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Coagulation Marsh 0.4

By Anarchid
Rating:

This land coagulated from the blood of the deflated, and yet now it is contested from sea of the berated, from the ground of infiltrated, and from air of devastated. You are gonna lose your mind tonight, in oceans of blood.
Size: 12 x 12

PLAY ON THIS MAP


Downloads: 38
Manual downloads:
http://springfiles.zebar.de/maps/coagulation_marsh_0.4.sd7
http://spring1.admin-box.com/maps/coagulation_marsh_0.4.sd7
http://api.springfiles.com/files/maps/coagulation_marsh_0.4.sd7


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Page of 2 (23 records)
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9 years ago
Map is too dark.
+0 / -0
Skasi
9 years ago
Silly Anarchonk, robots don't have blood!
+0 / -0


9 years ago
Who said it's robot blood huh?
+0 / -0


9 years ago
Cool design! Screenshots please
+0 / -0


9 years ago


+0 / -0


9 years ago
I don't trust those metalspots.
+2 / -0

9 years ago
Armok will be pleased.
+1 / -0
FIrankFFC
9 years ago
Ok i need to try this whit cursed...
+0 / -0
Skasi
9 years ago
quote:
Who said it's robot blood huh?

Chicken blood evaporates instantly and in the ZK universe theres nothing else!
+0 / -0


9 years ago
Silly scasie doesn't know about ZK lore.
+0 / -0
Skasi
9 years ago
Umm umm.. yes I do!
+0 / -0


9 years ago
Silly scasie doesn't know what faction he's in :P
+0 / -0
Skasi
9 years ago
Planetwars is a dead lie!
+0 / -0


9 years ago
Huh scasie doesn't know about PW being prequel to campaign
+0 / -0


9 years ago
Anyway, this looks like a great piece of art. And hey, a map made for ZK! Those are rare. Well done, Anarchid.
+2 / -0

9 years ago
The heightmap looks real funky, I have to say.
+0 / -0

9 years ago
Current Feedback from watching games on it.

1: The red is a bit painful to look at, and makes the water less obvious with my base settings. It is a bit hard to tell visually what is going on in many places.

2: This means it is also hard to intuit pathing visually. The flat paths and direct bridges between locations should be made more clear.

3: There are a lot of choke points that are easily terraformed. You might want to make them wider and/or open up the middle as an alternative path to cut down on this problem.

I will need to play it a bit to give more feedback, but its colors really are a bit harsh on the eyes.
+0 / -0
So Anarchid, did you achieve making zones where both ships and land units could coexist, by making them so that they'd be just deep enough for ships to move? How much are ground forces slowed on paths like this?

Edit: Also, sounds somewhat painful to sculpt the map like that, with every elmo of height mattering on this kind of paths.
+0 / -0
Ground units lose like 30% their speed, from what i gather, on depth 5 areas. Possibly more. This is the minimal depth which ships can traverse.

I'd very much like a hax that would remove this speed penalty at such depths.

USrankRyMarq's rebalancing has made enforcers fall into the light category, so all shipyard surface ships can now traverse those fords.

Subs still cannot.
+0 / -0
Skasi
I like how the metal map is a bit more like rysia and less like Koom Gorge.

EErankAdminAnarchid, I read you were planning to add a geospot to the map center - PLEASE DON'T! Instead place geospots somewhere outside the middle "ring" (the one that makes up ~1/9th of the map) where they are actually defendable. Otherwise there's no reason to ever build them, because as soon as the location is secured victory is almost guaranteed.
+0 / -0
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