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Map Firebreak vBeta3

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Date Editor Before After
4/8/2020 5:02:14 PMAUrankAdminAquanim before revert after revert
4/8/2020 5:00:43 PMAUrankAdminAquanim before revert after revert
4/8/2020 4:56:10 PMAUrankAdminAquanim before revert after revert
4/8/2020 4:56:01 PMAUrankAdminAquanim before revert after revert
4/8/2020 4:53:27 PMAUrankAdminAquanim before revert after revert
4/8/2020 4:52:32 PMAUrankAdminAquanim before revert after revert
Before After
1 I didn't see the above post before making the next version unfortunately. The feature names have been fixed though. The feature reclaim values are as I intended them; I felt like I needed to stick a bunch of features on the map to make the aesthetics work but wasn't looking to make White Rabbit Mk2 in terms of how they affect gameplay. (I believe something did change recently about how ZK handles reclaim values on features though.) 1 I didn't see the above post before making the next version unfortunately. The feature names have been fixed though. The feature reclaim values are as I intended them; I felt like I needed to stick a bunch of features on the map to make the aesthetics work but wasn't looking to make White Rabbit Mk2 in terms of how they affect gameplay. (I believe something did change recently about how ZK handles reclaim values on features though.)
2 \n 2 \n
3 After some playtesting I might think about moving the mex around, at which point I could shuffle the mex features around also. I like the readability of the round ones ( especially on a map as visually noisy as this) but they are a bit monotonous. 3 After some playtesting I might think about moving the mex around, at which point I could shuffle the mex features around also. I like the readability of the round ones ( especially on a map as visually noisy as this) but they are a bit monotonous. In the new version ( at any rate) mex/geos are visible on the minimap when economy view is enabled; I don't know how strongly I feel about making them visible at all when economy view is disabled.
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5 The sparsity of metal spots at the "back" of each team's main landmass is intentional also; due to the deep water (which allows a shipfac to be made) putting mex there which would be vulnerable to hover/amph raids would further skew this map towards those factories. My hope is that with the metal distributed as it is, land factories are at least playable. 5 The sparsity of metal spots at the "back" of each team's main landmass is intentional also; due to the deep water (which allows a shipfac to be made) putting mex there which would be vulnerable to hover/amph raids would further skew this map towards those factories. My hope is that with the metal distributed as it is, land factories are at least playable.