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Crucible v3.1 Featured

By raaar
Rating:

Lava stays low for 6 minutes, then rises to cover the center platform for 1 minute in 7 minute cycles. East vs West recommended. 2-6 players.
Size: 12 x 12

PLAY ON THIS MAP


Downloads: 2977
Manual downloads:
http://zero-k.info/content/maps/crucible_v3.1.sd7


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7 months ago
I'm not keen on keeping this featured.
  • Terraform is blocked across the whole map, rather than just in the middle. Needless to say this is bad as it removes a chunk of interactions and counters.
  • The middle looks accessible to jumpjet, but it's frustrating to deal with. Jumpers have to spend one jump going up a little ridge, then another just barely making it to the edge of the mex platform.
  • The clock has some typemap thing going on which breaks jumpers too.
+1 / -0


7 months ago
Having a terraformless map is some nice variation.
+0 / -0

7 months ago
NOTE:
An alternative version of the map could be done without the terraform block or with some mechanic that restricts it only in some places.
(edit mapinfo.lua to remove the notDeformable=true - same could be done on fifteen platforms)

The middle wasn't calibrated for access with jumpjet units. People can get there with air transports or send construction aircraft.

The clock is overlaid on features that block movement and construction to avoid people obscuring it by putting stuff on it. Respect the clock.
(blockers could be removed by editing mapconfig/featureplacer/set.lua)
+0 / -0
Ah, i've remembered a thing! ZK tremor. The way it flattens maps breaks the way I set up lava on this one.

If tremors are used extensively around the center, people will see the lava plane rise up in the air if all the surrounding terrain is flattened.
+0 / -0
Define GG.map_AllowPositionTerraform(x, z) to block a circle just inside the outer edge of the white area, and give that region extremely high hardness. This blocks things like Tremor too, it's all the same system.

Perhaps the clock could have a feature around it, like a low rectangular wall? Something clock-like. It would just make the impassibility more intuitive, as currently it just looks like a flat texture. It looks like units should be able to walk on it and the edge of pathability can be hard to see.
+0 / -0
quote:
Define GG.map_AllowPositionTerraform(x, z) to block a circle just inside the outer edge of the white area, and give that region extremely high hardness. This blocks things like Tremor too, it's all the same system.

Possibly even simpler,

function GG.map_AllowPositionTerraform(x, z)
    return Spring.GetGroundHeight(x,z) > 0
end


This will let people dig new lava holes that will be irreversible, of course. But it is also trivially applicable to any lava map verbatim.

(It's also what Violet Rampart does)
+0 / -0


7 months ago
The whole crucible "pot" is meant to be unterraformable though. The cylinder around the outside at least has to be static to hide the lava circle, the clock should be static to keep it drawing right and looking like a clock, and if we could terraform the lower region up it would defeat the purpose of the mexes being covered by lava.
+1 / -0


7 months ago
Ah, right, it rises?
+0 / -0

7 months ago
quote:
Lava stays low for 6 minutes, then rises to cover the center platform for 1 minute in 7 minute cycles.


Another issue i've seen is that the rising lava gets above the aircraft mesh by a significant margin so gunships plunge into it and burn :/
+0 / -0
7 months ago
Interesting idea would be a battle royale map (mostly for FFA I guess, although could be playable with teams also) where there is a hill in the middle and lava stadily rises, until all area except for that small hill is under lava, and soon even that hill disappears. Basically, rising lava level would force all players into a smaller and smaller area
+1 / -0

7 months ago
like this? https://zero-k.info/Maps/Detail/19055#75702
+0 / -0
7 months ago
Yeah, similar to this - but sort of with a timer, because after some specified amount of time, everything would be under lava
+0 / -0
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