Loading...
  OR  Zero-K Name:    Password:   
Title: TEAMS: All welcome!
Host: CZrankSpringiee
Game version: Zero-K v1.1.3.6
Engine version: 91.0
Battle ID: 176423
Started: 12 years ago
Duration: 38 minutes
Players: 7
Bots: False
Mission: False
Rating: Casual
Watch Replay Now
Manual download

Team 1 Won!
Chance of victory: 45.7%
XP gained: 119
USrankSab
Firepluk
ITrankAlfystar
Team 2 Lost
Chance of victory: 54.3%
XP gained: 87
GBrankFredzteR died in 40 minutes
GBrank[GBC]Fred died in 37 minutes
PLrankFailer died in 35 minutes
NLrank[GBCoW]FlorisXIV died in 37 minutes
Spectators
RUrankYurGa
DErankShadwo




Preview
Filter:    Player:  
sort

12 years ago
And another gentleman's agreement is needed here.

You don't enter the outer ring with ships/hover or whatever else. The water is a left over of Starcrafts' map design, not Spring. It is gimmicky and, again, shows a lot of bad mechanics of the engine and ZK.

There is code available that disables orders and building in a defined area, i suggest we add that to this map (and all the other SC-ports)
+0 / -0

USrankSab
12 years ago
Nah, the sea is the best part of this map :D
+0 / -0

12 years ago
I guess the altered version is really needed then.
+0 / -0

12 years ago
YOU GUYS dont want to have fun.....going sea was FUN
+0 / -0
Just making the water be lava would suffice, imo. You could still use it to fly below radar with gunships or maybe place a hover or two, but that's nothing like mariner/clam push.

Newtons might get a buff this way of course :)
+0 / -0
12 years ago
DELICIOUS TROLLING! YOU MUST EAT IT!
+0 / -0
12 years ago
Change boxes to start in the depressions instead of the high ground.
+0 / -0

12 years ago
uploading a fixed version with acidic water
+0 / -0


12 years ago
You can't go around making these agreements on maps. Few people (who play teamgames) will read the forums to even notice them and most of them will likely forget or not take it seriously. It is best to enforce these things with game mechanics.

Simple example; best way to win *A teamgame is for everyone to assist 1 or 2 factories for a rush. Every player building a factory is a massive waste of resources but simply being an assister is boring. We were effectively running on an agreement to not do this but with any sort of team coordination and ingenuity such an agreement would not last. So we have facplop, a binding mechanic.
+0 / -0


12 years ago
Anyway, I haven't watched this replay but in my experience ships are not particularly powerful. The best they have is expensive arty and constructors spamming land turrets. The constructors are easy to scout and prevent while the arty is expensive.
+0 / -0

12 years ago
it would be intresting to see some periodical tidal water changes(like some volcano map), which makes land/water warfare mixing and/or trapping units. is this overkill to pathing?
+0 / -0


12 years ago
Clams aren't easy to scout until they choose to reveal themselves, due to being visible only on sonar.
+0 / -0


12 years ago
quote:
is this overkill to pathing?

And not only pathing. You can't change water level, you can only change the map heightmap. ALL OF IT.
+0 / -0
12 years ago
EErankAdminAnarchid not all of it - i doubt you can change the heightmap under buildings... but hey, I may be noob to make a claim
+0 / -0
"No terraform under buildings" is a zk-defined game rule implemented as a gadget. This is why heightmap changes due to explosion effects take a few frames to revert: i guess the gatekeeper gadget just cannot watch them constantly without hogging resources.
+0 / -0

12 years ago
Problem here was that i thought we wouldn't use the outer ring in the first place. This was known to all in the game before it started.

Anyway, i have a version with waterdamage. I'll ask Fred to upload it.
+0 / -0
The problem is the 'translation' process from SC2 to Zero-K. In Zero-K water means 'water units go here'. In SC2 it means 'air only'.

Zero-K has a complete suite of water options, so you cannot put water in and expect it to be impassable. Acid water is an acceptable solution but it needs to be visually coded for in the map so people know they cannot build there (You can use a custom water texture and custom water depth colour).

It would be nice to have another option for genuine impassable terrain, but this is just how ZK works, you have a heightfield which determines what units can pass where, it is not about having binary passable/impassable squares in a grid.
+0 / -0