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Title: [A] Teams All Welcome #1 (32p)
Host: Nobody
Game version: Zero-K v1.11.1.0
Engine version: 105.1.1-1485-g78f9a2c
Battle ID: 1574572
Started: 21 months ago
Duration: 8 minutes
Players: 32
Bots: False
Mission: False
Rating: Casual
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Team 2 Lost
Chance of victory: 42.3%
XP gained: 42
USrankcabinboy died in 8 minutes
DErankzini died in 8 minutes
DErankdunno died in 8 minutes
DErankbloa died in 8 minutes
GBrankmatthewwightman died in 8 minutes
USrankSorcererYee died in 8 minutes
RUrankPrototypestill died in 8 minutes
USrankKrupt3d died in 8 minutes
UArankandriuy000 died in 8 minutes
ESrankpfff died in 8 minutes
RUrankKarfagenn died in 8 minutes
DErankSnowlob died in 8 minutes
BErankFrofro21 died in 8 minutes
USrankesoteria died in 8 minutes
USrankflyrp died in 8 minutes
ROrankFireFoxos died in 8 minutes




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Please reconsider refeaturing this map
+2 / -0

21 months ago
this wasn't the first time this worked and this doesn't happen if you propper screen yor precious paladin.
+0 / -0
Ultimately this 32 player lobby was decided by 2 players in under 8 minutes, with more than half of the players sitting in base to rush a unit for most of that timespan. That might be arguably "good teamplay" but I wouldn't describe it as good gameplay.

There isn't even enough space to plop factories within the startboxes. My factory plate got blocked by someone else's fusion.

If a yellow medal player sends a paladin through without screen then that's on them, not on their teammates. In this case, this mistake in the face of DErankAdminmojjj's lobster decides the game.
+2 / -0


21 months ago
Would a larger version of the map with the same theme be helpful here?
+5 / -0

21 months ago
16x16 on a 1v1/small teams map

+22 m/s from half the map in mex, excluding overdrive, but +72 m/s from commanders and the 4 base mex spots.

Rushing something big is a rational strategy in this context, especially if it's going to be handled by one of the high ranked team members.
+1 / -0

21 months ago
GBrankPRO_Dregs
I don't know if people will go for it but I'd like to see more wide/long format maps with the start boxes distributed on the long side. Maybe even 3:1 ratio. It seems to me that this approach would make large player counts play more like a smaller teams game, with the opportunity for individual contribution in your lane.
+3 / -0
sounds like this
https://zero-k.info/Maps/Detail/8792
and i dont think people like this all that much. or atleast, i havent seen this map for ages
+0 / -0
21 months ago
surely there was a vote, and this map won.
+1 / -0
I'm sure if you put duck in the featured pool, it would win votes too.
+4 / -0

21 months ago
I'm sure duck would win most of its votes
+2 / -0

21 months ago
People dislike valiant because it has no back to plop in. It`s funny: while many people complain about porky games, the votes go to porky maps anyway. People complain about pala-rushes, but the vote goes to mechravaged. Before virtually every mechravaged-game I have seen in the last month, people shout: "no, shit pala-rush-map", then the game starts.
What is happening? Do people act (vote) differently from what they say? Is it the newer, inexpirienced players? Idk...
+1 / -0
21 months ago
The problem with a map that has long-side startboxes like Valiant Saltscape is that an advantage in one part of the long front can very easily snowball into winning the entire game, and it is unlikely that all parts of the front will have evenly matched players. To take the idea to extremes, imagine a set of ten 1v1s in which the first player to win their 1v1 wins the entire match for their team. Not altogether satisfying.

I think it is possible for a map to avoid this problem and also avoid being an awful porcfest. Even something as simple as north-versus-south Comet Catcher is not too bad at fairly large team sizes (although I don't know that it is quite large enough to scale to 16v16). I think that achieving this requires skill and creativity but also restraint from a map maker; I think that a complicated map with lots of fancy terrain is likely to have properties that make large team games pretty static.
+2 / -0