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#91
Farsite Colonies / Re: Custom Map #1295: PACursor...
Last post by toastkid - January 15, 2026, 09:09:42 AM
Quote from: toastkid on January 14, 2026, 08:03:17 AM
Quote from: phischphood on April 11, 2021, 03:19:10 PMgreat, thanks, it's the "as long as some creep is there" bit that I hadn't realised.
Even with that knowledge i can't get started on this map - the only creeper i can find is a big block behind pink walls in the mid-east but nothing really happens when i hover over that.
Never mind, i just saw the other post about clicking on the pillars.  Wish the instructions had mentioned that...
#92
Colonial Space Map Discussion / Custom Map #11672: Planet hopp...
Last post by AutoPost - January 15, 2026, 08:50:23 AM
This topic is for discussion of map #11672: Planet hopping


Author: BigBertha
Size: 256x256

Desc:
You'll probably end up with 3 independent bases by the time you're ready to assault the ffinal plateau. Good luck, and I hope you have fun playing!
#93
The spores were 100% balanced too!
#94
Farsite Colonies / Custom Map #5953: the final pu...
Last post by AutoPost - January 15, 2026, 06:21:25 AM
This topic is for discussion of map #5953: the final push


Author: cjlbee
Size: 400x163
DISCUSS ON DISCORD
#95
Farsite Colonies / Custom Map #5952: Invasion arr...
Last post by AutoPost - January 15, 2026, 02:00:51 AM
This topic is for discussion of map #5952: Invasion arrakis


Author: Andrew B
Size: 256x160
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#96
Colonial Space Map Discussion / Re: Custom Map #11669: Fight t...
Last post by Johnny Haywire - January 14, 2026, 11:14:54 PM
Wow, Martin's time is sigma goals, no cap! Nice speedrun, m8!

Enjoyed the map - pretty consistent challenge, but not difficult-challenging. Just enough to keep it interesting the entire time.

I ended up not using the AC emitter, except to put a couple sprayers there to spray nearby digi. Not sure it did that much to help but I hated seeing all that AC go to waste. I think I used the singularity to get the emitter before the inhibitor. It all happened so fast =P

I like your design! The emitters that can't be killed keep you on your toes a bit. The spores at the beginning was a nice touch. Checked to see if they'd be juicy friends, but they were barely there so I did the map the normal way and took the tower out in a few minutes.

Thanks for the map!

#97
Farsite Colonies / Custom Map #5951: Battle for m...
Last post by AutoPost - January 14, 2026, 08:33:01 PM
This topic is for discussion of map #5951: Battle for middle earth


Author: Andrew B
Size: 256x160
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#98
Mamma Mia...


well, thank you for making a map of my town! I guess the starting base is where I played this out from in RL too!
#99
Colonial Space Map Discussion / Re: Custom Map #11671: 299-Syk...
Last post by Johnny Haywire - January 14, 2026, 04:22:58 PM
YES why we love the map because fun boom boom AC love don't need all that other stuff beams aren't needed OVERFLOW AAAAGH! It's coming! Quick kill kill kill yes so cool afk

(2 hours lay-tuh)

Ok zap zap zap yes singularity easy win. NO! Why game still going? AAAAGH! Pickups!

There's too many pickups! Gives me the hiccups
Makes me want to do stick-ups but the Po-Po so thick up
Here make me so sick up here this ain't no picnic here!
WHY oh WHY??

How could this happen to Meeeee?
I've made my mistakes
Got nowhere to run
These pickups are fake

Love map hate pickups but still great map boom boom bring tha' DOOM!

Thanks for the map! =)
#100
Colonial Space Map Discussion / Custom Map #11671: 299-Sykkylv...
Last post by AutoPost - January 14, 2026, 01:55:50 PM
This topic is for discussion of map #11671: 299-Sykkylven


Author: Rennervate / AlexX
Size: 255x255

Desc:
Dedicated to a dreamy city in Norway with very nice people