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Title: Map Test
Host: unknownrankShaman
Game version: Zero-K v1.7.5.1
Engine version: 104.0.1-1239-g12caea1
Started: 4 years ago
Duration: 59 minutes
Players: 11
Bots: False
Mission: False
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Team 2
Chance of victory: 46.9%

unknownrankShaman
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4 years ago
My review:

The mex looked rather sparse for the size of the map at first, but size does have a virtue of its own. Even air takes a long time to reach critical points and you need a lot of Owls to cover the front. Whereas in most games a player breaking through to wreck bases often signals gg, there are good opportunities here to flee and rebuild (which I think most of us had to do at least once).

I like the idea of retaining the number of mex but upping their value - I think this would make it feel quite different from the usual Zero-K game where mex are scattered quite densely. It would be big and open without overly rewarding scythes (because it's easy to defend your one or two metal oases from raids rather than more disparate economy). However, as players on my team identified, overdrive would be key which means long, vulnerable chains of eco to hit and possibly a bigger role for raiders generally.
+2 / -0