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Albion_v1

By Beherith
Rating:

Albion v1, for 16 players. By [teh]Beherith (mysterme at gmail dot com)
Size: 24 x 16

PLAY ON THIS MAP


Downloads: 3976
WARNING, THIS MAP IS NOT AND WILL NOT BE DOWNLOADABLE.


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12 years ago
This map seems to still have pathing issues with spiders. There were a couple times when I tried to Scale a vert wall that they did a couple circles before climbing.
+0 / -0

12 years ago
valkires have pathing issues as well, wehn trying to fly right at the border in the rough hills (trying to sneak behind enemy lines)
+0 / -0


12 years ago
The cliffs are hackisly off limits. There is some incomplete code that blocks a few ways of moving onto the hills which apparently just causes confusion.
+0 / -0
11 years ago
Off limits cliffs is annoying. Maybe this map needs a zero-k version.
+0 / -0


11 years ago
The typemap applies to all units, which is why is still applied to this map in ZK. The mountains around the edge are not passable even by spiders.
+0 / -0


11 years ago
There is a setting to disable all typemaps. But I think the maps includes a gadget to prevent some methods of units getting there. For example you may not be able to give a move command but you can give an area reclaim command.
+0 / -0

11 years ago
The cliffs have never bothered me. But yeah, it's not just typemaps.
+0 / -0


10 years ago
I think east vs west boxes for this map would be more interesting than the current corner boxes.
+0 / -0
Skasi
10 years ago
I think north vs south boxes for this map would be more interesting than the current corner boxes.
+0 / -0


10 years ago
North vs south wouldn't change it too much, it'd still be hill vs hill.

East vs west would make both the north and south hill contested areas, while the middle flatland would still be where the main battle happened.
+0 / -0

10 years ago
i imagine northeast vs southwest interesting. both hills in about the same range for both teams. expecting intense hill battles there, while center land is open and can fall in a blink if unguarded. intense pressure everywhere. pointing from a won hill to center is equally important, and after all much metal is in hills.
+0 / -0


10 years ago
That could work nicely as well.
+0 / -0


10 years ago
Skasi your box design is always to minimise distance between opposing players while reducing team coherence. It just ends up being a lot of parallel 1v1s.
+0 / -0
Skasi
10 years ago
GoogleFrog, the idea is minimizing the effect of porc walls that reach from one end of the map to the other. With 10v10s being common this is starting to become really boring. Such games rely too much on heavies and long-range units and with economy in the rear being much more secure end up being fps-killers more often than not.

Anyway, mojjj's suggestion sounds better. Fronts will still be wide, spiders and kbots will have more terrain to use to their advantage and metal spots seem to not care much.
+0 / -0


10 years ago
I like it best when you get a square map and start in the corners. Then you have the widest front, room for flanking and team coherence.
+0 / -0
10 years ago
This map is awful, unfeature pls
+2 / -1

10 years ago
I would unfeature it... too ugly and too porcy imo
+3 / -1
Skasi
10 years ago
I tolda! Make it north vs south or northeast vs southwest! Silly badmins..
+4 / -0


10 years ago
I agree with Skasi. Heck, even east vs west would be better than the current boxes.
+0 / -0
How about someone adds more sensitive color + new boxes (n vs s) from Skasi?
+0 / -0
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