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Intersection_v2

By Saktoth
Rating:

Intersection v2
Size: 10 x 10

PLAY ON THIS MAP


Downloads: 2888
Manual downloads:
http://api.springfiles.com/files/maps/intersection_v2.sd7


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12 years ago
Saktoth are you going to feature v2 ?
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12 years ago
more urban maps like this kthx
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12 years ago
These kinds of maps are trivial, so no problem.

Have some games on it tell me how it goes.
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12 years ago
V2 is much better then v1. Nice little map
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Skasi
11 years ago
Could use more herdness. I think low hardness can be very nice, but it looks silly when the whole map is made out of steel and aslphalt.
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Skasi
11 years ago
oooh nvm I just realized only roads have low hardness (80), the rest has super-high hardness (800)
both numbers should be closer together.. something like 160 and 400 or whatever
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11 years ago
It's actually difficult, even with this level of hardness, to tell the difference. I wanted you to be able to really see the difference between the two, like you can on Castles for example.

It probably, on the whole, doesn't add that much to this map.
+0 / -0
Skasi
11 years ago
Well I just thought it looks silly how there's bigger holes on the street than on some sand- and grass maps. :)
+0 / -0
11 years ago
it is not too bad but these small invisible paths where units can climb stuff always annoy me..

if you make another map with that tileset.
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11 years ago
Yeah, generally its really not worth it since you have the other ramps, but that is definitely a flaw. Not sure if it's worth a remake. So issues are:

Lamp post hitvolume too small, meaning they disappear at any reasonable zoom.
Roads too soft.
Weird pathing on edges.
+0 / -0
Skasi
11 years ago
Oh, oh. I wanna reclaim lamps! :D
Geospot would be fun too, but you prolly don't want that.
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11 years ago
quote:
Skasi Oh, oh. I wanna reclaim lamps! :D

This map would be even more realistic if there were buildings to reclaim, but again, these things take time. Plenty of it. Still a fun map though.
+0 / -0
11 years ago
there seems to be a bug on this map which sometimes causes sumos to instantly die when jumping (maybe only on the low ground). no idea where this comes from but someone should look into it :)

see http://zero-k.info/Battles/Detail/114795 for example (towards the end)
+0 / -0
11 years ago
quote:
see http://zero-k.info/Battles/Detail/114795 for example (towards the end)
I only saw one sumo being made (at around 19:00-20:00) and it only died when that team resigned
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11 years ago
happens ~20:40, sfireman had it jump on the road and it died with full hp once the ground lowered due to jump, no units nearby. so i figure its an issue with impassable terrain or water/lava level? since it seems it can only happen on the road where the ground is low enough.

happened to me once too, must be a problem with the map.
+0 / -0
small puddle of water where it died id guess its deadly water. also the road seems to be the only soft terrain, maybe its some collision thing were the sumo gets grinded to death between the road and the hard edge of the sidewalk?
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11 years ago
tested, the water is instant death to anything. only happens on the road because its already a little lower than the sidewalk and its softer.
should be a quick fix, for anyone who already knows how to map for spring (i dont :))
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11 years ago
yea in Intersection_v2.smd there is WaterDamage=100000;
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Hah! Easter egg in a spring map!
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11 years ago
Huh. I don't remember doing that.
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