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Koom Gorge v1 Supported

By Beherith
Rating:

Koom Gorge v1 - for 28 players. By Beherith - mysterme@gmail.com
Size: 18 x 12

PLAY ON THIS MAP


Downloads: 8154
Manual downloads:
http://zero-k.info/content/maps/koom_gorge_v1.sd7
http://api.springfiles.com/files/maps/koom_gorge_v1.sd7


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12 years ago
What is the difference between this and
http://zero-k.info/Maps/Detail/19567
http://zero-k.info/Maps/Detail/19562

The metal values seem lower in the later?
+0 / -0
12 years ago
I Think there was supposed to be scailing for amount of players, with Valley being less metal for smaller big teams than gorge I think.
+0 / -0
12 years ago
One is 18 x 12 the other 24 x 16
+0 / -0


12 years ago
Lowered the metal to half. The map is still rich in metal and overdrive, but no longer completely nuts.
+0 / -0
Skasi
Most west mexes give around 0.92 metal at base output while east ones give 0.88.
+0 / -0

12 years ago
+0 / -0


11 years ago
I think this plays poorly with many low income mexes. Would it be possible to remove many of the middle spots and increase the income back to it's previous value?
+2 / -0
11 years ago
+1 this map has too many mex.
+0 / -0


11 years ago
The amount of mexes to remove to give this more typical (IE not for 28 players) gameplay would be huge, it would leave visible non-functioning metal patches all over the place. At that degree it would just be confusing to play on.

No, I think the map needs a retexture/remake. Whether it's worth doing is another question.
+0 / -0
Skasi
11 years ago
Removing mexes and upping their output would turn this map into boring windgenspam. :-/
+0 / -0
Skasi
10 years ago
To clarify, since CR just got shocked by my comment:

I really think that removing mexes and upping their output would lead to boring windgenspam, because there is a lot of high ground and windgens produce a near constant 2.5 energy there. Keep in mind that overdrive is more efficient for one 2m mex than for two 1m mexes.

However, the metal map as it looks now needs to be changed. Metal spots are spread out very even, so every square-elmo on the map has almost the same value. If the metal map looked more like Rysia's, then metal spots would create small clusters of value and be less rewarding to porc-lines from top to bottom.
+0 / -0


9 years ago
I think this map has been broken by the low metal values. We should just get maps with proper mex distributions.
+0 / -0
9 years ago
The low metal values are kind of annoying. You end up having a slow ramp up of metal.
+1 / -0

7 years ago
omg I just met this by occasion with usual !map
I could not beleive this is featured
+2 / -0


7 years ago
quote:
I think this map has been broken by the low metal values. We should just get maps with proper mex distributions.


Probably slatable for remake with lua metal map. Cut some of the middle metal and turn these little mexes into 2.0 standard mexes would be a good idea. Maybe let middle have a few 2.5's and 4 3.0 mexes. Then this would be an ideal 5v5+ map.
+0 / -0
Skasi
The texture of this map has metal patches on it, thus simply redoing the metalmap in Lua is not really a nice way of doing it.

Furthermore, this map has large, very safe areas of high altitude for crazy large windgenfarms. If metal spots each come at 2 or more metal, then overdrive would become crazy powerful and even further promote porcfests.

Personally I'd probably cut the number of metal spots in half or so and move them around to create clusters of 4-8 spots each which is worth around 1.5m instead of the occasionally suggested 2m and the map's (iirc) default 1m. Textures would need adjustments as well.
+0 / -0


7 years ago
At the very least, the metal spots can be standardized.
+0 / -1


5 years ago
Featured.
+0 / -0


4 years ago
Supported - since we seem to be reducing the featured pool. There are plenty of "big cliff vs. big cliff" maps that are better than this one.
+3 / -0

4 years ago
+2 / -0
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