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Altair_Crossing_v3 Featured

Planet Scheat

By Quanto
Rating:

Geo Vents in center, take those hills! Map by Quanto. Skybox by Smoth, Updated by [teh]Beherith
Size: 8 x 8

PLAY ON THIS MAP


Downloads: 7834
Manual downloads:
http://zero-k.info/autoregistrator/maps/altair_crossing_v3.sd7
http://api.springfiles.com/files/maps/altair_crossing_v3.sd7


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AUrankSaktoth
4 years ago
Replaced v2 with this in featured list.
+0 / -0

NLrank[GBCoW]FlorisXIV
4 years ago
Does this one have a symmetrical slopemap and tree layout?
+0 / -0




AUrankAdminGoogleFrog
4 years ago
No.
+0 / -0

DErankSinKitty
4 years ago
What changed?

North west needs no terra to mex with kbot while south east does.
South hill/base is vehicle save, while north hill/base isn't

The pathing form the middle north-west hill to west is worse than the mirrored hill to east.

Is all of this still true?
+0 / -0



AUrankSaktoth
4 years ago
Sigh. Looks like not. I thought that would be why this version was made! I'll talk to behe about fixing it.
+0 / -0

ATrankSkasi
4 years ago
Could you also ask him to put geo spots a tiny little bit further apart? I think their locations are just a tad too risky and a shorter distance to home bases would make games more interesting and increase variety on this map. Not too short though, only a few tiles, 'cause risk is FUN!
+0 / -0



AUrankSaktoth
4 years ago
I don't have to ask him to do it I can edit the heightmap easily in spring map edit, just need his OK.
+0 / -0

GBrankTheSponge
3 years ago
(edited 3 years ago)

Why are map textures so low res? ZK would look amazing if maps could have 8k (or higher) textures.
+0 / -0



CArankTheMooseIsLoose
3 years ago
(edited 3 years ago)

they don't have to be any higher res if detail tex splatting is used correctly, you have /advmapshading on?

bigger texture=more memory usage on gpu, and bigger maps (20x-ish) can already use ~300mb

ssmf in comparison is only a few 1024x images, even smaller usage if .dds is used
+1 / -0

GBrankTheSponge
3 years ago
I don't know actually. When I turn it on in springsettings.cfg it turns itself off after 1 match. Would having shadows on objects and units but not the map be a symptom of no advmapshading?
+0 / -0



CArankTheMooseIsLoose
3 years ago
I lose all shadows when I turn off /advmapshading, this is an example of the difference between the 2 settings:

+0 / -0

GBrankTheSponge
3 years ago
I don't have advmapshading then. Is there a way to turn it on ingame? I tried "/advmapshading 1" but that did nothing. I tried turning it on in springsettings.cfg but it kept turning itself off during map loading.
+0 / -0



CArankTheMooseIsLoose
3 years ago
it should toggle just with /advmapshading ingame, if not then your video card may not support it
+0 / -0


EErankAdminAnarchid
3 years ago
quote:
I tried "/advmapshading 1" but that did nothing.

Requires GLSL, which means "not on modern linux intel".
+0 / -0

GBrankTheEloIsALie
3 years ago
Seriously, why can't intel man up to having the standard shader language implementation?
+1 / -0

GBrankTheSponge
3 years ago
(edited 3 years ago)

/advmapshading did not work. GLSL is really badly broken with Intel. Did it start using GLSL "recently"? I used to be able to use advmapshading fine, back in 1.1.3.6 or something.
+0 / -0


EErankAdminAnarchid
3 years ago
quote:
I used to be able to use advmapshading fine, back in 1.1.3.6 or something.

Advmapshading is engine. 1.1.3.6 is same engine as we're using now.
+0 / -0

GBrankTheSponge
3 years ago
Units get stuck on the hills in the middle and start doing stupid things like walking backwards and forwards without doing anything. You have to micro your cons to get the mexes.
+1 / -0

USrankStuart98
2 years ago
Just desync'd on this map. Can anyone get a repro?
+1 / -0

PLrankOrfelius
2 years ago
(edited 2 years ago)

My glorious crusade continues!

ekhm:

MAPS DON'T CAUSE DESYNC!!!
+1 / -1
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