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Alphabet Siege Dry v1 Supported

By DavetheBrave. Adapted Terrain/Texture Generator from https://github.com/GoogleFrog/Random-Map
Rating:

Procedurally Generated Map for 10-32 players -- Based on the Delta Siege Dry concept by IceXuick
Size: 20 x 12

PLAY ON THIS MAP


Downloads: 187
Manual downloads:
http://zero-k.info/content/maps/AlphabetSiegeDryv1.sd7


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2 years ago
screenshots:
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"Siege" Style map with Southern Highground and Northern Lowgrounds. Sometimes will have a lake along the northern boundary. Supermex along the middle of the map. Palms and orange mushrooms.
+6 / -0


2 years ago
Nice.

Isn't it upside down? DSD et al has the lowground on the south because makes the sides of most cliffs visible to the default camera.
+1 / -0

2 years ago
Not working : can't put my commander on it
+0 / -0
quote:
Not working : can't put my commander on it


It seems that this was likely due to the server/lobby downtime last night rather than the map?

Edit: rather this seems to be new engine compatibility instead
+0 / -0


2 years ago
quote:
DSD et al has the lowground on the south because makes the sides of most cliffs visible to the default camera.

Yeah, this is important. Otherwise trying to give orders to a unit to move to the base of the cliff because tricky, as is seeing whether units are at the base or the top of the cliff when in unit icon mode.
+0 / -0
I will probably flip it when I have time, but a lot of maps have northfacing cliffs in some places. I don't think that this map causes northfacing cliffs to be egregiously more common than are seen in general. Many team maps have lowground in the south, such as Nuclear Winter, or rotationally symmetric maps like tabula.

Also, I looked over about ~10 generations and even in the worse offender, if i rotated my default camera to full overhead, the side of the cliff was quite visible and clickable.

+1 / -0
2 years ago
New Version: http://zero-k.info/Maps/Detail/61358

Changelog:
-South is now lowground, north is highground
-geos no longer spawn on slopes or right next to eachother
-fixed a rare dividing by zero bug
-made symmetry line less visible, usually
-added 1-2 mex
+1 / -0
Nice map.
I like how there are usually several bot paths down to the low ground from the hills.
The hills are sometimes hard to break and the focus becomes the center which provides good variation in gameplay IMHO.
+2 / -0
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