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Map Fairyland v0.03

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Date Editor Before After
9/4/2015 3:00:55 PMAUrankAdminAquanim before revert after revert
9/4/2015 11:17:07 AMAUrankAdminAquanim before revert after revert
9/4/2015 3:55:31 AMAUrankAdminAquanim before revert after revert
9/4/2015 3:51:49 AMAUrankAdminAquanim before revert after revert
Before After
1 This map has been tested and works now (see http://zero-k.info/Battles/Detail/373874). It could be supported but don't bother featuring at this stage, I intend to make changes (to some degree based on feedback). 1 This map has been tested and works now (see http://zero-k.info/Battles/Detail/373874). It could be supported but don't bother featuring at this stage, I intend to make changes (to some degree based on feedback).
2 \n 2 \n
3 Changes I'm thinking about are: 3 Changes I'm thinking about are:
4 - Possibly steeper ramps 4 - Possibly steeper ramps
5 - Possibly increase map size 5 - Possibly increase map size
6 - Actual mex and geo textures 6 - Actual mex and geo textures
7 - Increase/decrease mex values 7 - Increase/decrease mex values
8 - Increse/decrease number of trees and reclaim value 8 - Increse/decrease number of trees and reclaim value
9 - Fix minimap (it's presently very dark) 9 - Fix minimap (it's presently very dark)
10 - Increase hardness (it's presently very soft)
10 \n 11 \n
11 Give the map a try (1v1 or small teams, probably not enough metal for a clusterfuck) and let me know what you think. 12 Give the map a try (1v1 or small teams, probably not enough metal for a clusterfuck) and let me know what you think.
12 \n 13 \n
13 There was some reports of planes getting stuck on the cliffs at the edge of the map - I am reluctant to put more space there for fear of trolly shenanigans [i]a la[/i] Ravaged but I could if I had to. 14 There was some reports of planes getting stuck on the cliffs at the edge of the map - I am reluctant to put more space there for fear of trolly shenanigans [i]a la[/i] Ravaged but I could if I had to.
14 \n 15 \n
15 I'm not sure which factories are best to play here. Almost everything bot-pathable is veh-pathable too but the ramps will likely hinder vehicle movement more. Spider can hide in the holes and sides, and jump can jump over the holes. The main base is a safe place to plop air/gunship. 16 I'm not sure which factories are best to play here. Almost everything bot-pathable is veh-pathable too but the ramps will likely hinder vehicle movement more. Spider can hide in the holes and sides, and jump can jump over the holes. The main base is a safe place to plop air/gunship.
16 \n 17 \n
17 Oh, also: 18 Oh, also:
18 !clearbox 19 !clearbox
19 !addbox 75 0 25 25 20 !addbox 75 0 25 25
20 !addbox 0 75 25 25 21 !addbox 0 75 25 25