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#71
Farsite Colonies / Custom Map #5965: D.R.I 5 [For...
Last post by AutoPost - January 23, 2026, 12:03:58 AM
This topic is for discussion of map #5965: D.R.I 5 [Forced Release]


Author: Vertu
Size: 160x120
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#72
Colonial Space Map Discussion / Re: Custom Map #11682: The Spi...
Last post by Johnny Haywire - January 22, 2026, 10:24:12 PM
This is a pretty cool map! Much more interesting than I anticipated, in fact. I wouldn't say the "easy" description is completely accurate - at least for most players. I'd say this is probably slightly more difficult than the average map, but not by a lot. Probably a 6 on a 10 scale.

What's impressive is that you've done so much with so little. Only single spores. Fairly weak emitters. On the other hand, there's no ore so it does present a little bit of a challenge there.

If you're struggling with this map, I'd suggest just forgetting the forge and make a defensible space and just push out when you're ready.

Thanks for the map! =)
#73
Colonial Space Map Discussion / Re: Custom Map #11680: Side fl...
Last post by Johnny Haywire - January 22, 2026, 07:25:01 PM
Dude, those are great ideas. BigBertha doesn't do the forums apparently so they will probably never see your excellent suggestions.

If I get time, I'll just do it myself and make it more evil. Not sure just how evil to make it but we'll see.
#74
Ok, I played through the map.

First thoughts: I was never really under threat, which is not necessarily bad, but if the digitalis was meant to be scary, that part failed.

If you let the emitters fill the entire digitalis to a height of 500 Creeper and then reset the time before saving in the editor, the map would start with fully saturated digitalis. That would be much more potent, especially once the Inhibitor is disposed of. The way to do this is to shape the digitalis as you like, add the emitters, cap them at exactly 500 output, and simply let the game run in the editor to allow full saturation of the digitalis. Then you should reset the time before adding other emitters and spore towers and uploading.

Killing the Inhibitor came with no penalty. I expected my base to be swimming in Creeper seconds later, but that did not happen.

Also, it is fairly easy to pick up the Thor and the Bertha at an early stage, which I am not sure is intentional. You could make that part more difficult by not allowing the CN to fly there at all. Holes in the ground would make that impossible, as would Totems or enemy units.
#75
nah, I quit making maps, but yes, the idea is great!
#76
Colonial Space Map Discussion / Custom Map #11682: The Spires ...
Last post by AutoPost - January 22, 2026, 01:34:13 PM
This topic is for discussion of map #11682: The Spires of Research


Author: Scionox
Size: 128x84

Desc:
Very old map of mine from more than 10 years ago found laying around on an hdd. Pretty small and easy.
#77
Colonial Space Map Discussion / Re: Custom Map #11680: Side fl...
Last post by Johnny Haywire - January 22, 2026, 11:49:27 AM
My thought was to put the emitters at 500 every .1 seconds to make a huge pool to deal with once the inhibitor is down. That kinda reminds me of some of your maps, in fact. You should make an evil version of this map. =D
#78
Colonial Space Map Discussion / Re: Custom Map #11563: All abo...
Last post by Johnny Haywire - January 22, 2026, 11:45:49 AM
SPEED RUN!

Pretty proud of this one - 1:38.6 which is less than half the time of the next best time.

Don't let Johnny "Slowpoke" beat you guys! LOL

Since this was my first attempt, I suspect this can be done slightly faster. But I don't think my skills are enough to shave more than a few seconds off this time. Always happy to have my time beaten though. Seriously. =)

Thanks for the map!
#79
Farsite Colonies / Custom Map #5964: BREED my Bro...
Last post by AutoPost - January 22, 2026, 10:24:29 AM
This topic is for discussion of map #5964: BREED my Brother


Author: Protoris
Size: 192x120
DISCUSS ON DISCORD
#80
You literally read my mind here. I was thinking of suggesting something similar, but I would make more of the digitalis appear on the base area and the path north. That could potentially create an energy drain and increase difficulty as the game progresses.