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Hide_and_Seek_v03

Planet Keid

By FlorisXIV
Rating:

Map for 1v1 - 3v3. Starlocations are relativly close for a 14x14 map. Watch your back! your base is surrounded by hills, radars cant see what's behind them Textures made with carrara and Gimp. Features by Beherith and Lathan. Thanks to forboden angel and
Size: 14 x 14

PLAY ON THIS MAP


Downloads: 27454
Manual downloads:
https://zero-k.info/content/maps/Hide_and_Seek_v03.sd7
http://zero-k.info/content/maps/Hide_and_Seek_v03.sd7


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Page of 2 (26 records)
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12 years ago
Rather like map. Definitly a good mix of terrain and ability to strategize from them.
+0 / -0
Skasi
12 years ago
It's one of the most evil maps, 'rite? Hehe. It's always a pain in the robo-butt. A masterpiece!
+0 / -0

12 years ago
I've updated the boxes to be larger. Starting everybody packed in a sardine can was inappropriate for a teamgame.
+0 / -0


12 years ago
Those are the required startboxes for 1v1 though.
+0 / -0


12 years ago
Hay all the tags seem to be reseted! :0
+0 / -0
Skasi
12 years ago
Duh, Pxtl haxxed it!
+0 / -0
Skasi
12 years ago
Another map that works super well NvW, EvW and with corners. Boxes must not touch the borders though, that's what FlorisXIV said.
+0 / -0


12 years ago
You are suppose to start on the mex spot triplet in the lower interior.
+0 / -0

12 years ago
Sorry, got carried away fixing the obscenely small 1v1-only boxes. That layout gave too much power to fast comms in a teamgame as players rushed to spread out. Looks like current compromise boxen are best.
+0 / -0

12 years ago
Dinno why all the tags reset though.... All I changes was script... Website bug?
+0 / -0
12 years ago
best map ever
+0 / -0


12 years ago
Could this map be changed back to the 1v1-style boxes? In my opinion the map would play way nicer that way. The boxes wouldn't have to be "obscenely small" - I think boxes roughly the size of the mex triplet, but a bit bigger, would be fine.

Also I don't really understand Pxtl's reason for the big boxes. Small boxes give more power to fast comms? If you think so, then pick a fast comm.
+0 / -0

12 years ago
> Also I don't really understand Pxtl's reason for the big boxes.

People were using this map to play teamgames. This means all the teammates were stuffed into the teeny little 1v1 boxes and had to spread out. That creates a pre-game balance problem.
+0 / -0


12 years ago
Yeah, I agree that the boxes were too small, all the players had to start on top of each other.

However, many maps are played with smallish boxes, especially corner vs corner maps. Titanduel is a good example of a map that is played like this and works well. I'm thinking of a same kind of setup for this map.
+0 / -0


12 years ago
>I'm thinking of a same kind of setup for this map.

But of course, in the 3-spot area closer to the mid.
+0 / -0

12 years ago
for team games i intended a box around the first three original start locations of each side, but that was with XTA in mind. XTA is slooowwww compared to ZK and does not have jumpers or spiders. So, a new starting box is open for discussion.

For ZK i suggest something like
!addbox 24 58 9 20 1
!addbox 67 22 9 20 2
+0 / -0


12 years ago
I likes. Good for both teams and 1v1.
+0 / -0
12 years ago
Is this really good as 1vs1? It feels too big and complex.
+0 / -0


12 years ago
You start reasonably close and there are a lot of flanks to expand or raid along. I think it works quite well.
+0 / -0
12 years ago
Too many flacks to control with 1 guy me thinks. It maybe ok as pro 1vs1.
+0 / -0
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