Loading...
  OR  Zero-K Name:    Password:   
Title: TEAMS: Newbies welcome!
Host: CZrankSpringie1
Game version: Zero-K v1.0.10.8
Engine version: 91.0
Battle ID: 123575
Started: 11 years ago
Duration: 17 minutes
Players: 2
Bots: False
Mission: False
Rating: Casual
Watch Replay Now
Manual download

Team 1 Won!
Chance of victory: 98.4%
XP gained: 106
EErankAdminAnarchid
Team 2 Lost
Chance of victory: 1.6%
XP gained: 209
DErank[LCC]jK died in 18 minutes
Spectators
DErankChesti
NLrank[0C]Tandstickor




Preview
Filter:    Player:  
sort
Hide and seek with waterlevel=125 (or maybe even 140) is best idea ever. It's not even ugly anymore.
+0 / -0
11 years ago
This map would still be ugly with waterlevel=9001
+0 / -0


11 years ago
Definitely! But with 140, it's less ugly than either with 0 or 100500.
+0 / -0
11 years ago
That center hill looks silly and the height map is dirty, by lack of a better word.
+0 / -0
11 years ago
water level really breakes pathing, can we fix that?
+0 / -0
11 years ago
it does? I think it just takes some time before all the paths are updated after the water level changes. Or is there someway to force the engine to recalculate the paths?
+0 / -0
11 years ago
http://springrts.com/phpbb/viewtopic.php?f=11&t=28901
+0 / -0

11 years ago
Wait we can change the waterlevel now? Why do we have wet/dry versions of maps then we should just have a wet toggle.
+0 / -0


11 years ago
We have been able to change water level for at least 2 years. I forget when I added it but it is before this svn.

The path cacher does not like water level changes, it will often break global path finding entirely. Also you don't get a well textured shore.
+0 / -0