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Gecko Isle 1

By qray, TheMooseIsLoose
Rating:

Rextured and enhanced Gornhole. Licence: Scripts GPL 2.0, map CC BY 3.0, features CC 3.0 BY-SA.
Size: 16 x 18

PLAY ON THIS MAP


Downloads: 2381
Manual downloads:
http://api.springfiles.com/files/maps/gecko_isle_1.sd7


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6 years ago
Remastered edition of qray's map Gornhole.


+5 / -0

6 years ago
I think being a very artificial looking square ruins the immersion. (That's fault of the original map though, the improvements done in the remake are impeccable.)
+2 / -0
6 years ago
is this one featured? when not then it may should be
+0 / -0


6 years ago
Featured.
+2 / -0
I remember someone saying "Lipstick on a pig" about the Adamantine Mountian revamp.

This is a lot worse.
+0 / -0


6 years ago
Make the shore a bit less square and remove the weird sea islands and it would look a lot less weird while barely affecting play. I'd extend the land into the sea in some places and round the corner hills slightly to achieve this.
+0 / -0

6 years ago
Why does it even need to have these water corridors? We already know that sea balance is very unhealthy outside of open water.
+0 / -0


6 years ago
Do we? What is unhealthy?
+0 / -0

6 years ago

Riotassaultskirmtillery
+0 / -0
Siren is brutally countered by Lance if Lance is allowed to shoot at the Siren, straight from the shore.

However, on maps with sea directly bordered by sheer cliffs, and juicy rear eco right after those cliffs, tough luck. Nothing can shoot the impaler with leveler sidearm at all except Badgers, air, and things that can go down on that water.

I'm in favor of removing the sea here.
+0 / -0
6 years ago
I am in favor of keeping the map as is. It plays really well.

I'd worry about the sea when it becomes a problem. Terraforming looks like it can work against it.

+0 / -0


6 years ago
I noticed that the rocks, which total about 6.5k in metal reclaim, are crushable with light units such as glaives and daggers. It is theoretically possible to thus use them to deny the enemy a lot of reclaim by road-killing rocks in their territory.
+0 / -0


6 years ago
This map looks like a good starting point for a clustered metal map where both bot and veh pathing can use different things to their advantage. I think the heightmap is a bit too haphazard at the moment though. Experimentation with the hill shapes and ramp placement is required.
+0 / -0
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