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Temple Redux v1.0

By by aeonios.
Rating:

halpmeh zilaes!!1
Size: 12 x 12

PLAY ON THIS MAP


Downloads: 9
WARNING, THIS MAP IS NOT AND WILL NOT BE DOWNLOADABLE.


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My answer to IoG and adansonia. :P

The ramps are veh pathable, the beaches are more or less hover pathable, and the corner expansions are reachable by amphs.

It's set up to work for 1v1 (north v south), teams (NE vs SW) and 4FFA.

(Note: has been updated to v1.2 http://zero-k.info/Maps/Detail/53972)

EDIT:







+5 / -0
That looks like a very cool Starcraft map!

Some criticism:
- It has the same issue as IoG: it has a lot of potential for porcing.
- It has way ctoo high liffs limiting the player to small ramps which like I said already can easily be porced.
- The "temple" in the middle probably needs a new texture. It doesn't look very good at all.
- Ramps are too narrow for vechicles to be viable at all.
- Map looks really nice (except the temple thing I already mentioned).
- Consider adding some shrubs on the high-ground.
- It may have a little too much metal.
+2 / -0
Interesting map supported. Is asymmetrical so needs play testing for featured.

The temple in the middle is kind of ugly. Maybe just make smooth hills.
+1 / -0
quote:
Interesting map supported. Is asymmetrical so needs play testing for featured.

Eh... we talked about this already USrankJasper. Test the map before you featuring/supporting it.
+0 / -1
I think due to ZK's boundaries being much more permeable than those of SC:BW, and our artillery ranges being much bigger, in a 4 ffa mode this will instantly devolve into 2x 1v1.

Supporting maps is supposed to be permissive.
+1 / -0
I tested it with ai.
+0 / -0


7 years ago
I think the pathability suffers from annoying regions.



+0 / -0


7 years ago
I am interested to see how this map plays.

Tanks and Vehicles look completely non-viable. The main difference in bot and veh pathability is the large square breaking up the center area. This area has a lot of metal so is likely to be important. The center square can be smoothed for about 500 metal but vehicles are still hindered by their low speed up ramps. This ramp speed penalty is another mark against them if they ever try to move up into a base.

Hovers look about as viable as Tanks and Vehicles with the exception of water. Hovers make a particular mex clump on for the North player very vulnerable to raiding (there is no change for the South player). Hovers do not have access to any extra metal, however they can spend about 80 metal for a ramp to access +8 metal and a geo for both the North-West and South-East corners.

Bots look somewhat viable. They can freely move in the center area. In addition to this they have less of a speed penalty up ramps and can create a ramp up any cliff for only about 60 metal. Vehicle ramps for cliffs cost about 160 and are much longer, causing the vehicles to be vulnerable. I don't expect anyone to be able to raid, or even assault, any defended ramp into a base.

Amphibs combine all the good aspects of Bots and Hovers (obviously). This is why the factory tends to have slower units than other factories. Anyway, in terms of extra advantages they are able to access the North-West and South-East expansion for free using a few small terrain glitches.

Spiders and Jumpies are looking very viable. The terrain barriers are thin so jumpjets are mostly unfettered compared to Spiders. However, Flea and Pyro are both particularly bad vs. defenses and the mexes on this map tend to be clustered so their all-terrain raiding ability is hampered. All-terrain constructors should be able to quickly block of chokepoints and rapidly expand around the map. Spiders should be able to do very well in the middle of the map by exploiting the four bumpy linear hills with Hermit, Recluse and Crabe.

Air is also looking like a viable start option. The raid distance is long, mexes are clustered and Amphib is the only land factory which can reach all mexes. I would not be at all surprised if the dominant strategy turns out to be a rapid-expand air start with a ground switch (probably to Spiders) within a few minutes.
+0 / -0

7 years ago
Is rushing an Athena and making an Impaler above the opponent's "natural" ZK's answer to the turbo newbie?
+0 / -0


7 years ago
That sounds expensive, but it could be another reason to avoid starting as a factory which can't reach the cliffs easily.

quote:
It's set up to work for 1v1 (north v south), teams (NE vs SW) and 4FFA.
I'm not so sure that NE vs SW for teams is a good idea because splitting start positions can introduce more blind RPS. I expect Gunship starts and drops to be common in team games because the cost of defending against a drop is significantly higher than that of defending against any other form of attack. Starting with a tentative drop seems like a reasonable opening. The problem is that a drop opening will blind counter an economic opening where the team starts split between the start positions. We'll have to play it to find out though.
+0 / -0

7 years ago
This map definitely has odd and complicated balance, and depending on what testing reveals I may end up remaking it from scratch. There are certainly plenty of things I could have done better, had I known what kind of issues I would run into from the start.

I think spreading out the metal spots would probably reduce the porc factor considerably, but it would take more time to balance reasonably.

I'm also unsure whether or not I consider viable air starts to be a bad thing or not. It does seem like air starts would be at least as good here as on IoG.

Re:FFA, I think the corner islands would prevent it from turning into 2x 1v1s, and would probably force it to be more like 4x 1v2s. The middle is also pretty much open season assuming that not everyone is willing to play nice, or if one or more players goes after an island first.
+0 / -0
7 years ago
I think the layout would not work well for FFA too asymmetrical.
+0 / -0

7 years ago
Looks very nice. Even if it turns out to be unbalanced/porcy for human games ill definitely play some AI games on it.

How is it supposed to work for FFA?
+0 / -0

7 years ago
I wanted to AI vs AI on it, but then this happened:

[f=-000001] Failed to load: api_startboxes.lua  (error = 2, mapconfig/map_startboxes.lua, [string "mapconfig/map_startboxes.lua"]:193: attempt to compare number with boolean)
+0 / -0
7 years ago
Ai vs AI in the lobby?
+0 / -0
Indeed, four AIs on each team and I used a lobby.
+0 / -0
The startbox script error is fixed in v1.1. http://zero-k.info/Maps/Detail/53628

Plans for v2 are in the works.

Probable changes for v2:
-Ramps will be widened by about 2x.
-An extra ramp will be added per main to make it more playable for veh and bots.
-Beaches will be smoothed out more to allow hover accessibility.
-The corner island hills will be lowered and smoothed to hopefully allow hover pathing and to make them uniformly bot accessible.
-Metal spots will be spread out more in general to reduce concentrated porc.
-The temple in the middle will probably get redone, and have the mex spots integrated with it.
-Supermexes will be reduced to normal mexes, and the total number of spots may be reduced somewhat.
+0 / -0
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