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#81
Colonial Space Map Discussion / Re: Custom Map #11327: Silly j...
Last post by Martin Gronsdal - November 12, 2024, 06:56:11 PM
Many thanks! I've made a few PAC maps before.
#82
Colonial Space Map Discussion / Re: Custom Map #11327: Silly j...
Last post by yak - November 12, 2024, 06:19:33 PM
i did it!!! it was so hard!
no idea how you made such a good timing. but i am still proud of my achievement lol ;)
also i scored map 10/10, because i really dont like people scoring you 1 only because they cant beat your maps. when i cant beat your map, means i am too dumb, nothing else. so i dont score at all, because it is my problem, not map problem hahaha.
keep them coming. and i really dream about your PAC or CSM maps one day. that would be awesome. cheers!
#83
Farsite Colonies / Custom Map #5349: Creeper ++ C...
Last post by AutoPost - November 12, 2024, 04:44:49 PM
This topic is for discussion of map #5349: Creeper ++ Challenge


Author: Luke406
Size: 128x512
DISCUSS ON DISCORD
#84
Farsite Colonies / Custom Map #5348: Creeper ++ C...
Last post by AutoPost - November 12, 2024, 04:04:52 PM
This topic is for discussion of map #5348: Creeper ++ Challenge


Author: Luke406
Size: 128x512
DISCUSS ON DISCORD
#85
Custom Map Comments / Custom Map: CreeperMap Edirot
Last post by AutoPost - November 12, 2024, 02:04:07 PM
This topic is for discussion of map: CreeperMap Edirot


Author: Corpsman

Desc:
I like the map shown in the preview of the MapEditor download, but could not find it, so i remade my own version and here it is ;)
#86
Custom Map Comments / Custom Map: Here comes the flo...
Last post by AutoPost - November 12, 2024, 02:04:04 PM
This topic is for discussion of map: Here comes the flood..


Author: Corpsman

Desc:
If you see the "trick" it is easy otherwise it cold be very hard to master ..
#87
Colonial Space Map Discussion / Re: Custom Map #10730: All In....
Last post by Johnny Haywire - November 12, 2024, 02:01:29 PM
Agreed. You could even cut the base in half to make it a little more fun and a little more little too 😉

Thanks for the map!
#88
Colonial Space Map Discussion / Re: Custom Map #10727: Immenie...
Last post by Johnny Haywire - November 12, 2024, 01:33:25 PM
Quote from: Apexian on June 29, 2023, 04:25:57 PMI feel dumb for making such a stupid typo.
Also is this hard enough for an experienced fella ?

No worries. This is a game played mostly by people who can't spell every word corecttley anyway. Seriously, I give you bonus points just for knowing to type "you're feeling brave" instead of making it sound like you have a friend named "Feeling Brave" that you claim as yours. I appreciate it, and the staff where I live appreciates it too because otherwise they have to increase my medication and/or move me back to Solitary.

As for how difficult the map is, I think it's a nice level. Could be significantly ramped up I suppose, but it's fun enough as it is. The lack of even terrain makes the base slightly challenging to build, and the spores are a very nice threat. I'd maybe move up the 25 spores to 10 minutes or so.

This map is perfect for turtling, btw. I tried rushing it the first attempt - not building defenses but trying to attack with a guppy + AC. I think it's possible but someone who enjoys that would need to attempt it. What's extra-cool about this map is once you build the defenses, it's pretty a pretty easy and fast march to victory.

Thanks for the map!!
#89
Colonial Space Map Discussion / Re: Custom Map #11029: Showdow...
Last post by Johnny Haywire - November 12, 2024, 11:30:33 AM
Quote from: D0m0nik on February 08, 2024, 11:06:01 AMIt was fun but very easy due to:

Spoiler
3 CNs and two very vulnerable spores = 2 quick snipers on PZs = short game!
[close]

All sleepers follow the same game plan, get fire rate upgraded as quick as possible and get a bunch of snipers in range. Ideally the terrain between you and the sleeper needs to slow you down a bit and prevent the quick kill!

What Dom said, but take it a step further - I almost never go for the fastest time but I wanted to amplify what Dom said about the danger of having only pre-built inert structures prior to the Sleeper's landing.

I think there's a way to make the structures only pop up once the Sleeper CN lands and I'd recommend either doing that or making it impossible to land anywhere in the Sleeper's territory.

On the first try, I played it through like a normal Sleeper map just because it's fun. Really enjoyed it, until the enemy CN did what it always does and fly right into my trap. For some reason, the Sleeper just can't keep its CN in place, even if that's the safest place on the map. So if you can create a space for it, surrounded with weapons, and then fill up every other available space on the map - it will eventually think the Creeper is bluer on the other side of the fence and jump right into the abyss of death.

I think the only solution to that is to restrict the player's CN landing to a distant point on the map, and design the terrain in such a way that expanding quickly is difficult if not impossible. Hope that's helpful - I love your maps!

Thanks for the map!!
#90
Colonial Space Map Discussion / Re: Custom Map #11141: 260-Sno...
Last post by rennervate - November 12, 2024, 08:28:35 AM

Thanks for playing and commenting on my map as well as your kind words