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Map Mearth_v4

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Date Editor Before After
2/28/2013 1:32:00 PMEErankAdminAnarchid before revert after revert
2/28/2013 1:28:13 PMEErankAdminAnarchid before revert after revert
2/28/2013 1:27:32 PMEErankAdminAnarchid before revert after revert
2/28/2013 1:26:41 PMEErankAdminAnarchid before revert after revert
Before After
1 By saying "ford" i use the wesnoth parlance here. In wesnoth, there are four basic types of water tiles: 1 By saying "ford" i use the wesnoth parlance here. In wesnoth, there are four basic types of water tiles:
2 \n 2 \n
3 - deep water - impassable by anything that can't swim 3 - deep water - impassable by anything that can't swim
4 - shallow water - impassable by heavy land units, but passable by the rest at cost of significant defense and speed penalty. without typemaps, this is what you can get in zk. 4 - shallow water - impassable by heavy land units, but passable by the rest at cost of significant defense and speed penalty. without typemaps, this is what you can get in zk.
5 - swamp - passable by all, slowdown for all, defense malus for most. I think this is what your 'interleave' suggestion could achieve. 5 - swamp - passable by all, slowdown for all, defense malus for most. I think this is what your 'interleave' suggestion could achieve.
6 - ford/bridge - allows units to use best of both worlds, so both land and sea units move at full speed, and fight on almost equal terms. This allows for some pretty interesting interactions i think. 6 - ford/bridge - allows units to use best of both worlds, so both land and sea units move at full speed, and fight on almost equal terms. This allows for some pretty interesting interactions i think.
7 \n 7 \n
8 Removing depthmod for all units except amphs would be better somewhat, but it's an either-or solution that exclusively removes one's ability to differ between "ford" and "shallow" type terrain, which i find useful. 8 Removing depthmod for all units except amphs would be better somewhat, but it's an either-or solution that exclusively removes one's ability to differ between "ford" and "shallow" type terrain, which i find useful.
9 \n 9 \n
10 Bridges would be best of course, but they're nowhere on horizon really, especially if you count in ease-of-use. 10 Bridges would be best of course, but they're nowhere on horizon really, especially if you count in ease-of-use.
11 \n 11 \n
12 The approach that you suggested - interleaving water with land - might work to some extent, but i don't feel that it is capable of creating the passable-by-all type of terrain that i crave - mostly because of required resoluton of the alternated tiles, which will likely, at current state of the engine, cause ships to get stuck (as it would with drylanders, if they weren't capable of tolerating water a bit). 12 The approach that you suggested - interleaving water with land - might work to some extent, but i don't feel that it is capable of creating the passable-by-all type of terrain that i crave - mostly because of required resoluton of the alternated tiles, which will likely, at current state of the engine, cause ships to get stuck (as it would with drylanders, if they weren't capable of tolerating water a bit).
13 \n
14 Your examples - Scorpio, Tropical, Aquarius - go around the resolution issue simply by being large teamgame maps. I wanna duelmap or small-teams map.