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Fissure_wip Supported

By Mosquito, Pinguinpanic
Rating:

description of your map
Size: 12 x 10

PLAY ON THIS MAP


Downloads: 6022
Manual downloads:
http://zero-k.info/content/maps/Fissure_wip.sd7
https://zero-k.info/content/maps/Fissure_wip.sd7


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Skasi
12 years ago
Why is this map featured? It wasn't even tagged and is too much WIP imo.
+0 / -0
12 years ago
I like this map
+0 / -0
Skasi
12 years ago
But! Pingu said they'd make a better version! >.<
+0 / -0
12 years ago
Until then this map seems fine.
+0 / -0


11 years ago
CAI starts in the lake, builds hovers. The hovers can't get out of the lake.

It's like shooting fish in a barrel.
+0 / -0
So i've been thinking. Set bridges to depth 6 so ships can pass. Smooth the southern bridge area. Link the northern lakes with the river with more depth-6 or actual channels. Extend the lakes down south so the hill area is accessible for bombardment from water. Reallocate mexes into 3-packs so that all can be captured from water. Smooth some slopes so they are hover-accessible, and make those clearly discernible.

Basically, just load the heightmap into Coagulation.blend, change textures, add 30 minutes of sculpting.

First, though, finish Reef, finish Claw, implement Kraken.
+0 / -0

9 years ago
Yeah, a non-WIP version of this map could be good :)
+0 / -0

9 years ago
It's ugly, has a bad mex layout and is totally WIP. Such a map has no place among featured ones. It can be refeatured once it has been improved.
+2 / -1


9 years ago
quote:
totally WIP

"description of your map" kinda says it all :)

Oh the days when we used to playtest this with Pinguinpanic and Mosquito. We were so young and innocent.
+0 / -0
Many maps are missing mex patches. Now that we have mex placer its not a problem. As they are highlighted when you make a mex.
+0 / -0


9 years ago
The mexes and terrain on this map are awkward. The cliffs on the East and West allow bots to walk up them at one point. Amph access to the rivers it patchy.
+0 / -0
Not sure amphs everywhere would be good. Water should probably be lava.

The top hill needs jump bots or spiders to take well.
+0 / -0
9 years ago
quote:
Not sure amphs everywhere would be good. Water should probably be lava.

The top hill needs jump bots or spiders to take well.

Lava and water cannot be used on the same map. Lava in spring is basicly water with special effects and red color wich deals damage. Hmmm i suppose the workaraund this could be made by shader widget perhaps combined with area damage? But that would be a lot of work for small gain.

Passability by jumpbots and spiders requires the map being bigger wich is not neceserly the best thing in my opinion.

Altogether i say this is a very intereting map with atyphical layout.
+0 / -0


9 years ago
quote:
Lava and water cannot be used on the same map. Lava in spring is basicly water with special effects and red color wich deals damage.

... that said, we have the technology, under a few constraints. Namely, sectioned water above lava can be done.
+0 / -0
9 years ago
Just make it all lava
+0 / -0
More maps with mixed water would allow amps to not need to be as viable on maps without water. Which in turn would make them less boring.

I dislike how hovers can be stronger than land only factories on land without even utilizing their movetype advantage as well.

This all however is a result of the current map pool. Thus, any maps i touch will be mixed.
+0 / -0
8 years ago
supported
+1 / -0


8 years ago
This map is quite ugly and the cliffs have small gaps.
+1 / -0
8 years ago
Its not featured.
+0 / -0


8 years ago
Is it worth even supporting a map with annoying cliffs and few other redeeming features?
+0 / -0
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