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Fairyland v1.0

By Aquanim
Rating:

Do you believe in fairies? A map for 1v1 or small teams.
Size: 10 x 10

PLAY ON THIS MAP


Downloads: 1607
WARNING, THIS MAP IS NOT AND WILL NOT BE DOWNLOADABLE.


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Changelog from 0.3 to 1.0:

-Fog is a bit deeper.
-Adjusted ramp texture.

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Previous changelogs:
[Spoiler]
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Preview images:
[Spoiler]
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Box setup:
!addbox 75 0 25 25 1
!addbox 0 75 25 25 2
!clearbox 3
!clearbox 4
+0 / -0
Should this be featured or does fog cause too many lag probs?

I like the way you used the fog here.
+0 / -0
Siberian has been featured for a while and I have had no complaints with dualfog.
+1 / -0
I have had no complaints about dualfog myself, and I think I'm going to leave this alone for the forseeable future to focus on another project. So yes, I think it could be featured.

Thanks to whomever set the boxes.

EDIT: I'm not sure why this is tagged asymmetrical.
+0 / -0

8 years ago
Water on this map should kill you; there was some silly abuse of it in a game yesterday that simply shouldn't be possible.
+0 / -0

8 years ago
Replay? Was it actually unfair, or just creative?
+0 / -0
It's the one you already commented on; reefs were built in that puddle that were just plain stupid.
+0 / -0

8 years ago
I feel like if the gamestate is such that your opponent is creating Reefs on this map, your problem is not the Reef.
+5 / -0

8 years ago
Silly Australians all look the same.
+1 / -0


8 years ago
I thought the abuse was that a Recon commander jumped into a lake? At least that is what the players were saying. Weird.
+0 / -0

8 years ago
I've always disliked Recon having jump right from level 0.

Maps with small lakes (like this, or Titan Duel) make Recon pretty much mandatory since not only do you get the fastest expansion but it's also the most difficult to kill since it can jump into a hole.

Map makers can no longer make fac tradeoffs. For example a mostly flat map might want to attempt to make jumpy a bit more viable and include some meaningful terrain to aid them (eg. the water expansion on Bonita is jump-accessible right from the main base. On Adansonia you can jump between the two starting triplets.) but then people just take Recon.
+2 / -0

8 years ago
Wasn't Jump-jets as a module under serious consideration? That was my impression at the start of the com rework.
+0 / -0
8 years ago
But, even chassises are blind RPS!
+0 / -0
USranknop
6 years ago
It's really cool that the play area is non-rectangular, but if you can move and build in areas that look like they should be out of bounds, your play area is actually rectangular with weird margins that can only be traversed by jumping.

It feels like an island floating in the sky and being able to go jump the margins kind of kills that. Then again there is otherwise not a lot of elevation play.

So either making the water deadly or expanding the margins and making it a proper island map with amphib ramps could work imho.

Funny thing though, if the margins were just slightly wider you could walk hermits all the way to the enemy's plateau and never be seen. Maybe you can now, haven't tried it..
+0 / -0


6 years ago
Added to MM. This should have been done when the update was rejected.
+0 / -0
quote:
Added to MM. This should have been done when the update was rejected.

Dualfog is also present in this version. Rejecting the update for this reason and keeping the old version with the same flaw does not make any sense, aside from the update not being pre-distributed due to infra failure.
+0 / -0
This version has a different, broken version of dualfog which doesn't display on the map at all (anymore). For the time being this may be preferable to dualfog which absorbs particle effects.
+1 / -0


6 years ago
Ah, right. I forgot that it got broken.
+0 / -0

5 years ago
Replaced by http://zero-k.info/Maps/Detail/57072
+0 / -0
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