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Skullduggery 1.4 WIP

By Sprang & _Shaman
Rating:

3v3+ sea map by _Shaman. Texture map by Sprang.
Size: 16 x 10

PLAY ON THIS MAP


Downloads: 91
Manual downloads:
http://spring1.admin-box.com/maps/skullduggery_1.4_wip.sd7
http://api.springfiles.com/files/maps/skullduggery_1.4_wip.sd7


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FIranksprang
14 months ago
Here's a graphical update for less overwhelming purpleness.

Todo: Featureplacer doesn't rotate features, needs fixing.



+11 / -0


CHrankConnetable
14 months ago
great job you both!! looking forward to test it
+2 / -0



NZrankTheMooseIsLoose
14 months ago
FIranksprang smoth did a fixed version of feature placer for me that randomly rotates features if you set them -1. You can grab it from Zed.
+1 / -0


FIranksprang
14 months ago
Thanks Connetable! The map sure brings something new and intriguing to the table.

And thanks for the hint Moose, will check it out.
+0 / -0



EErankAdminAnarchid
14 months ago
(edited 14 months ago)

quote:
Todo: Featureplacer doesn't rotate features, needs fixing.

Scened does, see masterfully hand-rotated trees on Coag for demo.
+1 / -0


FIranksprang
14 months ago
I was talking about the gadget included with the map, which doesnt rotate the features even though they have a rotation value in the config.

Sounds like Zed and Coag are good working examples to learn from.
+0 / -0

USrank_Shaman
14 months ago
Oh.. so it does exist! Cool!
+0 / -1

USrankAdminJasper
14 months ago
(edited 14 months ago)

Seems fine good map
+0 / -0

USrankAdminJasper
12 months ago
This seems like a fine map any progress?
+0 / -0


PLrankSprung
12 months ago
Note: startbox format changed so for 1.5 you'll need to port it (see here for how it now looks).
+1 / -0

USrank_Shaman
12 months ago
Ok. Thanks. Ill update it with a new height map.
+0 / -1

USrankAdminJasper
12 months ago
Any news?
+0 / -0

USrank_Shaman
11 months ago
(edited 11 months ago)

I was working on a revised heightmap/feature placement, however, due to some unfortunate circumstances (me not having a gpu), I can no longer work on this for the time being.

Height map is, for the most part, done. However, I can't work on it any more :(
+0 / -1


CHrankAdminDeinFreund
11 months ago
(edited 11 months ago)

If only you could use a land only fac on such maps for their superiority over mixed terrain facs(on the land parts).
+1 / -0

USrankAdminJasper
6 months ago
Featured

I want to see how this map plays more.
+1 / -0


AUrankAquanim
6 months ago
(edited 6 months ago)

I disagree with that decision.

I like that the concept of this map was tried and is supported, but it's essentially an exercise in blind countering start positions, IIRC frequently gets decided in the first minute of combat on the centre island yet takes a while to finish, and being a sea map only makes those problems worse. Many unfun games will be played here.

My real problem is that I really do not want to be obliged to play on this map in a tourney or similar setting - having it occasionally come up when somebody !maps isn't too bad.
+2 / -0

USrankAdminJasper
6 months ago
(edited 6 months ago)

Hardly, only one game was ever played here.

Which I was in. It was not bad.
+0 / -0


AUrankAquanim
6 months ago
I watched at least one game on a previous and functionally identical version of this map, and it was not good.
+1 / -0

USrank_Shaman
6 months ago
(edited 6 months ago)

So how could one prevent the bad parts of this map while keeping the idea alive? What worked, what didn't work? Asym balance by start positioning is an interesting idea, but I'm not sure how to improve on the execution. Generally speaking I'd love to try to get a situation where you could 'win' one initial battle but not totally decide the game. Perhaps the problem is that the center island has too much metal income?

Benefits to that kind of change would be that:
- Losing center does not matter much.
- More empathisis on expansion rather than cheese.
- Less commitment to winning 'the big cheesy middle push'

I'm assuming though that the amount of metal income from the middle island + reclaim is what 'decides' the game (EG: there are too many mexes). Perhaps what would be cool is to just eliminate all but 2-4 mexes total on the middle island.

Would that help game-play wise as to prevent the first minute decided gameplay?
+1 / -1


PLrankSprung
6 months ago
(edited 6 months ago)

The startpos on the enemy side didn't work. That always results in the dude there getting rushed. If that was the main idea then I don't think it can be salvaged with standard play rules. This is regardless of how valuable the position actually is because now somebody is dead and can't play the game.

The layout didn't work either because it was sea (it's alright for a sea map but sea currently sucks by definition).

The visuals worked, the map feels fairly cozy.
+0 / -0
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