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Title: Map test -- Join
Host: unknownrankShaman
Game version: Zero-K v1.8.5.3
Engine version: 104.0.1-1510-g89bb8e3
Battle ID: 921410
Started: 3 years ago
Duration: 18 minutes
Players: 2
Bots: False
Mission: False
Rating: None
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Team 1

RUrankizirayd
Team 2

USrankPetTurtle

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3 years ago
This island has better protection:



this is accordingly worse:


Two safe geo spots:


Geo-spot data is safe. This map is energetically hard, the one who has two geo spots can instantly morph one of them


Look at this geo spot, it is several times further than the base. Its harder to protect. Moreover, the second geo-spot is even lower and cannot be safely received.




For no reason, one adversary has a closer spot of metal


For no reason, this group of islands is 20 meters taller


They are ideally located to control the bay. The bay in this case is very narrow

On the other side of the island are many times farther from base, their height is 4-8 meters, the strait is wider


Intuitive Raid Map
+4 / -0
Thanks for your feedback.

The rocks being further away is getting addressed in next iteration.

As per the geothermals, I think I'll be removing the "safe" geos and adding one on each side in the middle to increase risk-reward payoffs.

For the islands, I'll try doing some heightmap lowering. Additionally on the lower right corner I'll be moving the mexes to face inward (see visual aid). At the moment I don't have the original heightmap image, though I'll see about reacquiring it from FIranksprang (maybe he has a backup).

There's also some colvol fixes planned.

[Spoiler]
+0 / -0
There are ways to extract the heightmap from the compiled map, although I don't know how many of them will correctly extract a 16-bit heightmap on Windows. Perhaps try the option at the bottom of the GUI menu of pymapconv.
+1 / -0

3 years ago
probably embracing the symmetry design would help with all those issues
+1 / -0