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Shimmershore v1.0 Matchmaking pool

Planet Juno

By Aquanim
Rating:

Those who strive with ships of war fight and thrive on Shimmershore. Sea map for ZK 1v1 or small teams.
Size: 12 x 12

PLAY ON THIS MAP


Downloads: 19356
Manual downloads:
http://spring1.admin-box.com/maps/shimmershore_v1.0.sd7
http://api.springfiles.com/files/maps/shimmershore_v1.0.sd7


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AUrankAdminAquanim
5 months ago
(edited 5 months ago)

This version should be stable unless glitches are found.

As compared to previous versions the distinction between bot-pathable and not-bot-pathable cliffs is clearer and the lighting is a bit less red.

At some point in the future I might look into putting water on the out-of-game minimap and fiddling with the skybox/water/features. I don't expect to get around to this in the immediate future.
+0 / -0



PLrankAdminSprung
5 months ago
Featured
+0 / -0



AUrankAdminAquanim
4 months ago
Added to 1v1 and teams MM for sea testing.
+0 / -0


CHrankAdminDeinFreund
4 months ago
Why is MM used for testing?
+1 / -0


PLrankOrfelius
4 months ago
Because 1v1 players provide the most useful feedback of course.
+0 / -0



CArankTheMooseIsLoose
4 months ago
Nobody picks sea maps if given the choice.
+0 / -0


CHrankAdminDeinFreund
4 months ago
Ok, so it's better to make matchmaker even more repulsive by forcing you to randomly play maps you don't like.
+2 / -0



AUrankAdminAquanim
4 months ago
(edited 4 months ago)

Because to make sea better I need to know what competitive 1v1 ships play looks like, a couple of games in tournaments wasn't cutting it, and I'm not awake at the right time of day to round up many of the common MM players for testing.
+0 / -0



AUrankAdminSaktoth
4 months ago
The texture doesn't look like much from the map view on this page, but it's sexy as hell in game. Are you using a tiling diffuse texture which matches exactly with the normal map? I thought it was strange to pick a texture with visible repeats in the tiling but is that because it's the same size as the image used for the normals?
+0 / -0




EErankAdminAnarchid
4 months ago
(edited 4 months ago)

quote:
Are you using a tiling diffuse texture which matches exactly with the normal map?

I'm pretty sure what you're seeing is because of DNTS.

It's extremely powerful; consider the map Otago which is basically rolling soft color gradients and DNTS to add detail.

Now, if only it also supported similarly tiled/splatted speculars and emission... :D
+0 / -0



AUrankAdminAquanim
4 months ago
I think I have what I need for now - removed from MM.
+0 / -0
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