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Random Plateaus v0.81

By GoogleFrog
Rating:

A sometimes craggy, sometimes plateauy random map, now with igloos (10x10)
Size: 10 x 10

PLAY ON THIS MAP


Downloads: 10
Manual downloads:
http://zero-k.info/content/maps/randomplateus_v081.sdz


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20 days ago

  • Much fancier texture thanks to EErankAdminAnarchid.
  • Increased vehicle viability via smoother transitions between a greater number of tiers.
  • Reworked metal placement to spread more evenly along each side, and increased centre avoidance.
  • Reigned in the igloos.
  • Clumpier tree spread, tree colour coordination.

[Spoiler]
+8 / -0

19 days ago
Apparently the map has external dependencies.

I've tested on my game, and luarules\gadgets\map_terrain_generator.lua complains about missing CopyTable (which is available on the ZK game package on LuaRules/Utilities/tablefunctions.lua), but could have been included with the map.

Another issue i get after that is missing metal spots, any idea why that happens?
+0 / -0


19 days ago
quote:
Another issue i get after that is missing metal spots, any idea why that happens?
It doesn't generate a metal map. It generates a list of metal spots.
+0 / -0


18 days ago
It's very pretty and generates some interesting maps. :)

I think metal spot clumping is interesting though, Gecko Island (a great map in my opinion) makes good use of it. Where metal spots are is an important part of the terrain, if they're just randomly spread about then you're missing a trick (ie. becomes more about controlling area, any area, to get metal, rather than needing to control specific areas to get metal with other areas being important for positioning and intel reasons only).


I can't quite tell, but does this map have sharp color transitions at the vehicle/bot/spider pathing level boundaries? The thing about a randomly generated map is it needs to be obvious at a glance what parts can be pathed by what types of units. I'd prioritize indicating slope over indicating elevation if possible.
+0 / -0


18 days ago
quote:
I can't quite tell, but does this map have sharp color transitions at the vehicle/bot/spider pathing level boundaries

At every step, it sacrifices as much beauty as it can in favor of readability :P
+3 / -0
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