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Kolmogorov Supported

By [teh]Beherith
Rating:

Kolmogorov v1, for 2-4-10 way ffa or team games. Made by [teh]Beherith. Sea is acidic!(mysterme[at]gmail.com)
Size: 20 x 20

PLAY ON THIS MAP


Downloads: 4576
Manual downloads:
https://zero-k.info/content/maps/Kolmogorov.sd7
http://zero-k.info/content/maps/Kolmogorov.sd7


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11 years ago
Sea is not acidic. However, it has an impassable type map. However because it does not extend over all the water hovers can still move near the shore.
+0 / -0

11 years ago
You can fix the impassable typemap with

!setoptions typemapsetting=alloff

Although you should test to make sure hovers will actually use it... this approach needs some research, I found very strange pathfinding behavior when I tried that fix on Hell's Pass.
+0 / -0
11 years ago
Well then you need to turn it back on for all the other maps
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11 years ago
Any case of a map I want to feature with an impassable typemap, I try the modoption and see how the units handle on the re-enabled terrain. Works fine on Black Star, and we have so few 5-player FFAs. Doesn't seem to work right on Hells Pass, so no feature.
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11 years ago
I really want to feature this but the typemap is bad.

I've put a !setoptions typemapsetting=alloff in the springie commands script, but it looks like modoptions don't get cleared on map changes so this would produce unexpected behavior if you switched maps to a map with sane but non-blank typemaps.
+0 / -0


11 years ago
It should probably default to alloff. I haven't seen many examples of sane and non-blank ones. I recall a map which is often played, it has typemaps for cliffs that are completely counter to the actual shape of the terrain.
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11 years ago
Beherith's love of roads is usually cited as a reasonable use of typemaps.
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11 years ago
You can specify an override for the map in LuaRules/Configs/typemap_options_maps.lua (but this won't take effect until next stable, for obvious reasons).
+0 / -0

11 years ago
Oooh, so it's not just the metal you can override with teh map configs, but the typemap too? Awesome!
+0 / -0


11 years ago
Well as it's currently set up it's just setting certain maps to use a non-default typemap override modoption (the ones there are all All Off), but yeah.
+0 / -0

11 years ago
I don't have commit access.
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11 years ago
I know the discussions old, but for what it's worth I just tried this map and the typemap doesn't appear to be applied anymore, so units can cross the water now.
+0 / -0
11 years ago
Featured.

Not only is type map fixed. Water is now normal blue not green acid.
+0 / -0


10 years ago
Tried it out, Map is pretty porcy in team games, also a pain to setup because you need to make someone boss, make team boxes, and remember to force start the game. Haven't tried it with FFA yet but I think it would be much better.
+0 / -0

7 years ago
Why Kolmogorov?
+0 / -0
Because I was thinking about balancing FFA maps with graph theory and the possibility of drawing specific regular graphs on a plane. See the graphs K5 and K3,3
+2 / -0

7 years ago
ah I see... that's very interesting. now we need a map in some form of Julia set :D
+0 / -0


7 years ago
Ideal boxes would be in the centre of the map at the top and bottom of valley between the two centre hills - then it wont porc.
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7 years ago
USrank[GBC]1v0ry_k1ng make a semi-detailed sketch of the ideal boxes.
+0 / -0

7 years ago
This map is awesome, but it needs corner islands. :P The empty corners are disappoint.
+0 / -0
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