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Lonely Oasis v1.1 Featured

Planet Poseidon

By Sprung
Rating:

DNTS Update by TheMooseIsLoose
Size: 14 x 14

PLAY ON THIS MAP


Downloads: 13220
Manual downloads:
http://zero-k.info/content/maps/lonely_oasis_v1.1.sd7


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7 years ago
+6 / -0

7 years ago
Yay, water-accessible mexes! Ships viable confirmed!
+0 / -0

7 years ago
TheMooseIsBack!
+0 / -0
+0 / -0

7 years ago
THrankindaled
+1 / -0
I recently forgot about the veh-pathability of this map (the terrain does not make it all that clear, the 3 types of cliff look very similar). Why is this map designed as basically a bot-only map? I think it would be more interesting if vehicles could go everywhere that bots can go currently and a few extra bot ramps were added.

The texture does not make much distinction between veh-pathable and bot pathable and bot pathable and impassible. The texture should not be expected to do all the work though. The terrain itself should have varying geometry based on the type of ramp and they should be hard to tell apart. For example Intersection has two types of slope and they are kept distinct. Barren has a jagged cliff/hill for its bot pathable areas and smooth sections for veh pathable.
+0 / -0

6 years ago
quote:
Why is this map designed as basically a bot-only map?

The idea was that the map has a lot of large flat areas where veh shines and which should counteract the lack of ramps.

I dislike adding more ramps for bots because it dilutes boundaries. Possibly I'd swap the ramp pathability of the middle-height ground (make both side ramps veh pathable but the middle one bot only).
+0 / -0


6 years ago
It's an interesting idea to try, but by now I'm convinced that the map is bot-only in terms of start factory for 1v1. Vehicle pathing is so restricted that it is easy to hem them in with bots.

I don't think maps need many hard boundaries. A lot can be done with speed modification (via slopes or rough terrain), weapon occlusion (it is difficult to assault a ridge) and LOS/radar blocking. Badlands, Barren, Intersection and Vittra are almost entirely bot pathable but still feel like they have boundaries and play quite differently. The difference is in the mex layout and the heightmap.
+0 / -0

6 years ago
Map would be much better imo if the side hills only had 2 metal spots, and the middle 3. Currently "grab the hill and win" is generally how this map goes.
+0 / -0

6 years ago
But there are two hills, one for each?
+0 / -0

6 years ago
Well yes. What usually happens is that one of the hills belongs to one player and the other gets hotly contested, and that decides the game.
+1 / -0

6 years ago
My main point is just that I think the map would play better if the middle mattered more.
+0 / -0
Mexes are trivial to change. Get some other pros to voice their opinion and it can be done.
+0 / -0

6 years ago
quote:
I don't think maps need many hard boundaries (...) Badlands, Barren, Intersection and Vittra

Isn't Intersection the only veh-friendly map of those? In my experience soft bot boundaries usually end up as hard boundaries for veh due to how low their slope tolerance is and so the map ends up bot only.

I like hard bot boundaries because they allow for pimpier play. Cliffs make terraform, jumping, spiders, and aircraft (especially drops) more interesting.
+0 / -0
I think Badlands was meant to be an example of a map which has soft barriers for bots and is (at least theoretically, I'm not convinced) playable for bots against spiders.

Vittra and Barren similar examples of the same, although I think I've never seen spider on Vittra and very rarely if ever on Barren.

Lauri used to play tanks on Wanderlust, I still don't understand how that ever worked.

As a perhaps more pertinent example, bots are played considerably more often on Fairyland despite all ramps being veh-pathable. (However a significant fraction of the map is sloped to some degree and certain parts are a bit narrow for vehicles.)

In my mind the more immediate problem is that it's not obvious that several areas on this map are not veh-pathable unless one actually checks a veh pathing map.

(Note to self: ability to see pathing map for bot/veh/etc in pregame would be a useful feature.)
+1 / -0


6 years ago

This is what Stardust looks like on this map with Spring 103.0.1-1166-ga204584. It also looks completely green when constructed.
+1 / -0

6 years ago
+1 PLrankAdminSprung

Did you have any VBO/PBO out of memory errors? I used to get these some time ago with similar artifacts(wrong colors, no textures, no models).
+0 / -0

5 years ago
Looks like a nice map, hope it gets in the MM pool someday.
+3 / -0

5 years ago
It used to be in MM, but got taken out because its bad. Games on it are always a slog due to how safe most of the metal is. Porcing hills is too easy and creates nice porcfests.
+0 / -0


5 years ago
I would like more vehicle ramps (maybe even like Fairyland) as well as a more open center and less hard to assault edge hills.
+0 / -0
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