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The river Nix 20 Featured

By smoth
Rating:

8 player river and mountain map.
Size: 24 x 24

PLAY ON THIS MAP


Downloads: 4138
Manual downloads:
http://zero-k.info/content/maps/the_river_nix_20.sd7
http://spring1.admin-box.com/maps/the_river_nix_20.sd7
https://zero-k.info/content/maps/the_river_nix_20.sd7
http://api.springfiles.com/files/maps/the_river_nix_20.sd7


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USrankAdminJasper
5 years ago
Featured
+0 / -0

{redacted}
5 years ago
Heightmap is a smiley!! 2spooky4me :O
+0 / -0


USranksmoth
5 years ago
I leave for a long trip in a week so I will be checking back for any feedback.
+0 / -0

USrankAdminJasper
5 years ago
(edited 5 years ago)

Good map. I like that it is low metal yet big.
+0 / -0


USranksmoth
5 years ago
if you could be so kind as to update the author.
+0 / -0

USrankAdminJasper
5 years ago
Sure who should I put as author ?
+0 / -0


USranksmoth
5 years ago
Talking about the main index.
+0 / -0



CArankTheMooseIsLoose
5 years ago
(edited 5 years ago)

Finally got a game on this one, It's a fun high altitude map that favors spiders up north (and probably south too). All terrains on the hills are fun to use, shieldbots and cloakys are also useable... though pathing suffers somewhat. overall good work
+0 / -0



AUrankAdminSaktoth
5 years ago
(edited 5 years ago)

Battles on this map:
Multiplayer B155966 17 on The river Nix 20
Multiplayer B154926 19 on The river Nix 20
Multiplayer B155788 8 on The river Nix 20
Multiplayer B155793 17 on The river Nix 20
+0 / -0



AUrankAdminSaktoth
5 years ago
In the middle island at the north, the moutain range on the west is much easier to path up for bots (and comms) than the east. This makes it much easier to secure a foothold in the north for the team in the west.

The metal strip down the middle really messes up Vehicles, Tanks and Hovers, since they can only access it from the top or bottom. There is a very narrow strip along the bottom that allows access too, if such chokepoints exist they should be a bit larger. Honestly I'd suggest just a soft gradient up each side that even vehicles can path.

The map hardness may be a bit low, you quickly get large lakes in the middle.

It didn't appear entirely clear to players that the 'bay' areas were pathable. Water absorption settings that make shallow water lighter may help to visualize this.
+0 / -0

USrankAdminJasper
5 years ago
I had a hover get stuck on those middle walls
+0 / -0


USranksmoth
5 years ago
Thank you for the feedback sak!
+0 / -0

{redacted}
4 years ago
Rocks on mountains and metal platings in the center should get a higher hardness than 100.
+0 / -0


USranksmoth
2 years ago
Skasi, I am unware of how to do that but if someone tells me I will make that addition.
+0 / -0


CArankPxtl
2 years ago
USranksmoth - I don't know what tools you use to compile your maps.

https://springrts.com/wiki/Mapdev:terraintype

tl;dr: the mapinfo needs a list of terrain types (which includes hardnesses) and you supply an 8-bit grey-scale where the brightness of each pixel is the index of the "type". So you make a bitmap which is #00 and #01, where #00 is dirt and #01 is stone, and make the terraintypes array in your mapinfo describe the hardness of type [0] as soft and type [1] as firm.
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{redacted}
2 years ago
I have no idea about mapping so thanks CArankPxtl! :D
+0 / -0



PLrankSprung
2 years ago
For an example on the per-terrain-type hardness definition see Sand Castles. There the sand is soft while the castles are super solid.
+0 / -0


USranksmoth
2 years ago
seems like it is a solid colored thing instead of a nice gradient. I am not fond of that kind of setup. I am just going to make my maps super hard.
+0 / -0



CArankTheMooseIsLoose
3 months ago
(edited 3 months ago)

Map is a massive lagfest now that trees dont disappear at a distance. Recommend unfeaturing.

EDIT: Nevermind, other things were causing lag right after steam release. Map is fine.
+0 / -0



AUrankAdminGoogleFrog
3 months ago
That is an issue. Remember that there is a freeze on changing the configuration of any maps.
+0 / -0
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