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Astral Valley v1.0

By by Sortale and aeonios.
Rating:

A sandy valley between two metallic mountains. (1v1, small teams)
Size: 16 x 8

PLAY ON THIS MAP


Downloads: 1
Manual downloads:
http://spring1.admin-box.com/maps/astral_valley_v1.0.sd7
http://api.springfiles.com/files/maps/astral_valley_v1.0.sd7
http://zero-k.info/autoregistrator/maps/astral_valley_v1.0.sd7


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USrankAdminJasper
54 days ago
Supported, base is mex heavy and texture blending could use some work.
+0 / -0


USrankaeonios
54 days ago
How is this map asymmetrical?
+1 / -0


AUrankSortale
54 days ago
(edited 54 days ago)

ohh nice gotta test my own creation out
+1 / -0




AUrankAdminGoogleFrog
34 days ago
Needs testing.
+0 / -0




AUrankAdminGoogleFrog
28 days ago
The terrain is hard to see and it is hard to see what can go where.
+0 / -0




AUrankAdminGoogleFrog
28 days ago
The bumps in the middle are a cool idea but in practice they may just make pathfinding unpredictable.
+0 / -0


AUrankSortale
28 days ago
uhm what would you mean by hard to see? AUrankAdminGoogleFrog
+0 / -0


unknownrankSnuggleBass
28 days ago
Mostly, the difficulty is in predicting which route a unit will take when you give the ordered destination. With the intense raider fights that break out early due to KotH reclaim mode, it can have a big effect on battle outcomes. A raider deciding to take a more efficient but unintended route might walk into the range of opposing forces etc., and that can be game breaking when the stakes are so high.

Either that or there's unpathable hills for hover that aren't obvious.

The map is interesting though. It felt a bit different to other maps on ladder and that's a good thing.
+0 / -0




AUrankAdminGoogleFrog
28 days ago
The consequences of the terrain are hard to see. It is hard to see where vehicles can path. It is hard to see the relative slopes of the hills. It looks like bots should be able to path everywhere but there are actually some spots along cliffs that are impassible.
+0 / -0
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