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FrostyCove v1.5

By PetTurtle
Rating:

Frozen Wonderland
Size: 10 x 10

PLAY ON THIS MAP


Downloads: 441
WARNING, THIS MAP IS NOT AND WILL NOT BE DOWNLOADABLE.


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5 years ago
Supported for testing.
+0 / -0


5 years ago
Featured.
+0 / -0


5 years ago
Suggest unfeaturing. See Multiplayer B745424 4 on FrostyCove v1.5
+1 / -2


5 years ago
Map design is decent.
Has anyone but USrankmanero had that bug?
+0 / -0

5 years ago
sry for peturtle but this map is not valid for a tournament. I saw absolutely nothing if I wasn't zooming on the ground. It will be that it was the first time we played there surprised me: I played blind. With all due respect to his opponents he would have beaten me even stevie wonder :)
+0 / -0
5 years ago
I think USrankPetTurtle himself said that the map has some weird bug and suggested to take it out of map rotation until it is fixed (though i dont know what could have caused it).

While I didnt have this bug when playing this map I can definitely feel with people getting frustrated when getting hindered to properly play.
+0 / -0
5 years ago
I had that problem too but only on my laptop, pc runs fine
Textures are white unless i zoom down
Laptop is Ryzen 2500u with inregrated graphics, 2x 4gb ram
+0 / -0

5 years ago
I was also unable to see any detail on the map unless I was zoomed right in. Zoomed out it was just a white field.

I've recently reset my computer which obviously meant reinstalling Zero-K and I haven't tweaked my graphics settings from default.
+0 / -0

5 years ago
Moved back to supported pending fixes.
+1 / -0

5 years ago
I have no idea why my guess was the map compiler so I tried different settings but nothing changed
+0 / -0


5 years ago
I would suspect compression, other maps also had issues with that (Dune Patrol).
+0 / -0

5 years ago
I think 1.5 has no compression and 1.6 has compression but people still get the bug
+0 / -0
Compilers can be sneaky in their application of compression.

No compression param may mean "use default compression".
Putting compression strength to zero may still have it generate mipmaps for DDS texture segments. Or compress things it think will be "lossless".

For example, SpringMapConvNG will decide whether two tiles are identical (and one can be compressed away entirely) without comparing the alpha channel, which nastily breaks any attempt to use `voidground` with that compiler.

TL;DR recompile the map using different compilers, upload all versions, then have affected people see if any of those are not bork.
+1 / -0
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