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Seth's Ravine 3.1 Supported

By SirArtturi, Beherith, KaiserJ, TheMooseIsLoose
Rating:

Optimal for 2 to 6 players.
Size: 16 x 12

PLAY ON THIS MAP


Downloads: 196
Manual downloads:
http://api.springfiles.com/files/maps/seth_s_ravine_3.1.sd7


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Page of 2 (24 records)
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CArankTheMooseIsLoose
47 days ago
-fixed metal patch gfx
-nullified grassmap
-fixed feature y positions
-new metal patches on the 2 temples
+9 / -0

DErankChoGall
47 days ago
Please feature this map! :)

I had lots of fun fighting CircuitAI normal on this map, using Archers to send Recluse into the fog. The raaaarfog works nicely and doesn`t cause any problems with the steam version of Zero-K.

finally this map is brought back to life, nice job guys!

(Was quite ugly before with the disabled dualfog / ugly shallow waters)
+0 / -0



CArankTheMooseIsLoose
47 days ago
I don't think it's quite feature-ready yet due to emergent problems with the unreclaimable features.
+0 / -0

PTrankraaar
44 days ago
The features are missing energy and metal values.

The big rock features don't have proper names (it's currently "Seth_Rock_01" instead of "Big Rock")

minimum wind gen output is too high, add zkminwindmult on modinfo.lua


custom = {
zkminwindmult = 0.25,
...
+1 / -0

DErankChoGall
31 days ago
Any progress adding metal/energy values to the features? :)
+0 / -0


DErankkatastrophe
31 days ago
Also, playing on this will be just archer- and newton-spam as long as units can be killed by being tossed offstage... not a good prerequisite for a feature....
+1 / -1

DErankChoGall
30 days ago
What`s wrong having different maps which prefer different unit types?
There are featured maps that give huge advantages to spiders, other maps are best played as rover or heavy tanks.
Heck, there is a featured map that ends up in nuke spam just about every time it`s played by more than 2 guys ;)

So.. why not a map that lets us enjoy newton, jugglesumo and archer?


+1 / -0


DErankkatastrophe
30 days ago
(edited 30 days ago)

wut? the nuke-map is featured?
+1 / -0

DErankMouthOfMadness
30 days ago
cmon some features not reclaimable is not a big deal!
from strategic perspective this map is awesome... tight center with that more defendable hole for battlements, plus wide flanks to rush some mexes
+2 / -0


CHrankAdminDeinFreund
30 days ago
quote:
DErankkatastrophe
wut? the nuke-map is featured?

I agree. This map plays terribly in large teams. Does this problem lie with the map or the people trying to play 16v16 on it though?
+2 / -0


DErankkatastrophe
29 days ago
Wich map do you mean now CHrankAdminDeinFreund?
+0 / -0


CHrankAdminDeinFreund
29 days ago
This map. Which has the description:
quote:
Optimal for 2 to 6 players.

Yet since it has been supported it's been abused for these games:

+1 / -0

CZrankpsaniac
29 days ago
What map should be abused for 24+ player games then, CHrankAdminDeinFreund?
+0 / -0



EErankAdminAnarchid
29 days ago
Feel free to abuse Glacies for that purpose
+2 / -0

DErankChoGall
27 days ago
Well if you want to see lots of shiny, try nuclear winter.
Seth`s ravine is much better by now, same amount of porc, less amount of nukes.
+0 / -0


AUrankAdminAquanim
27 days ago
quote:
What map should be abused for 24+ player games then

I'd suggest Icy Run Valiant Saltscape.
+0 / -0



AUrankAdminGoogleFrog
14 days ago

The fog kills units too readily. I have seen Circuit send Fleas across this area only to have the Flea removed. Circuit also appears to get Fleas stuck in this area.

The shifting fog is out of colour balance with the rest of the map and makes it impossible to see where the edge of the map is. This makes controlling aircraft around the edge of the map frustrating. Also, any aircraft that stops and lands is removed, which is quite annoying.
+0 / -0

PTrankraaar
14 days ago
quote:
This makes controlling aircraft around the edge of the map frustrating. Also, any aircraft that stops and lands is removed, which is quite annoying.


That could be fixed by lowering the height level that triggers removal on the map's void gadget, which should be slightly above the water level.


This may have something to do with this and this engine issues, which should have been fixed.

You could also have a gadget that overrides the air mesh and keeps it high when over void chasms
(I use this)
+0 / -0



AUrankAdminGoogleFrog
14 days ago
ZK does not use airmesh, and I am talking about aircraft automatically landing. Ideally terrain could be marked as un-landable (causing aircraft to search further afield) but this likely requires an engine change.
+0 / -0

DErankMouthOfMadness
13 days ago
to make this map less a berta map and more battlements, base mexes could be decreased, mexes on the flanks increased in value/amount
+3 / -0
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