AI Wave Survival - Air Nightmare Slykar
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Hello everyone,
I wanted to share the settings I use for this map. If you enjoy playing it, feel free to share your own settings and explain why you use them. I'm always interested in trying new approaches.
Most importantly, a huge thank you to Rama and AKarmy01 for creating this amazing mod.
About the Map
The map features a unique gameplay flow. The first 8–10 minutes are an intense build-up phase where build power is limited and every decision matters. This is followed by heavy combat, resource shortages, and a final stage where build power once again becomes a critical bottleneck. No matter how experienced you are, you will constantly have to adapt to changing challenges.
Depending on your starting position, securing enough energy can become a challenge of its own. At the same time, surviving alone is almost impossible, making teamwork essential. Victory requires a coordinated team that can support each other throughout the entire game.
With 11 different playable positions, the map offers excellent long-term variety and replayability. Some positions are thrown straight into the action from the very first minute, while others enjoy a calmer start before eventually facing their own intense challenges later in the game.
I recommend 8–9 players for the best overall experience.
Fewer players make the map significantly easier.
More players tend to slow the game down too much.
Do not allow players with a CPU score above 150–200, as this can negatively affect performance for everyone.Settings & Reasoning
Overall Settings
- Unit Count
Too many land and naval units tend to block each other and create pathfinding issues.
- Air Units
Air units create the most dynamic gameplay. They engage quickly, die quickly, and generate reclaim rapidly, which helps player progression.
Because air units are short-lived, they also place less strain on performance compared to large numbers of land units.
- Air Balance
More air units means more action and more fun.
For that reason, I prefer not to modify:
Unit HP
Damage
Speed- Performance Adjustments
If the game becomes too slow due to excessive unit counts or reclaim:
Reduce Air from 40 to 32
Increase damage by roughly 20–30%
Set reclaim to despawn after 3 minutesI do not support Reclaim Turret mods. In my opinion, learning how to use reclaim efficiently is a core part of the game and a skill every player should develop.
The settings I use on this map are ideal for making reclaim more accessible and rewarding for players who are still learning how important it is.
If you notice a teammate who isn't using reclaim, I would really appreciate it if you took a moment to ask whether they'd like to learn more about it—just as I do. Teaching newer players how to use reclaim effectively helps both the player and the community as a whole.
Slot Roles & Player Limits
Three slots are closed and replaced with Mex spawns.
Two of those locations simply do not provide enough room to build a proper base.
The third closed slot (top-left area) reduces enemy spawn pressure and makes the position easier to defend. It also encourages players to occupy the remaining slots, creating a more balanced match.
Top Left
Slot 7 – Easy – ECOEnergy production for the team
Experimental/Game Enders
Build SMD coverage for the front lineSlot 8 – Hard – FRONT
Hold the line
Keep both Mex aliveTop Right
Slot 6 – Normal – ECO / Navy / Front SupportSupport the front line
Build Game Enders
Transition into Navy laterSlot 4 – Hard – FRONT
Keep both Mex alive
Island
Slot 1 – Normal – ECO1.5x Mex economy
Rush Monkeylord
Navy
Game EndersSlot 2 – Normal – FRONT / ECO
1.5x Mex economy
Survive
Game Enders
Navy laterBeach
Slot 10 – Normal – Front BeachSurvive
Support Slot 12
Maintain naval control
Provide SMD coverage for Slot 12Slot 11 – Easy – ECO / FRONT
Protect the rear of Slot 12
Secure the mountain against air attacks
Transition into Game EndersSlot 12 – Very Hard – FRONT
Survive
Slot 13 – Very Very Hard – FRONT
Survive
Rush Monkeylord
NavyHow to Win
The map can be completed using almost any strategy:
Land, Navy, Air, Experimentals, Game Enders, Nukes, TMLHowever, combined-arms strategies generally have the highest chance of success.
Recommended Strategy
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Destroy or Capture Rift Orbs
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Rush Monkeylords
One to three players should rush Monkeylords and move them toward the second HQ as quickly as possible.
Recommended slots:
1, 2, 10, 13Use at least two Monkeylords and snipe the second HQ from the water between waves.
- Weaken HQ Defenses
ECO players should get two Scathis online as soon as possible and focus fire on the HQ to weaken its defenses.
- Destroy Support Bases
ECO Player uses Nukes, TML, Game Ender to destroy all Support bases
- Naval Siege
Use MML ships to continuously siege the HQ.
Seraphim Carriers are particularly effective because: MML, AA and a safe Air Production
Once the HQ's defenses have been weakened (see Step 2), even T1 and T2 bombers can contribute significant damage.
- Final Assault
Gather T4 land units and reinforcements beneath the naval siege force.
If necessary, launch a coordinated T4 land assault between waves.
A well-timed T4 push against the HQ can secure victory.
Hosting:
Slot 2 - Close Spawn Mex
Slot 5 - Close Spawn Mex
Slot 9 - Close Spawn Mex
Slot 14 - AI WAVE MAIN HQ
Slot 15 - AI WAVE 2nd HQ
Slot 16 - AI WAVE Alternate HQMap:
Adaptive Griffin SurvivalMod:
1% Particle
1,5x Build Range
1,5x Storage Capa
25% Air Crash Damage
AI Wave Survival
All Faction Q-Gate
Hive Engi for all
No Friendly FireSettings:
HIDE DEFAULT
Share Condition ---> Full Share
Victory Condition ---> Sandbox
Prebuilt units ---> onAI Unit Cap ---> 2.000
HQ Settings:
HQ Health ---> 2,5mHQ Alternate Health ---> 0,15m
HQ Schields ---> AAA-Tier2nd Spawn Schields ---> B-Tier
2nd Spawn Point Defense ---> Vanilla PD C-Tier
1a 2nd Spawn Land ---> 0%
1b Recover Land to HQ Spawn ---> 0%
2a 2nd Spawn Air ---> 30%
2b Recover Air to HQ Spawn ---> 0%
3a 2nd Spawn Navy ---> 100%
3b Recover Navy to HQ Spawn ---> 0%
Units Suicide Timer ---> 10 MinWAVE SETUP
1a Build timer ---> 6 Min
1b Air Delay ---> 1 Wave
1c Navy Delay ---> 2 Wave
2 Delay between waves ---> 2,5 Min
4 Wave Tech Progression ---> 65%6a Land units Per Player ---> 15
6d Land units Wave Multiplier ---> 2x -> 1x
6e Land Experimental ---> 70%7a Air units Per Player ---> 40
7c air units Wave Multiplier ---> 5x -> 1x
7d air Experimental ---> 30%7a Navy units Per Player ---> 4
7c Navy units Wave Multiplier ---> 1x -> 2x
7d Navy Experimental ---> 30%SPEED/HP SETTING
BOOST DAMAGE ---> 0xAIRDROPS
DROPS: AIR DROPS ON/OFF ---> 2-3 Min
DROPS: AIR DROPS PER WAVE ---> 30
DROPS: AIR DROPS MULTIPLAYER ---> 3x -> 1x
DROPS: AIR DROPS UNITS ---> all
DROPS: AIR DROPS RAMBOS ---> 30%
DROPS: AIR DROPS EXPERIMENTAL ----> OFF
DROPS: AIR DROPS SPAWN LOCATION ---> Spawn Center onlyEXTRA WAVE/RESPONSE
2a AntiAir Response Wave ---> 0,25x
2b Extra ASF ---> 0,5x5a ACU HUNTERS ---> 0,5% Hold Timer
6b Paragon Nuke ----> ONSB3: Nuke/Arty -----> ON
SB5: Power Stall ----> 6 MinENDGAME SETTING
1b Endless Delay ---> 0 Min
2a Boss Land Units ---> 1
2b Boss Air Units ---> 8
2c Boss Endless Final Wave ---> 3 Min
3c ARTY ENDGANME ---> Scathis4a DOOM ENDGAME WAVE ---> 2 Dooms per Wave
4b DOOM HQ Damage ---> 5%
4c DOOM WAVE ---> 2 Units
4e DOOM MAX SIZE ---> OFF
4g DOOM STORM ---> 0,55b Allied Forced ---> 5x
ECO BOOST SETTING
ECO1: ---> 25
ECO4a ---> 120 Sec
ECO4b ---> 2x RateNUKE STRIKE SETTINGS
NUKE Strikes ----> Offensive
NUKE TIME STARTING TIME: ----> 60% of Hold Time
NUKE STRIKES FREQUENCY ---> 4-5 Min
NUKES per Strike --> Regular
NUKES: INCREASE ----> 2 per PlayerBUILD RESTRICTIONS
Build Max: Hives ---> 100 -
Current Record:
Mods and Setting from above6 Min Build time
33 Min Hold timeBeat it with 9-10 Player, below 33 Min Hold time Setting, share your replay and tell how many tries

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