If im playing multiplayer and the map is big, plus im on a good spot on the map thats jumps away then i think it is possible.
It won't be big enough. Good players can reach you within 30 minutes even on the most ludicrously massive maps, and they'll have spent the time building an economic infrastructure so they can shove a massive amount of units down your throat. While this will still give you more prep time, you won't be able to get a mature force on the field.
What about 1 rapture (vertigo, Aura), guardians , 2-3 carriers.
You'll get swarmed and annihilated by someone who just masses basic combat units here. Heck, if I spied something like this I'd smack you with a T0 disciple swarm; 60-80 disciples isn't unheard of by the time you could have all those units on the field. Needless to say, that's game over right there. You need more firepower. Remember, for the mere price of researching guardians I can build an additional 7-8 combat frigates. Combat frigates need to make up the backbone of your fleet, and then you add more advanced units to the mix.
First of all, you should always lead with either Progenitor or Halcyon. The Progenitor offers you the ability to rapidly colonize and build an economy, which on larger non-rush scenarios is simply too good an offer to pass up. The Halcyon is by a longshot Advent's strongest combat capital ship, and on smaller rush-scenarios is virtually necessary for survival in the more competitive multiplayer scene. Rapture should always be second capital ship at earliest.
Second of all, always make sure to get firepower first. The trick is to phase in the more advanced support units over time. These units are expensive to research and have little firepower addition to your fleet, so the enemy will be hitting a lot harder with more combat units. This means you need a sufficiently large force of combat units before you can introduce these support units. TEC can bring out hoshikos earlier because their repair power is especially effective for smaller fleets, whereas Guardians scale nicely and are more effective for large fleets, so you'll need to hold off on them. Also, if you don't yet have a Progenitor, it's usually only worthwhile to build guardians for the repulsion ability. Their shields just deplete too quickly when using shield projection without shield regeneration.
Thirdly, carrier cruisers are a poor choice for an early unit. Because of their slow move speed, they have a very difficult time retreating, and their antimatter can become depleted quite easily from repeated phase jumping and strike craft replacement. This makes them very poor unit choices. If you want carriers early-game, you should build multiple Halcyon carriers. They have no antimatter costs for building their strike craft, they move considerably faster, and once they reach level 3 (maxing out Adept Drone Anima) the number of strike craft they field is close enough to be competitive with carrier cruisers anyways.