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indonesia_v4 Supported

By BA
Rating:

Land, water and air battle by BA Baracus
Size: 12 x 6

PLAY ON THIS MAP


Downloads: 4730
Manual downloads:
http://zero-k.info/content/maps/indonesia_v4.sd7
https://zero-k.info/content/maps/indonesia_v4.sd7
http://api.springfiles.com/files/maps/indonesia_v4.sd7
http://spring1.admin-box.com/maps/indonesia_v4.sd7


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12 years ago
featured new version
+0 / -0
11 years ago
This map is horrible, by the way. Porc creeping seems to win in 4v4s.
+0 / -0

11 years ago
Maybe for the game you played, but the same is true for most maps.

Most games I see on this map are actually more aggressive than the average map.

Also, when I did a search for the number of times you played a game on this map, there are two results.
Multiplayer B67682 7 on indonesia003 (8 months ago)
Multiplayer B127728 6 on indonesia_v4 (Today)

Maybe try a few more times with better players before passing judgement?
+0 / -0
Yeah, you're right. I just felt so entrapped with this map. Unless you were playing Hover or Amphib, you couldn't do anything else than to porc up on each of the land plots.

I even got my Sumo stuck, because the crater it created when it jumped, anchored it in the water. You can't even Skuttle the enemy porc, because the Skuttles can't traverse the water, nor jump. Jumpjet units can't jumpjet into the water, they can only walk into it. Slowly.

Units that can traverse the water, moved at such a snail's pace, that even Defenders could take them out before they got close. The shallow paths are lies. LIES, I TELL YOU.
+0 / -0
11 years ago
But... it has LOL written on it.
+0 / -0
Skasi
This should be added to the 1v1 pool.

Note to the author: The easternmost metal spot close to the southeast geo vent has a wrong metal value. (soon fixed in ZK)
+0 / -0
Please no more water maps in 1v1 :(
+1 / -0
10 years ago
Why is this map even featured? With 91 it has awful pathing and the only real fac you can use here is amphib because most coastline is too edgy thus unable normal pathing of the hovers. Not to mention that in some places amphs have problems too (notably on the center of right teams' side).
+0 / -0
Skasi
10 years ago
Hovers work alright if you use swarms to push one another over the impassable edges. :P
+3 / -0

9 years ago
this map has horible pathing for hovers
+0 / -0


9 years ago
quote:
this map ... horrible ...

FTFY
+1 / -0
Skasi
I like this map. It's really nice and interesting. Just needs a few of the sharp heightmap edges smoothed for them to be properly pathable for hovers.

A similar issue exists on Titan Duel, yet on a much much smaller scale.
+0 / -0
9 years ago
quote:
A similar issue exists on Titan Duel

Skasi you live in the past.
What is so 'interesting' about this map then? It forces you to use amphs only because hover pathing is so gebroked.
+0 / -0


9 years ago
I can imagine versions of this map which are interesting in that they could allow ships and land factories reasonably.

But they are not this map.
+0 / -0


9 years ago
This map should be encased in concrete and fired into the sun, water porc map nuuuu
+0 / -0

9 years ago
but crusader, snipersub?
+0 / -0


9 years ago
Artillery standoff is part of the base condition of porcwar.

The real oppression is that because there's no place to maneuver around, statics and artillery are more efficient than assaults, raiders, and non-zomgwtf skirmishers.
+0 / -0
Skasi
GBrank[GBC]1v0ry_k1ng
quote:
water porc map nuuuu

In that case the offender is Defender (hue) and to a lesser extend Urchin, not this map. Oh and perhaps 10v10s, not sure.


PLrankOrfelius
quote:
Skasi you live in the past.

Wut? No. I live in the now. TitanDuel has not been updated since.

quote:
What is so 'interesting' about this map then?

The "swamp like" heightmap and more specifically the combination of heightmap and map size. I can't think of any map that is similar to indonesia. Cull might come a tiny bit close, but it still plays very different.

quote:
It forces you to use amphs only because hover pathing is so gebroked.
See:
quote:
Just needs a few of the sharp heightmap edges smoothed for them to be properly pathable for hovers.
+0 / -0
9 years ago
It is not 'swamp like' its water is impassable by anything other than amphs or hovers.

quote:
Just needs a few of the sharp heightmap edges smoothed for them to be properly pathable for hovers.

Then fix it if you think it is so interesting and until then it can be unfeatured.

quote:
Wut? No. I live in the now. TitanDuel has not been updated since.

No it wasn't. But the engine was unless you are playing 91. like a true ZK player still.
+1 / -0
Skasi
quote:
It is not 'swamp like' its water is impassable by anything other than amphs or hovers.

That's what a swamp is. You don't use ships in swamps.


If you take a closer look at the screenshot I linked you might notice that it was not made with 91.
+0 / -0
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