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TartarusV7 Featured

By Basic and Saktoth
Rating:

1v1 map by Basic and Saktoth.
Size: 8 x 8

PLAY ON THIS MAP


Downloads: 9206
Manual downloads:
https://zero-k.info/content/maps/TartarusV7.sd7
http://zero-k.info/content/maps/TartarusV7.sd7


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13 years ago
Those small tight mountains in the NW and SE corners mean this is pretty much a jumper map, although spiders or gunnies could be effective with some luck and very tight unit control.

Really nice texture, very atmospheric, (except for being able to walk on top of lava in center). :P
+0 / -0

13 years ago
I designed this one, Basic just compiled it. Its not that great a map though, too dark. Rather pretty though. And yeah, the unpassable side mountains are no good when you have spiders/jumpers.
+0 / -0
12 years ago
Does the lava work?
+0 / -0

12 years ago
Nope.
+0 / -0

10 years ago
any reason this isn't on official 1v1 map list?
+0 / -0
Skasi
10 years ago
Probably "too dark" like Sak said. Still nice tho, should be featured and brightened if needed.
+0 / -0

10 years ago
KR said he added it just now
+0 / -0
10 years ago
A bigger version of this map could be good. Currently it is quite easy to build loads of statics on either side of the hole in the middle and stop most raiders coming through.
+0 / -0

10 years ago
There is meant to be a fight for the middle. The main problem with this map, I'd say, is the impassable corners.

Still, it's fine and a bit interesting.
+0 / -0
Skasi
10 years ago
quote:
Still nice tho

I take it back! Didn't realize some clown decided to put all the metal in the map center and 2x output metalspots in unreachable locations.
+0 / -0
10 years ago
I say that this map needs a remake with a bot pathable 2 side mexes and killing lava instead of jelly :F
+0 / -0

10 years ago
Restricted access to side mexes is something that is relatively unique to this map and can provoke different than normal factory choices. Non-lethal middle further justifies those factories. I kind of like it this way.
+1 / -0
10 years ago
But map is so small that the middle just becomes a porc fest and sides make you choose only your jump commander. Imo restricting factory choice like that is not that desirable even more that jumpies die to shields wich are especially gifted at local firepower wich this map focuses on.
+1 / -0


10 years ago
The middle looks lethal, though.
+1 / -0


7 years ago
The boxes on this map are messed up. Currently it is north west vs south east.
+0 / -0

7 years ago
https://github.com/ZeroK-RTS/Zero-K/commit/780376e69fa54f2bd334cf623914d872819da941
+0 / -0
7 years ago
Difference between jump and spider?

Actually, this looks like a great map, why do not play this in custom?
+0 / -0
Skasi
Jumpies jump, spiders spid crawl!

Jumping has a cooldown, lets units dodge projectiles and allows jumping over water/buildings/etc.

Crawling is slow, but allows units to stick to walls which depending on the map opens up many different tactical possibilities, like being very hard to reach for many weapons. Try moving spiders over the northern wall of the dam on FolsomDam. Chances are enemies wont even see your units, let alone getting anything to shoot you.
+0 / -0


7 years ago
Default startboxes for this map are imba
+0 / -0
6 years ago
the lower left startbox is broken
+0 / -0
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