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Sands of Time v1.0 Supported

By aeonios
Rating:

Sea of Dunes mini, for 1v1 and small games.
Size: 12 x 12

PLAY ON THIS MAP


Downloads: 2639
Manual downloads:
https://zero-k.info/content/maps/sands_of_time_v1.0.sd7
http://zero-k.info/content/maps/sands_of_time_v1.0.sd7


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Is there any reason what so ever that this is not featured for 1v1s instead of Sea of Dunes?
+0 / -0


8 years ago
Done that.
+0 / -0
8 years ago
#GBCooperation
+5 / -0
Skasi
Maaaybe instead of !split v boxes should be just the corners? That way battles can occasionally turn into a North vs South and other times into an East vs West. Would add a lot of variety with dunes mostly being horizontal.
+1 / -0
8 years ago
set this to southwest vs northeast. not sure how to remove boxes 3&4 in the preset?
+0 / -0
Just use manual !addbox commands.

edit: addboxified, I think.
+1 / -0
Skasi
Pls remake with a darker background (bottom square of sky cube thing). Could be beige or brown to fit the sand theme.

There should probably also be some vertical-ish walls on the northern edge. Right now it's very flat and empty up there - potentially vehicle viable - while the south edge is hilly. Here's an illustration that would make the map slightly more "symmetric":
+0 / -0

8 years ago
Skasi that would be a huge pain (redrawing the dunes, that is). If someone actually manages to pull off veh on the north side I might consider it.

I don't remember using a skybox for this map, although I could be wrong. I'll have to experiment with waterplane colors. From what I remember the engine doesn't want to give me dark colors, it makes everything overbright no matter what I set it to. That and the horizon ends up looking bad.
+0 / -0
Skasi
quote:
If someone actually manages to pull off veh on the north side I might consider it.



[Spoiler]
+0 / -0
I have doubts.

Post the replay if you do win with it, I suppose.

This all being said, the top being navigable for veh does also make it easier for bots to move and expand in that direction. Dangers of an asymmetric map, really. If I were to choose not to play on this map, it would be more likely to be due to how frusturating it is to find legal building positions on the slopes :/
+0 / -0
quote:
Early game just spam Kodachis/Panthers with an occasional Pillager, mid game start chunking out Tremors to turn the map into CCR and late game steamroll your enemy with Reapers.

Or you could not play handicap mode and make actually useful units like Crabe or Grizzly.

The only tank unit I could see being reasonable on this map is Pillager - it has good range so doesn't care too much about the terrain and is potentially quite cost effective. Tremor has range too but is rarely worth building.

Reaper/Goliath spam seems like it would just be easily shut down and vastly inferior to any kind of bot pathing heavies/striders.
+0 / -0
Skasi
8 years ago
This is really not just about vehicle-viability. Porcability (porc on hill), hideability (los-, radar coverage and singu holes) and speed loss/gain (moving upwards/downwards, also affecting expansion) all play a role.
+0 / -0


7 years ago
Is this fun 1v1? I find that moving around and gathering information feels like a slog.
+2 / -0

7 years ago
Ditto, plus the small height irregularities make it hard to plop fac and make solars.
+3 / -0


6 years ago
I think I know a change that might make this map good. Currently the mexes are uniformly spread throughout the map in a way that makes both expansion and raiding uninteresting and slow. Put some thought into the mex placement, make some clusters and routes, and I think this map could be quite good.
+0 / -0
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