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Desert_Plateaus Featured

By [teh]Beherith
Rating:

Desert Plateaus (Tatooine) by [teh]Beherith (mysterme@gmail.com)
Size: 10 x 10

PLAY ON THIS MAP


Downloads: 17945
Manual downloads:
https://zero-k.info/content/maps/Desert_Plateaus.sd7
http://zero-k.info/content/maps/Desert_Plateaus.sd7


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10 years ago
A Star Wars Imperial Winter map. See also http://zero-k.info/Maps/Detail/8118
+0 / -0
10 years ago
I played TA on this map.

Nothing for tanks - too step. Even kbots need a lot of time walking uphill.

I don't know if/how ZK handles map speed differently, but crabe-players will surely have fun.
+0 / -0


10 years ago
quote:
I played TA on this map.

76% probability of mnematic error: TA should be read as BA, accept correction?

I find it really hard to believe you managed to export it into OTA format.
+0 / -0


10 years ago
The remaining 24% probability consists of him meaning Tech Annihilation. :)
+1 / -0


10 years ago
Oh, actually that should be more probable, considering neon's special ability skill power technique of Level 8 High Ambiguity.
+2 / -0
10 years ago
Tech Anni is different. You can morph your com to T1.5 eco and make more space-efficient energy drillers + 2.5x (was 3x) better mexes.

In ZK you may get really good wind on these hills (especially there). while in BA/TA it is hard to place them with this highmap (less slope tollerance afair).
I don't like most other wind-maps - wind gens are ugly :)
+0 / -2
... why is this marked "Special". I mean, with those widely-spaced start-mexes and rough terrain, I'm sure it isn't *good*, but "special"?
+0 / -0
Some kind of automatic tagging? Many, many maps have been tagged special since the very beginning.
+0 / -0


10 years ago
There isn't any "last tagged by" record for this map, so this hypothesis sounds plausible.

I've now re-tagged it as land hills 1v1 (judging from 10x10, should play about proper).

Unsure if should actually feature.
+2 / -0


10 years ago
I felt like mashing buttons, so i featured this map.
+2 / -1
10 years ago
This map does not fit ZK. The mexes are too far apart for one thing.
+0 / -2


10 years ago
I like this map's heightmap and texture, in all their ruggedness. Vehicle pathing is surprisingly good, I could see myself going lv on this map in 1v1.

The ZK metalmap can be tweaked with lua. This map doesn't even have metalspots in its texture, so the layout can be literally anything.

In any case tho, metalspots shouldn't be added to the hills. They already give a significant advantage to bots; adding metal to them would remove any chance of vehicles being a viable 1v1 choice here.
+0 / -0


10 years ago
quote:
The mexes are too far apart for one thing.

There are other sparse-mex maps. Having 3-mex clusters is not a requirement afair.
+2 / -0
10 years ago
Perhaps a variant of this with more mexes would be good. Right now I see a lot of stalling and very rarely more than 20m/s. I really like the texture and heightmap but that metal spot layout seems to leave the map with bad play in ZK unless each mex is 5m/s, which would lead to porcing the mexes.
+0 / -1


9 years ago
Same problem as MoonQ20
+0 / -0


9 years ago
Actually it has "1v1: yes", because

quote:
I've now re-tagged it as land hills 1v1 (judging from 10x10, should play about proper).

Should change?

I'm not sure it ever came up in 1v1 either though, so tagging chickens:false.
+0 / -0


9 years ago
It never came up in 1v1 afaik.
+0 / -0
Skasi
9 years ago
This is the only official map that still needs tagging. Fix iiiit!
+0 / -0
FIrankFFC
9 years ago
Lol star wars map got official?
+0 / -0
3 years ago
Nominating this map as an experiment for the 1v1 MM pool.

The mex distribution is sparse but that should be fine in 1v1, and I would expect it's less spider centric than Ravaged.
+0 / -0
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