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What kind of maps does the ZK community want to see more of?

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10 years ago
I have a lot of half-finished projects right now, and there doesn't seem to be a huge demand for more maps anymore. Are there people out there who want to see more maps of a specific type?
+2 / -0
The 1v1 pool needs quality maps like Onyx Cauldron and Ravaged (tho the sea around Ravaged is kinda annoying since it's not acid/lava).
+1 / -0
10 years ago
Tangerine
http://zero-k.info/Maps/DetailName?name=Tangerine

I would like more maps that mid is not so much important.
+1 / -0
I want more maps like Hex Farm 7, Hotstepper, and Icy Run that are more than Speedmetal or Greenfields_no_metal but still have different gameplay than normal maps.
+1 / -0
10 years ago
There was small low metal Kernel Panic like map that was really nice too, it even had a special par of map that did slow units.
+1 / -0
i would like to see more "big" maps like bandit plains or onyx, oriented towards expansion
+0 / -0
We need more 5-way FFA maps, we only have 2 (and one of them is silly, Hotstepper).

Edit: Same goes 7-way and 9-way maps, but they are less urgent because they are used less.
+1 / -0

10 years ago
Ravaged is a bad map, too cliffy.

Take a look at Intersection for what I consider to be the ideal 1v1 map design.

A defensible start position, lots of long slopes that are veh traversible with a few bot-only slopes and areas, and importantly, a middle of the map that is NOT easily defended. High metal value or a hill in the mid leads to rush-to-mid and less dynamic gameplay.

I also really like maps like Red Comet or Titan Duel, which are flattish with a few obstructions, but a couple of hills that bots can run over or hide in helps their viability a little.
+2 / -1

10 years ago
I would like more 5, 6, 7, 8 and 9-way ffa maps
+3 / -0
10 years ago
Like what Sak said. But a nice map might include interesting tradeoffs:

eg. Center of map is easily defensible (is a hill) and can has a direct line of movement to everywhere on the map, but contains no resources.
Basically, the center hill is a tactical advantage but doesn't help your metal income.
+2 / -0
10 years ago
I would like map that appears moving/dynamic... like HexFarm7 where the hexagon rise and create a new area where you can walk on.

It would be nicer if HexFarm7 isn't a speedmetal & the map doesn't spam the hexagon health (cluttering the view).
+1 / -0
Skasi
I'm just gonna list a few of my fav. maps, not gonna manage to list them all tho':
Tangerine
Isis Delta
IslandTest
Cull
BlueBend
Eye Of Horus
ScorpioBattleground
Hide and Seek

What we really need more of are metal maps like that of rysia. This metal map makes for very very nice and dynamic games. Maybe it's also the heightmap (pretty flat). On rysia metal spots appear in groups of 3. Players tend to create little fortified outposts on these loctions. The rest of the map remains unprotected, because there is nothing worth protecting. This and the size of the map allows raiders to move around without encountering a wall of LLTs/defenders that tend to completely separate teams on maps with more spread out metal.
+1 / -0


10 years ago
I would like an 1v1 map that could allow any fac start to be viable. Even ships.

So some spider cliffs, some bot ramps, some flat areas and shallow passages for cars, and some brooks and rivers for the watery units.

Onyx seems to approach this, but expansive nature and low amount of water still makes amphs suffer, while ships are outright impossible.
+2 / -1
For teams I would like, as @[DOOP]fortaleza said, some maps like Tangerine where it does not descend into a rush for the middle and the first to fortify the hills wins.

For 1v1 I would like some maps where there are a lot of opportunities for expansion and conflict. Most factories being a viable start factory would be good (not ships, leave ships for a later game second factory). Also, more snow, snow textures make a map so much more interesting. Something like the texture on Melt_V2 but higher resolution, the texture on Melt is quite ugly when you zoom in.

EDIT: And no opportunities to porc. Ever.
+0 / -0


10 years ago
I would like to see maps with different metal layout. I think that maps should offer space for combat that does not directly affect economy.

So more metal on sides, less metal in the land with "clusters" or islands with additional metal.

I think that uniformly spread metal most maps have is bad for gameplay.
+7 / -0

10 years ago
I'mm all with Torero and Saktoth.
- Bigger maps with a lot of area to expand to for 1v1
- No porcable center
- Enough interesting terrain to make as much factories viable as possible.

Licho, that would require some clever map design to make that work. If there are no resources those area's are not worth fighting on. I'd like to give this a try though.
Most Starcraft Broodwar maps follow this principle. Bases and resources are on the outer ring and the middle is mainly open with a few obstacles. Of course their air worked differently and the unit speeds were closer together.
+2 / -0


10 years ago
Oh, here's a quick idea: port Lost Temple to ZK!
+0 / -0
Darn, Google Maps doesn't give me the lost temple i'm looking for!



I HAAAAAAAAATE lsot temple! Which idiot at blizzard thought siegable ramps on your natural was a good idea!!! Lost temple is a troll map.
+1 / -0
10 years ago
The problem is planes are the only viable starting factory on big maps.
+0 / -0

10 years ago
That really depends on start locations and map layout.

Hide and Seek is pretty big but has close start location for example.
+1 / -0
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