battle from becoming too easy. So it's a map that just about anyone - from beginner to expert - should be able to enjoy.

Thanks for the map! =)
#78
Colonial Space Map Discussion / Re: Custom Map #11612: First L...
Last post by Johnny Haywire - December 02, 2025, 10:38:25 PM
Nice speedrun. Could be done in under a minute but for me that'd require a third run and more pausing and nah.

Thanks for the map!
#79
Exchange Map Comments / Re: Custom Map #2102: Particle...
Last post by helmetflakes - December 02, 2025, 03:00:43 AM
Nice to see new PF maps! Thanks for making them, good fun. Was it intended that the omnis could capture all the land right from the beginning in this one? That made it pretty easy to go around and capture all the turrets to neutralise pretty much all the threats. Look forward to the next :-)
#80
Colonial Space Map Discussion / Re: Custom Map #11575: Aegis A...
Last post by Johnny Haywire - December 02, 2025, 02:46:21 AM
More spores than any other map I've seen. I don't know that I've ever seen the spore cap removed, in fact.

It's entirely possible to tank these spores, once you get tech up and running enough. I think I got to around 51 spores/sec which was insane.

Awesome job making this map, dude. It was almost as if there were too many spores at one point. Almost... =)

Thanks for the map!! =)