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#91
Colonial Space Map Discussion / Re: Custom Map #5638: GSM-04. ...
Last post by Johnny Haywire - October 14, 2025, 05:36:35 PM
It's usually faster to redeploy unless the distance is very small or you have a higher move speed researched.

However, sometimes you may want to snag some things along the way. I can't remember which I did for this particular map.

Also, in some cases - maybe this one - you can make a chain of collectors and/or relays so that you keep generating at least some energy along the way. So it really all depends on the map and what you're able to do.

Hope that helps! =)
#92
Exchange Map Comments / Custom Map #2095: Ep1.1 First ...
Last post by AutoPost - October 14, 2025, 04:46:16 PM
This topic is for discussion of map #2095: Ep1.1 First mission


Author: Drogon
Size: 256x144

Desc:
My first map of new story. Hope you guy enjoy. I try to minimize every so it can less boring as possible
#93
Colonial Space Map Discussion / Re: Custom Map #5638: GSM-04. ...
Last post by toolforger - October 14, 2025, 04:06:24 PM
Quote from: Johnny Haywire on July 04, 2025, 06:24:40 PMMy solution was to start by taking out the 5 emitters & spawners on the left except for the AC one and the big one on the lower left.

Ah.
My first attempt failed because I took to long.
Took me a while to find out that there are hidden energy packs. (It's really annoying that you have to mouse over every field to find them.)

QuoteI then moved the CN to the top and pushed down. Only saved twice, so I don't think it'd be too difficult. Lemme know if ya need more help. =)

Just one question, I never figured that out:
Is it faster to return to orbit and redeploy, or just fly over?
I never manage to take notes.
#94
Colonial Space Map Discussion / Re: Custom Map #11601: 2025 PA...
Last post by spirix - October 14, 2025, 06:59:20 AM
#95
Colonial Space Map Discussion / Re: Custom Map #11592: Split. ...
Last post by Johnny Haywire - October 14, 2025, 02:52:39 AM
Aye, that's been an age-old problem.

It's possible that people who can't beat fairly difficult maps are just putting down the biggest number they can count to. Or their IQ. Or maybe both, who knows?
#96
Farsite Colonies / Custom Map #5834: Florb Maze. ...
Last post by AutoPost - October 13, 2025, 10:15:27 PM
This topic is for discussion of map #5834: Florb Maze


Author: FenixGreen
Size: 200x200
DISCUSS ON DISCORD
#97
Colonial Space Map Discussion / Custom Map #11601: 2025 PAC #1...
Last post by AutoPost - October 13, 2025, 07:37:19 PM
This topic is for discussion of map #11601: 2025 PAC #1


Author: IronJohnLogan
Size: 200x150

Desc:
How many years has it been? Not too shabby I remembered how to cut and paste code! Little harder than intended. PAC Enjoy
#98
Farsite Colonies / Custom Map #5833: hi. By: ALE...
Last post by AutoPost - October 13, 2025, 01:58:43 PM
This topic is for discussion of map #5833: hi


Author: ALEXANDER
Size: 320x200
DISCUSS ON DISCORD
#99
Farsite Colonies / Custom Map #5832: [LPAC] Munit...
Last post by AutoPost - October 13, 2025, 05:05:12 AM
This topic is for discussion of map #5832: [LPAC] Munitions Fort


Author: Pumpo
Size: 256x160
DISCUSS ON DISCORD
#100
Colonial Space Map Discussion / Re: Custom Map #11584: CSM B-1...
Last post by Builder17 - October 12, 2025, 01:12:58 PM
Quote from: Johnny Haywire on October 07, 2025, 12:59:51 PMIs that super-terp capable of creating terrain, or just terping? Because if it can create terrain
I don't remember how to do it and I didn't see any instructions on the map.

The added weapons are always a nice touch. Not sure if they're necessary to win the map but it makes it a lot easier for sure.

Thanks! =) Super-terp can only terp, since it's three vanilla terps in a powerzone.
IDK what map allows creating new terrain actually.

Now I'm wondering if that No_exit's difficulty selector could be used to
remove these extra weapons for more challenge, just would need to balance the map for that also.