Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Good ZK Maps

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
11/30/2015 11:16:49 AMEErankAdminAnarchid before revert after revert
11/30/2015 11:16:18 AMEErankAdminAnarchid before revert after revert
11/30/2015 11:15:59 AMEErankAdminAnarchid before revert after revert
11/30/2015 11:15:31 AMEErankAdminAnarchid before revert after revert
11/30/2015 11:12:57 AMEErankAdminAnarchid before revert after revert
11/30/2015 11:12:18 AMEErankAdminAnarchid before revert after revert
Before After
1 It's not water, on Zed. It's instagib. 1 It's not water, on Zed. It's instagib.
2 \n 2 \n
3 My 2c: 3 My 2c:
4 \n 4 \n
5 1) Availability. A good ZK map allows for dynamic games with as much factories viable as possible. This qualifies both geyser and IOG on the same premise, but doesn't qualify Zed or Zion. Coagulation was an attempt at this but failed because vehicles/tanks are not really viable on Coag. 5 1) Availability. A good ZK map allows for dynamic games with as much factories viable as possible. This qualifies both geyser and IOG on the same premise, but doesn't qualify Zed or Zion. Coagulation was an attempt at this but failed because vehicles/tanks are not really viable on Coag.
6 \n 6 \n
7 2) Openness. A good map should not be uniformly covered in mexes and have too few chokepoints, because ZK has cheap and effective static defenses. Both of the mentioned criteria (having narrow chokes; having uniform mex layout) make porc more viable than mobiles too often. Ravaged offers a nice balance between openness and chokepoints, in no small part because of how mexes are arranged in clusters. 7 2) Openness. A good map should not be uniformly covered in mexes and have too few chokepoints, because ZK has cheap and effective static defenses. Both of the mentioned criteria (having narrow chokes; having uniform mex layout) make porc more viable than mobiles too often. Ravaged offers a nice balance between openness and chokepoints, in no small part because of how mexes are arranged in clusters.
8 \n 8 \n
9 3) Visibility. The map's visual language should make gameplay properties of terrain visible at a glance. Ideally, this language should be shared for all maps, but that requires coordination, dedication, and/or limits artistic freedom of mappers. 9 3) Visibility. The map's visual language should make gameplay properties of terrain visible at a glance. Ideally, this language should be shared for all maps, but that requires coordination, dedication, and/or limits artistic freedom of mappers.
10 \n 10 \n
11 4) Aesthetics. As long as eye candy doesn't conflict with any of the above three, i want *all* the eye candy. 11 4) Aesthetics. As long as eye candy doesn't conflict with any of the above three, i want *all* the eye candy.
12 \n 12 \n
13 5) Bonus point: being mixed. This kind of falls under Availability, but even when map is not entirely mixed ( e. g. doesn't allow ships or have contigious water bodies) , having areas which give small or large benefits to hovers and amphs is nice. Ideally, i want ZK to move from "open sea vs dry land" dichotomy and have [b]all[/b] maps to have at least some water; ships moving from open-sea tanks into shore support / limited-passability-high-power role ( like trains, but with water) , and to be built around engaging with ground units. 13 5) Bonus point: being mixed. This kind of falls under Availability, but even when map is not entirely mixed ( e. g. doesn't allow ships or have contigious water bodies) , having areas which give small or large benefits to hovers and amphs is nice.
14 \n
15 Ideally, i want ZK to move from "open sea vs dry land" schiso split, and to have [b]all[/b] maps have at least some water; with ships moving from open-sea tanks into shore support / limited-passability-high-power role (like trains, but with water), and to be built around engaging with ground units.