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Deserted Third v2

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Size: 8 x 8

PLAY ON THIS MAP


Downloads: 165
Manual downloads:
http://api.springfiles.com/files/maps/deserted_third_v2.sd7


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10 years ago
This mapper is getting WAY better with texturing!:


This appears to be a ground-up redesign of this map: http://zero-k.info/Maps/Detail/7325 . Metal and height both look more balanced for a 3-way.

DesertTriad is already featured. If there's no surprises in an actual game here I would recommend featuring this one instead.
+2 / -0
Skasi
10 years ago
b-b-but the map name is wrong! UNACCEPTABLE
+0 / -0


10 years ago
I've now provisionally featured it instead of the previous version despite Skasi's complaint.

+2 / -1


10 years ago
Nice texture indeed! Love the sedimentary-type textures in every map that has them.
+1 / -0

10 years ago
Love the new layout - Desert Triad has always been a bit imba, this looks better. Also, it seems to have slightly lightened the Kill The Middle aspect by spreading out the middle mexes a bit further - Triad is one of the few places where imho Kill The Middle works really well since the middle is so horribly vulnerable and exposed.

This looks just plain better.
+0 / -0


10 years ago
I don't think that this is any more balanced.
+0 / -0


10 years ago
This map is way more balanced. Desert triad has metal in back corners for right and top start positions but not bottom. Being bottom on that map has metal disadvantage, this has been fixed in this series.
+1 / -0


10 years ago
The East hill in this map has the same metal accessibility as the other sides but has much harder to defend territory. The territory to the North and South of the East hill is easily contested by some other spot. The other spots have less perimeter to defend and within that perimeter they have guaranteed mexes and much needed construction space. So an East player is severely disadvantaged.
+0 / -0

10 years ago
Both western hills are closer to each other than the eastern hill though.
+0 / -0


10 years ago
Whichever is balanced, this one is prettier.
+1 / -0

10 years ago
Oh, so the problem is the open expanses in the top-left/top-right corners providing a back-door to the Eastern player's mexes, while the Western players have their areas more enclosed by the map-edge?
+0 / -0


10 years ago
Why would slightly closer players attack each other more? If anything being that close makes them less likely to fight because there is little easily controllable ground between them. Most of the territory will be controlled by a defended hill base. Sneaking around the Western edge of these bases is very dangerous because the angle is such that your push is much further from your own base than your opponents and it is easy for your force to be cut off.

There is much more room to maneuver in the North and South East areas and the angle is such that neither hill base has significant natural control of the area. Pushing towards the middle of the map will give some influence in these areas due to the risk of cutting them off from a main base.
+0 / -0


10 years ago
Conclusion: the solution to non-rectagonal symmetry maps is the same solution as to everything else.

Lava.
+0 / -0

10 years ago
No need for lava, just some crazy cliffs like in blackstar. Or better yet make it like sethsravine. I often say all maps should be islands, meteors or plateaus like tropical, apophis and seths, respectively. These maps need no map extension widget.
+0 / -0
No lava means people start making singus and all kinds of crazy shit out there.

Like on Azure Rampart.
+0 / -0


10 years ago
Square map is not ideal for FFA in most cases. Best FFA maps in my eyes are round.
+1 / -0
if lava, i demand signs for warning.



so what you gonna do when the floor is lava?

+2 / -0
10 years ago
is there a reason people play this version instead of v4?
+0 / -0
Skasi
10 years ago
Hmm not sure, admins probably just didn't see it yet, but at least as far as textures on the minimap go I think I like v2 better.
+0 / -0
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