Loading...
  OR  Zero-K Name:    Password:   
Back to List

ZeroWars v1.402

By petturtle
Rating:

made for zero-k
Size: 16 x 6

PLAY ON THIS MAP


Downloads: 79
WARNING, THIS MAP IS NOT AND WILL NOT BE DOWNLOADABLE.


Preview
Filter:    Player:  
sort

4 years ago
v1.40
added new turrets for base, center and aa
added more copied unit states
(unit ai, air strafe, pull/push, fly state, bomber dive state)
added neutral aa on top and bottom of map
coms now start at center
a special com is given to each player on their platform that has custom units and upgrades ( very rough )
added a lot of custom units
major unit changes
(snitch, imp, limpet, skuttle don't do team damage, 150 explosion radious, and skuttle decloak matches snitch)
(halberds hp 1250 -> 800, max velocity 2.8)
+2 / -0

4 years ago
So I have all issues / suggestions in 1 place
https://github.com/PetTurtle/Zero-Wars
+1 / -0
I was going to suggest to make the unit building something like this, instead of factories. I was also going to suggest to change the threser into some Ultimate Picket (homing, can target jumping ground units) though this is no longer necessary.

A small typo:
quote:
a special com is given to each player on their platform that has custom units and upgrades

It is a special Constructor, not a Commander.

Gameplay related (to Zero-K as a whole) issues:

* Kestrel plane does not take off from Airpad. Kestrel shows a reload bar after firing, however, I am not sure if it acually reloads it's weapon. That might be the reason.

* Fireflies can miss target (I tested this on idle flying bombers circling around). This might be false if it has custom weapon.



Other low priority suggestions:
* Remove starting factory from Commanders
* Is it possible to give constructors Fire State button? Some units built inherit this from their builder.
* Make different constructors have different models
* Some window (like in single player campaign) showing the tech-tree.

The only thing I am not sure about are the turrets on the side. I understand the reason, of course, but they sometimes shot down spawned aircraft wandering off the platform.

Great work!
+0 / -0

4 years ago
HMmm, a lot of changes...will come with comment tomorrow just to understand what's the target in the game mode right now.

USrankPetTurtle what is your main plan with this mode ?
+0 / -0

4 years ago
I think my favourite version was 1.1 or something, with reclaim and arti stacking :)
+2 / -0


4 years ago
quote:
(snitch, imp, limpet, skuttle don't do team damage, 150 explosion radious, and skuttle decloak matches snitch)

Whelp. Here comes Snitchlob spam. :D
+0 / -0

4 years ago
Instead of removing units we should find a way to add them. For example, we can make a new outlaw that deals constant emp dmg to units making some spams useless.

In regards to arty spam, we can use halberds on hold fire.
+0 / -0
4 years ago
I don't think units are being removed. USrankPetTurtle specifically said in one of these topics that he doesn't want to remove units. It's just that the new unit system is rough and experimental, some units didn't make it in yet or fit the first sketch. Currently missing units are likely to get added as patches go by.
+0 / -0

4 years ago
I honestly prefer Zerowars 1.3 more rather than this version.
+1 / -0
Back to List