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#91
Farsite Colonies / Custom Map #5918: Data retriev...
Last post by AutoPost - December 22, 2025, 08:52:52 AM
This topic is for discussion of map #5918: Data retrieval


Author: IRandomness
Size: 256x160
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#92
Farsite Colonies / Custom Map #5917: rush. By: D...
Last post by AutoPost - December 22, 2025, 06:32:44 AM
This topic is for discussion of map #5917: rush


Author: Danu
Size: 50x50
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#93
Colonial Space Map Discussion / Re: Custom Map #11641: Decorat...
Last post by Lore - December 22, 2025, 01:45:21 AM
Fun map when played 'properly' but a bit odd that the entire tree is air restricted except for the star and guppies are allowed.
#94
Colonial Space Map Discussion / Custom Map #11641: Decorating ...
Last post by AutoPost - December 21, 2025, 09:41:59 PM
This topic is for discussion of map #11641: Decorating the Tree


Author: Tamohl
Size: 128x256

Desc:
Fair warning the spores come early and frequent. Unique map with limited placement that will make you feel like you are decorating a tree with your units. Merry Christmas!
#95
Farsite Colonies / Custom Map #5916: An unsatisfa...
Last post by AutoPost - December 21, 2025, 01:29:42 PM
This topic is for discussion of map #5916: An unsatisfactory report


Author: pandemiccarp743
Size: 256x256
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#96
Colonial Space Map Discussion / Re: Custom Map #11640: Guppy A...
Last post by smol - December 21, 2025, 04:22:36 AM
Thank you so much!!
I'm looking forward to your incredible cards!!
#97
Colonial Space Map Discussion / Custom Map #11640: Guppy Atoll...
Last post by AutoPost - December 20, 2025, 09:05:55 PM
This topic is for discussion of map #11640: Guppy Atoll Pac


Author: IronJohnLogan
Size: 220x220

Desc:
Battle it out against your flying foes in Guppy Atoll Pac. These fishy fliers pack a hidden mechanic inside PAC scrips making a rather interesting twist on the otherwise standard PAC game. Kill the all the Guppies to win
#98
Exchange Map Comments / Custom Map #2105: Origins. By...
Last post by AutoPost - December 19, 2025, 06:14:04 PM
This topic is for discussion of map #2105: Origins


Author: SaintLiberty
Size: 500x500

Desc:
First map attempt. Just playing with the built in tools
#99
Farsite Colonies / Custom Map #5915: Choke Hold. ...
Last post by AutoPost - December 18, 2025, 03:37:05 PM
This topic is for discussion of map #5915: Choke Hold


Author: TheWarrior200
Size: 128x80
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#100
Colonial Space Map Discussion / Re: Custom Map #11634: 4zu0-PA...
Last post by teknotiss - December 18, 2025, 11:03:50 AM
while i like the idea, and love PAC maps, this particular mode is not a lot of fun to play.

the issue is the randomness, i restarted several times and built exactly the same units in the same order.  the "digi" added by the players terp is super random, and mostly results in getting the base area flooded and all the other units killed in the first 2 mins.

when i tried a blasters approach there is not enough time to reinforce the creeper base area with some creeper depth before the bombers saturate the area with AC. also having done a few restarts with blasters the randomness of where creeper is deployed means it is hard to even come up with corrective strategies since the situation will be different each time.

being able to tell the sleeper terps where to build Digi would be excellent.  having them have a quarter of the range would be a decent compromise too.

maybe a bit less AC on the first island?  get rid of the sprayer (put up a wall to stop the diggi soaking?) on the left of first island and then even this random mode will become a lot more fun.

so sorry dude, while i love the idea, this is just not a lot of fun in the current state for this map!

no time for mortar building as far as i can see.