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MartianDesert

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Low Metal Four player Mars Style Map
Size: 8 x 8

PLAY ON THIS MAP


Downloads: 973
Manual downloads:
http://spring1.admin-box.com/downloads/spring/spring-maps/MartianDesert.sd7
http://api.springfiles.com/files/maps/martiandesert.sd7


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I don't know why it was marked as silly because this map looks like could be featured as 1v1 map.
+0 / -0
9 years ago
Probably because it has 300 metal spots and is 8x8.
+1 / -0

9 years ago
"Low Metal Four player Mars Style Map "

...right.
+0 / -0

9 years ago
fix it to normal 1v1! looks interesing.
+0 / -0


9 years ago
Could be worth a try with metal downscale indeed.
Anyone willing to do that?
+0 / -0
The map metal is very deciving. Actual metal values are quite low: most of them are 1.6 and center mex is 3.92.
+2 / -0


9 years ago
I've now tagged it (1v1+ffa, max teams 4, corner split, land hills, not special)

Unsure if should feature. I like the aesthetics but it's decidedly anti-vehicle it seems.
+1 / -0

9 years ago
The plateau mexes seem to differ significantly between plateaus and are <1 at that so maybe a custom metalmap would be a good idea.

The middle ubermex overlapping with a geospot presents an interesting choice (though I suspect that the mex is always superior anyway).
+0 / -0

9 years ago
Rez-abuse probably doesn't work with it, does it?
+0 / -0


9 years ago
You cannot build things where wreckage exists, so it would be complicated.

Possibly you could somehow first build a geo, then destroy it in a non-gibbing fashion, then nudge it sufficiently to unblock the original site, then rez, and build...

A new geo.
+0 / -0
9 years ago
I would feature. If this map did not have a Geo on top of center mex.

Either the Geo or the Mex needs to removed
+0 / -0

9 years ago
Why? That gives an interesting choice.
+0 / -0
Center is probably OP with the supermex. It would be logistically important to hold even when there was no mex or geo, but currently there is a supermex (almost 4m/s) while sides get mexes with up to 10 times lower income.

I think what needs to be done with this map is the center mex should go. Some of the side mexes need more metal (0.4m and 0.6m mexes, really?) as well as symmetrical values and the texture should indicate where mexes are positioned without having to look at the metal map.

I guess it could be featured for testing purposes to get a better feel for what should be tweaked about the map. The texture and heightmap are nice and imo this map has potential.
+4 / -0
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