Loading...
  OR  Zero-K Name:    Password:   
Back to List

Ennead vBeta3

By Aquanim
Rating:

Work in progress. Designed for ZK FFA with 6 or 9 teams.
Size: 20 x 20

PLAY ON THIS MAP


Downloads: 188
Manual downloads:
http://zero-k.info/content/maps/Ennead_vBeta3.sd7


Preview
Filter:    Player:  
sort

2 years ago
Fixed start boxes etc for 3 and 6 players. Added texture map left out of last version.

I am wondering if a raised bridge across the rivers, relatively close to the river-adjacent start positions, would make this map play better to bring those pairs of players into conflict more, and make it more practical to expand across the river. Hard to say without seeing a game or two played on the map though.
+0 / -0

2 years ago
This map has a number of problems with positions and distances for ffa9



Silo range:


Strange range between players 1 and 4, this must be solved by building a mountain range:


Complete imbalance with angles, absolute control over the angle have: 4, 2, 9, 6. Minimum control: 1, 3, 8, 7 and position 5 has no control, it is the worst position, position 5 is generally the worst position for starting in general... The best position to spam Singu is 2.

+0 / -0

2 years ago
Can add new mexes? For example 3.0-4.5?

+0 / -0
I am pretty sure a 9-way FFA with all start positions outside silo range of each other would have to be monstrously large. Most other FFA maps for large numbers of teams do not satisfy this constraint.

Similarly there is probably no way to avoid some start positions having better access to areas like the corners than other positions, no matter how you arrange the map, short of some kind of widget hax. Pretty much every FFA map for any number of players other than 4 and 8 is fundamentally going to have this problem on a square map.

Positions 1 and 4 having to deal with aggression across the river from each other, potentially building a mountain, is part of what is intended to balance these positions against positions 2/5/9. If anything I think 1 and 4 (and similar positions) might need to be made to fight each other *more*.
+0 / -0


2 years ago
The exterior can be made unusable for most purposes with a deep unbuildable sea and a terraform mask. Construction masks exist (they are automatically applied to metal spots) but I don't know of any maps that use them.

A 24x24 map may give the players in the middle respite from easy tacnuking. This could be a good balancing factor since they have two land approaches.
+0 / -0
2 years ago
quote:
Minimum control: 1, 3, 8, 7 and position 5 has no control, it is the worst position, position 5 is generally the worst position for starting in general...
Nice analysis.

I also think loack of mexes in rivers mean the islands become insular (hehe) instances. Only after winning the island do you turn outwards.
+0 / -0

2 years ago
quote:
I also think loack of mexes in rivers mean the islands become insular (hehe) instances. Only after winning the island do you turn outwards.

That is kind of the intention. But perhaps it has been taken too far.
+0 / -0
2 years ago
I like it, it's a good map. As everything is a 3-way fight you will perhaps get even more moaning about unfair fights (1v2 or a suiciding lob)
+0 / -0
Back to List