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Map Sky Fortress Sigma v3

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Date Editor Before After
2/9/2019 7:09:33 AMPTrankraaar before revert after revert
Before After
1 When we played each team grabbed the two corners, but that may or may not be the case on smaller team games. 1 When we played, each team grabbed the two corners, but that may or may not be the case on smaller team games.
2 \n 2 \n
3 Each team can focus on lanes, but they can also not do that and move around. The map seems to encourage spiders and air, but all factories except sea should be viable. 3 Each team can focus on lanes, but they can also not do that and move around. The map seems to encourage spiders and air, but all factories except sea should be viable.
4 \n 4 \n
5 Your suggestion is ok but would make the gameplay more predictable, too focused on the middle as the single base would be easier to defend. And units on the long narrow lanes would be too exposed to artillery and air strikes. 5 Your suggestion is ok but would make the gameplay more predictable, too focused on the middle as the single base would be easier to defend. And units on the long narrow lanes would be too exposed to artillery and air strikes.
6 \n 6 \n
7 A mechanic that'd be good for ZK to have for these maps with fog or just deep cliffs, would to have a minimum altitude for aircraft to fly : the air mesh should not be lower than the lowest metal spot (lowest relevant altitude). Without this, they fly too low into the fog. 7 A mechanic that'd be good for ZK to have for these maps with fog or just deep cliffs, would to have a minimum altitude for aircraft to fly : the air mesh should not be lower than the lowest metal spot (lowest relevant altitude). Without this, they fly too low into the fog.