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#81
Colonial Space Map Discussion / Re: Custom Map #11610: CSM B-2...
Last post by Johnny Haywire - October 29, 2025, 02:50:14 PM
Cool map, as always. Lots of different toys to use if you're so inclined, or you can just muscle through it old-skool style. I like the varying levels of terrain, that makes it a little more interesting.

Not sure if the spore tower animation is new or if I never noticed it before, but it's cool. Not that it's necessary but it's definitely more interesting than it doing nothing.

Thanks for the map! =)
#82
Colonial Space Map Discussion / Re: Custom Map #11615: Unbelie...
Last post by Johnny Haywire - October 29, 2025, 12:55:51 PM
Pause seems to work fine for me. I actually used it once to set some spores to fire all at once. Meh.

I almost didn't play this because of the initial lag. I think removing all the useless shields would probably have helped a lot. They look nice but are very ineffective at... well, pretty much everything.

Glad I didn't quit this. Once you get about 6-7 emitters in, the lag gets better and it's pretty much gone once you take the middle island. The terps are pretty helpful and they make it much easier. I like the variety of placement and the difficulty level of the map. Just enough to keep you thinking but not so much that progress becomes overly difficult.

I think if the shields were gone, I'd give this map a 9/10. But all they really do is make unnecessary lag. Still, this is a cool battle and I'm very glad you made it.

Thanks for the map! =)
#83
Custom Map Comments / Custom Map #3091: Reclaim
Last post by AutoPost - October 29, 2025, 10:57:46 AM
This topic is for discussion of map #3091: Reclaim


Author: Luckydragon

Desc:
The creeper is too strong and you can't escape. Get enough energy and technology to fight back before the creeper gets too close.
#84
Custom Map Comments / Custom Map #3090: Quickie map
Last post by AutoPost - October 29, 2025, 10:52:47 AM
This topic is for discussion of map #3090: Quickie map


Author: Karsten75

Desc:
THis was a fun map, try for a short time.
#85
is the pause - P - button disabled here?
#86
Farsite Colonies / Custom Map #5856: The End. By...
Last post by AutoPost - October 29, 2025, 03:02:55 AM
This topic is for discussion of map #5856: The End


Author: Bananabroom v2
Size: 320x200
DISCUSS ON DISCORD
#87
Colonial Space Map Discussion / Custom Map #11616: S03-15 - Py...
Last post by AutoPost - October 28, 2025, 10:55:17 PM
This topic is for discussion of map #11616: S03-15 - Pyrk - Moon Vis-E


Author: LappySheep
Size: 147x75

Desc:
Another map in the series. Read https://lappysheep.github.io/S03_info/ as always, for in-depth details.
#88
Farsite Colonies / Custom Map #5855: Collet as Or...
Last post by AutoPost - October 28, 2025, 09:50:21 PM
This topic is for discussion of map #5855: Collet as Ore 2


Author: EZM
Size: 320x200
DISCUSS ON DISCORD
#89
Farsite Colonies / Custom Map #5854: Dark and Dar...
Last post by AutoPost - October 28, 2025, 06:17:17 PM
This topic is for discussion of map #5854: Dark and Darker


Author: Bananabroom v2
Size: 192x120
DISCUSS ON DISCORD
#90
Colonial Space Map Discussion / Re: Custom Map #7756: J's Grav...
Last post by toolforger - October 28, 2025, 06:12:40 PM
I don't even know one is supposed to survive the initial two spore waves!
Building and supplying 14 beams to kill the incoming spores would be easy enough, but then the resource packs are spent, there's not enough place to build reactors, so the second wave will get me anyway - if I'm very, very clever, I may secure some energy packs outside the inner ring, but these don't survive for long.
Oh, and there's already creeper seeping into the middle, so I'd have to build at least some cannons.

I am pretty sure I'm missing something, but what is it?