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Rainbow Comet v1.22 Matchmaking pool

By DavetheBrave
Rating:

Procedurally Generated Map for 2-32 players. Comet Catcher comes in Classic/Green/Red/Violet. Based on the Comet maps by NOiZE/Cavedog. Adapted Terrain/Texture Generator from https://github.com/GoogleFrog/Random-Map
Size: 12 x 16

PLAY ON THIS MAP


Downloads: 4457
Manual downloads:
http://zero-k.info/content/maps/RainbowCometv1.22.sd7


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8 months ago
New Version:

-Fixed an issue with shader crashing for some gpus.
+3 / -0
2 months ago
it not bad map so far 1v1 game played is great
+0 / -0
2 months ago
also good chicken battle
+0 / -0

15 days ago
Criticism: 100 hardness means units like snitch and merlin will make it unpathable for vehicles. Rouge will also eventually kill veh pathing.

Suggestion: roads. But not for pathing, for hardness. Make different ground textrues have different hardnesses, or just make it like 600 hardness.
+0 / -0
14 days ago
quote:
Criticism: 100 hardness means units like snitch and merlin will make it unpathable for vehicles. Rouge will also eventually kill veh pathing.

Suggestion: roads. But not for pathing, for hardness. Make different ground textrues have different hardnesses, or just make it like 600 hardness.


As far as I know, ZK essentially overwrites map hardness completely, such that explosions and other effects don't even take it into account.
+0 / -0
Definately not true. Some deformations do not consider map hardness, but silly maps with negative hardness do have the logically inverted effect(bombs create hills).
Check out a map like Sandcastles( https://zero-k.info/Maps/Detail/21991 ). The yellow sand has low hardness but the grey concrete has high hardness. A nuke landing on that boundry makes a steep unpathable cliff. Desert needle small( https://zero-k.info/Maps/Detail/52721 )has many different types of ground, and creates a gradiant of hardness between the red rock terrain and the yellow sand terrain.
+1 / -0
14 days ago
After cabinboy and khan helped me test it, it appears I was mistaken. Thanks for the tip, will increase the hardness, when I have a chance to do adjusting on the random maps.
+0 / -0
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