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#91
Colonial Space Map Discussion / Re: Custom Map #11636: Implode...
Last post by rennervate - January 06, 2026, 06:43:22 AM
Definitely 11/10... :-)
because of the originality. Great map. Thank you so much for making it. It's taking a while...
#92
Colonial Space Map Discussion / Re: Custom Map #11665: Sequins...
Last post by Johnny Haywire - January 05, 2026, 06:53:45 PM
Yeah, that'd definitely work. I love timing the spores so they all hit at exactly the same time, but if every PZ also had a beam there's no way that'd work. Not a big fan of hidden units, but on a PAC it makes sense. If you don't hide the units, there area  lot more PZ's for the player to use which would make it too easy.

Thanks for the tip! =)
#93
Colonial Space Map Discussion / Re: Custom Map #48: Natlan
Last post by Johnny Haywire - January 05, 2026, 06:49:50 PM
Quote from: rennervate on January 04, 2026, 07:13:36 AMGreat map! Thanks Martin for the tip.

Martin? I've never been so insulted in my life! Well, actually maybe I have. Ok, yeah now that I think about it I've been called worse but I mean still, that's pretty low. What's next? Sorrontis? =P
#94
Colonial Space Map Discussion / Re: Custom Map #4380: Experime...
Last post by Johnny Haywire - January 05, 2026, 06:45:02 PM
Very nice speedrun map, if you like that sorta thing.

I'm glad I didn't look at the forums first - managed a decent time all by me onesies on my first try. I see how Dom got his time though since I probably built about 10 nullifiers and tons of other unnecessary stuff.

If you like a good speedrun, you should try this one. If you beat my time, I'll buy you a faster blue turning looker idea.

Thanks for the map! =)
#95
Farsite Colonies / Custom Map #5941: Two Islands....
Last post by AutoPost - January 04, 2026, 10:59:07 AM
This topic is for discussion of map #5941: Two Islands


Author: Bob
Size: 320x200
DISCUSS ON DISCORD
#96
Colonial Space Map Discussion / Re: Custom Map #48: Natlan
Last post by rennervate - January 04, 2026, 07:13:36 AM
Great map! Thanks Martin for the tip.
#97
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Lore - January 03, 2026, 07:01:34 PM
Quote from: Johnny Haywire on January 03, 2026, 03:16:35 PMJust assumed he had beams in just about every PZ because they're all hidden.

Spoiler
On this map there were actually only beamers on the second and last islands, and they are all singles.
[close]
#98
Colonial Space Map Discussion / Re: Custom Map #11665: Sequins...
Last post by Lore - January 03, 2026, 06:59:10 PM
Quote from: Johnny Haywire on January 03, 2026, 11:20:44 AMThe one strategic element that's removed, unfortunately, is spores.

A single PZ beamer can be drained of energy by enough spores ;)

My strategy remained pretty much unchanged, just a bit slower.

Spoiler
A sneaky bridge in the top section to the second island and then barreling across the top once you have enough spores to break a PZ beamer
[close]
#99
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Johnny Haywire - January 03, 2026, 03:16:35 PM
Quote from: Martin Gronsdal on January 02, 2026, 05:05:36 AMTotally agree with Johnny here. On this map, spores are amazing. At some point I stopped building emitters and switched to spore towers, just for the sadistic satisfaction of watching the enemy's energy get starved, so their beams sat there without ammo, allowing my spores to advance closer and closer to the CNs.

Oh, interesting. I didn't use any spores at all until I got to the final row. Maybe if he makes a third version of this I'll try some spores. Just assumed he had beams in just about every PZ because they're all hidden.
#100
Colonial Space Map Discussion / Re: Custom Map #7550: Battle o...
Last post by Johnny Haywire - January 03, 2026, 03:14:31 PM
Just found this map, and it's definitely worth playing.

Judging from the scores, some players struggle with this map. If you can't do it the hard way, do it the easy way. Put all 3 of your CN's in the lower-left corner and just establish a base there. Get your tech up and hold out until you can push forward.

Great job recreating this battle, as best as CW3 permits!

Thanks for the map! =)