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Map Stratification v0.4

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Date Editor Before After
12/20/2024 9:18:57 PMAUrankE_Regnans before revert after revert
Before After
1 Map size has been doubled in this release, in attempt to address some issues: 1 Map area has been quadrupled in this release, in attempt to address some issues:
2 \n 2 \n
3 After playtesting the previous version (0.3) noted that there were multiple issues stemming from the small map size. 3 After playtesting the previous version (0.3) noted that there were multiple issues stemming from the small map size.
4 -Units getting stuck on the mexes in the 'x' shaped hills. 4 -Units getting stuck on the mexes in the 'x' shaped hills.
5 -AI getting stuck in the back of its base - walled in by its own solar collectors 5 -AI getting stuck in the back of its base - walled in by its own solar collectors
6 -Spiders had a bit too much advantage over rovers/tanks in the north, I feel they/jumps might still be the meta choice (perfectly fine) but want to support more gameplay styles if possible. 6 -Spiders had a bit too much advantage over rovers/tanks in the north, I feel they/jumps might still be the meta choice (perfectly fine) but want to support more gameplay styles if possible.
7 -Map has multiple lanes, and might eventually be nice for 3x3. However, the size was a bit limited for that many players. 7 -Map has multiple lanes, and might eventually be nice for 3x3. However, the size was a bit limited for that many players.
8 -Early to mid game arty emplacements (cerberus, missile silo, sniper turret) had a bit too much area control on their own. Missle silo was particularly concerning as it could easily hit deep into the enemy base with not enough counter-play. 8 -Early to mid game arty emplacements (cerberus, missile silo, sniper turret) had a bit too much area control on their own. Missle silo was particularly concerning as it could easily hit deep into the enemy base with not enough counter-play.
9 \n
10 (Minor edit's to address Mach56's comment)