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Isle of Grief 0.2 Featured

Planet Agog

By Orfelius
Rating:

You are going to regret comming here.
Size: 14 x 14

PLAY ON THIS MAP


Downloads: 14582
Manual downloads:
http://zero-k.info/content/maps/isle_of_grief_0.2.sd7


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8 years ago
Supported and featured for science.
+5 / -0

8 years ago
Very nice map
+0 / -0


8 years ago
This is very reminiscent of an early SCII map.
+0 / -0
quote:
This is very reminiscent of an early SCII map.

That is because it was heavily based on a SC II map called Desert Oasis:


I made it to be wider, included fords to outset islets and made the ramps bigger so that they could not be as easily porced. Of course there are no destructible rocks nor Xel-Naga towers either.
+0 / -0


8 years ago
this map rocks!
+4 / -0


8 years ago
Suggestion for 0.3 - increase the height contrast between tiers so it is easier to see the cliffs and ramps.
+0 / -0

8 years ago
This map takes large strides in supporting viability for all facs, especially in teams where you can viably rely on team mates to expand while you GS/planes/ships.

It also shines in 1v1 with a prolonged early game due to difficult expansion. While the land route is long, you've got to be prepared for rushes from spiders, GS, and JJ. Your main is within range of a silo from their base too, as well as artillery from the center, so don't bet on keeping it too long. Intelligent expansion is a real skill here, area mexing will get you killed.

This map is far better for ZK than it ever was for SCII, and constantly facilitates frantic games with lots of back and forth. This is my new favourite map and I hope Orf can find the time and effort to polish up the scenery (and perhaps make the inland water more obvious).
+4 / -0


8 years ago
I think it has a great layout. I would like to see a more varied texture and/or some features to improve aesthetic.
+3 / -0


8 years ago
quote:
increase the height contrast between tiers so it is easier to see the cliffs and ramps.


This + more pretty textures, sea and sky = map of kings
+0 / -0
Skasi
8 years ago
Looks very flat.
+0 / -0
8 years ago
I haven't figured out what the optimal strategies are on this map. It is easy to get your army out of position. Raiding is hard because their is only two paths to the expansions, in the early game radar will spot your raids way before they get to the expands in the back, while in the midgame two fronts will have evolved, blocking the only paths to raid. (Apart from air, water or cloaked stuff)
+1 / -0
Skasi
8 years ago
Never played this map, but I suggest you try hovercraft. They can raid your opponents butt and move onto land.
+0 / -0
This is one of my new favourite maps, right up there with Red Comet and Eye of Horus.

It has a great Starcrafty terrain layout, really nice cluster-based mex layout and the watery low areas add a nice touch.

I like almost any map that lets me play vehicles or tanks, but this one is more than "just another" flat map.
+1 / -0
8 years ago
EErank[ISP]Lauri are there more starcraft maps that have been ported to spring maps?
+0 / -0

8 years ago
There are some, Ravaged for example is more or less made after a Starcraft map.
+0 / -0
8 years ago
nice one.
For future versions if you could put bigger extractorRadius in mapinfo (~120.0) then it works a bit better with mods which do not use mex-snapper system. (Here some similiar chat: https://springrts.com/phpbb/viewtopic.php?f=81&t=29824&p=547893&hilit=mexradius#p552274 )
+0 / -0
Skasi
8 years ago
USrankAutowar http://zero-k.info/Maps/Detail/31483 is another one.
+0 / -0

8 years ago
I'm porting Catallena (but progress is pretty slow).
+0 / -0

8 years ago
I'd like to see your tanks on this map EErank[ISP]Lauri, as so far they're the only land fac I don't see being good to start with on this map (difficulty holding multiple isolated fronts at start).

I'm starting to feel like I have the early game figured out a bit, but once midgame comes knocking all bets are off. Unlike other maps, there are many incentivised mid-game switches, it's not just GS or planes. JJ and Spiders can be proxied near the centre to walk straight into their main. Hover, amph, and ship can be sea proxied to walk into their back expansion. The corridors are often narrow meaning skirmisher mid-games can work, but are not format defining. There is room in the back for athena shenanigans. Tac nuke silo is very doable. Artillery facs can be proxied in the middle to start bombarding their main. I can't think of a single other map that does such a good job at keeping things unpredictable for so long.

In my mind this map stands alone in its dynamic and unpredictable 1v1s.
+0 / -0


7 years ago
The terrain feels too flat. Multiply every point of the heightmap by two. Afaik this can be done without touching any images.
+0 / -0
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