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#71
Colonial Space Map Discussion / Custom Map #11644: EZ. By: Ol...
Last post by AutoPost - December 23, 2025, 04:40:36 PM
This topic is for discussion of map #11644: EZ


Author: OlindoTG
Size: 82x48

Desc:
Please only use Group a for scores
#72
Colonial Space Map Discussion / Custom Map #11643: Guppy Tree ...
Last post by AutoPost - December 23, 2025, 10:45:56 AM
This topic is for discussion of map #11643: Guppy Tree Pac Unwrapped


Author: IronJohnLogan
Size: 100x200

Desc:
Unwrapped one of your many presents to start the game off for those that don't notice at the beginning. The technique is demonstrated in case you want to go back and give the original release another go Easy Start
#73
Farsite Colonies / Custom Map #5921: Giant emitte...
Last post by AutoPost - December 23, 2025, 08:38:41 AM
This topic is for discussion of map #5921: Giant emitter


Author: logic loic
Size: 160x160
DISCUSS ON DISCORD
#74
Colonial Space Map Discussion / Re: Custom Map #11642: Guppy T...
Last post by EEderle - December 23, 2025, 03:18:58 AM
No idea how to get started! Any hint?
#75
Colonial Space Map Discussion / Custom Map #11642: Guppy Tree ...
Last post by AutoPost - December 22, 2025, 11:41:26 PM
This topic is for discussion of map #11642: Guppy Tree Pac


Author: IronJohnLogan
Size: 100x200

Desc:
The Guppies are in control but I gave you every present so make use of them
#76
Colonial Space Map Discussion / Re: Custom Map #11636: Implode...
Last post by Tamohl - December 22, 2025, 07:11:19 PM
Quite the edit!

Thanks for having fun with my map. Finally figured out the craziness of this map.
Discovered you only need 2 conversion bombs to survive at the start.
Route I took:

2 conversions -> abuse the center totem to max forge -> Singularity near center spore towers (which don't drop AC bruh) then convert it -> Repeat for all other spore centers, (or simply use the singularity bc that works too in places) -> switch to berthas to actually clean the place up. -> slowly use the singularity to suck creeper away just enough to nullify the enemies.

Hard and long, but interesting!
#77
Colonial Space Map Discussion / Re: Custom Map #11641: Decorat...
Last post by Lore - December 22, 2025, 06:43:08 PM
Quote from: Tamohl on December 22, 2025, 04:39:56 PMI decided to leave it in for those with good eyes, but did consider disabling it. I could re-upload a harder version if that is desired.

Its fine just leaving it, no one is forced to go that route after all. It just felt a bit strange(?) being able to skip to the end when the rest of the tree was blocked.

I must admit I only noticed it when I was wondering how you got the time you got.

Thank you for the novel map :)
#78
Farsite Colonies / Custom Map #5920: creeper isla...
Last post by AutoPost - December 22, 2025, 05:55:11 PM
This topic is for discussion of map #5920: creeper islands


Author: IRandomness
Size: 256x160
DISCUSS ON DISCORD
#79
Builder's Corner / Re: Benchmark results
Last post by ShadowDragon7015 - December 22, 2025, 05:06:55 PM


Got a 5080 and tried it out got some changing results on the 3d test from 37860-38500 something. Was getting some weird results on the diskmark and realized it was set to my old 1TB drive instead of the pcie 5 4TB drive i wanted it to use so went from 18000 to almost 57000 points on that lol.
#80
Colonial Space Map Discussion / Re: Custom Map #11641: Decorat...
Last post by Tamohl - December 22, 2025, 04:39:56 PM
Quote from: Lore on December 22, 2025, 01:45:21 AMFun map when played 'properly' but a bit odd that the entire tree is air restricted except for the star and guppies are allowed.

I debated when building this map whether or not to allow this tactic or not. I built the whole thing then thought 'hmm I could do this' and tried it. My own completion score utilized this 'mistake.'
I decided to leave it in for those with good eyes, but did consider disabling it. I could re-upload a harder version if that is desired.