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Map ideas based on interesting start boxes.

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Date Editor Before After
3/26/2022 11:33:15 PMAUrankAdminAquanim before revert after revert
3/26/2022 11:24:49 PMAUrankAdminAquanim before revert after revert
3/26/2022 11:23:49 PMAUrankAdminAquanim before revert after revert
3/26/2022 11:19:19 PMAUrankAdminAquanim before revert after revert
Before After
1 My experience is that maps with weird start boxes (Skulduggery, Valiant Saltscape, etc) are typically not broadly liked. In the case of Valiant Saltscape it is explicitly disliked by many people *because* of its non-standard start boxes. 1 My experience is that maps with weird start boxes (Skulduggery, Valiant Saltscape, etc) are typically not broadly liked. In the case of Valiant Saltscape it is explicitly disliked by many people *because* of its non-standard start boxes.
2 \n 2 \n
3 I don't think it is impossible to make a good and popular map with "interesting start boxes", but I think it probably requires subtlety. An unsubtle thing like "put a startbox on the other team's side of the map", as Skulduggery used to be, typically just leads to quick and unfun games mostly decided by blind rock-paper-scissors start position choices. 3 I don't think it is impossible to make a good and popular map with "interesting start boxes", but I think it probably requires subtlety. An unsubtle thing like "put a startbox on the other team's side of the map", as Skulduggery used to be, typically just leads to quick and unfun games mostly decided by blind rock-paper-scissors start position choices.
4 \n 4 \n
5 [quote]Maybe a long narrow map where both players start close together on the S corners, forcing northward expansion for both teams.[/quote] 5 [quote]Maybe a long narrow map where both players start close together on the S corners, forcing northward expansion for both teams.[/quote]
6 I feel that this is likely to result in a lot of cheese games and the north end of the map going largely uncontested. 6 I feel that this is likely to result in a lot of cheese games and the north end of the map going largely uncontested. Rogues River when close start positions were enabled was a bit like this.
7 \n 7 \n
8 [quote]An interesting map idea would be where one team can start in NE and SW, while the other team can start NW and SE.[/quote] 8 [quote]An interesting map idea would be where one team can start in NE and SW, while the other team can start NW and SE.[/quote]
9 This seems more promising to me. 9 This seems more promising to me.
10 \n 10 \n
11 An alternative would be to add a teleporter between the two allied corners; this would make the idea viable for 1v1 as well. I am pretty sure that this can be done by copying some Djinn technology into the map itself without needing a separate mod. 11 An alternative would be to add a teleporter between the two allied corners; this would make the idea viable for 1v1 as well. I am pretty sure that this can be done by copying some Djinn technology into the map itself without needing a separate mod.
12 \n 12 \n
13 [quote]1) Maybe on randomly generated maps the startboxes could be somewhat random?[/quote] 13 [quote]1) Maybe on randomly generated maps the startboxes could be somewhat random?[/quote]
14 I think that making weird startboxes work well for a map requires conscious map design around those startboxes. It may be possible to modify the random map generators to employ the required principles, but I would not just slap non-conventional startboxes on the current randomly generated maps and expect to get a good result. 14 I think that making weird startboxes work well for a map requires conscious map design around those startboxes. It may be possible to modify the random map generators to employ the required principles, but I would not just slap non-conventional startboxes on the current randomly generated maps and expect to get a good result.
15 \n 15 \n
16 -- 16 --
17 \n 17 \n
18 A related idea is to introduce some randomness to the start positions. I have made a few maps which employ this (in particular Rogues River and Faultline). Not sure that is quite what you are looking for though. 18 A related idea is to introduce some randomness to the start positions. I have made a few maps which employ this (in particular Rogues River and Faultline). Not sure that is quite what you are looking for though.
19 \n 19 \n
20 -- 20 --
21 \n 21 \n
22 [quote]2) Isn't there a way now that we can get actual circular maps? I don't think we have any yet though.[/quote] 22 [quote]2) Isn't there a way now that we can get actual circular maps? I don't think we have any yet though.[/quote]
23 This technology exists. With a bit of mapmaking effort I believe an elliptical map (and presumably other convex shapes) are also achievable (as in, this requires no further changes to ZK itself). I have a couple of sketches for 1v1/small teams maps using this feature but nothing I have found the enthusiasm to turn into an actual working map yet. 23 This technology exists. With a bit of mapmaking effort I believe an elliptical map (and presumably other convex shapes) are also achievable (as in, this requires no further changes to ZK itself). I have a couple of sketches for 1v1/small teams maps using this feature but nothing I have found the enthusiasm to turn into an actual working map yet.