Loading...
  OR  Zero-K Name:    Password:   
Back to List

Terra

By hunterw
Rating:

12 x 14. Terra by hunterw. For 2 to 6 players.
Size: 12 x 14

PLAY ON THIS MAP


Downloads: 14766
Manual downloads:
http://zero-k.info/content/maps/Terra.sd7
http://spring1.admin-box.com/downloads/spring/spring-maps/Terra.sd7
http://api.springfiles.com/files/maps/terra.sd7


Preview
Filter:    Player:  
sort
11 years ago
This map has four mexs that each give 5.38 metal. Even under limited overdrive, they can exceed 20 metal each.

Maybe these super mexs should be reduced to around 3.0. This map seems to end up with slippery slope porc wars.
+0 / -0

11 years ago
I'd be okay with this.
+0 / -0


11 years ago
Yes!! Wholeheartedly agree. There are also many other maps that have the same problem, for example MountainPass and Deltasiege Deluxe.

While super-overdriveable mexes is an interesting map concept, having the middle of the map be full of them leads to slippery slope, not good gameplay. These maps are designed for BA where no overdrive exists, and I'd be glad if they all were re-tuned for ZK.
+0 / -0
Skasi
11 years ago
Yoy!
+0 / -0


11 years ago
Slippery slope porc wars what?

I think the very powerful mexes are ok given their location. Two are either side of middle of the map and are in weak locations. The others are in front of bases and at that point the losing team should lose quickly.

i think they are fine map features, don't change things so dramatically.
+0 / -0
Skasi
11 years ago
They turn the whole game into a dxull "rush the two spots, then porc and OD the shit out of everything".
+0 / -0


11 years ago
Which two spots? Ideally neither team would be able to take the two middle spots for a while and once they take them the game would end quickly. A good slippery slope curve has a large flat bit in the middle where the game is undecided followed by steep cliffs once it is clear one side has lost.
+0 / -0


11 years ago
Anyone else think the megamexes should be removed from this map?
+1 / -2


11 years ago
Megamexes make the layout more interesting.
And in general most resources should not be in middle but on sides
+0 / -0
Or not removed, but toned down to 3-3.5.

There are far worse megamex maps though, some of which include:

DeltaSiegeDryDeluxe
RustyDelta
Talus dry&wet
Mountain Pass
+0 / -0


11 years ago
Why are megamexes so persecuted? I think they can work well and they do work well on this map.
+2 / -0

11 years ago
i like the mega mexes here too.
+0 / -0
I suggested the megamex removal because games here tend to be very one-sided. All one has to do is claim the megamexes in middle, porc and connect to OD grid for a few minutes, and victory is pretty much assured because of massive eco advantage.

I prefer maps where one has a chance at a comeback if pushed back. The megamexes here remove that element.
+1 / -0


11 years ago
If one team has captured and porced two locations on opposite sides of the map which also happen to be in valleys AND then hold these points for many minutes I think they deserve a quick win. I think securing both these mexes is fairly hard and if you're in a position to do so then you've probably won regardless if the income. The extra economy just hastens the endgame.

This links into slippery slope theory. A good slippery slope for a game looks like a plateau with steep edges. Here the plateau is the fight to control both the center mexes and overdrive them for many minutes. Once that is done the game is decided and the steep slope comes into effect.

+1 / -0


11 years ago
I think GoogleFrog's analysis of this particular map's megamexes is sound, and while the mexes producing 5+ metal are ridonculous, they happen to work ok gameplaywise here.

The megamexes placed near both teams' starting areas are much easier to hold though, and serve more as buffs to overdrive and singus rather than interesting spots to fight for.


I'd like to note that most of the maps with megamexes (well, most of maps in general) are designed with BA gameplay in mind, not with the fact that in ZK megamexes can be relatively easily made to produce huge quantities of metal with overdrive. I'll go so far as to say that if a megamex map plays well in ZK, it is mostly because of chance, since the mapmaker hasn't thought of this while designing the map.

So, personally I'm not against megamexes as a deliberate design choice, but the BA maps' megamex decisions are pretty random when translated directly to ZK.
+0 / -0
Skasi
11 years ago
Teams do not deserve a win just for successful early RPS or micro. The problem with metal spots here is that overdriving is very easy due to hills and geospots.

I'm not sure why the valley part is considered making things harder. The heightmap adds walls and creates choke points, both of which can make defending easier.

My guess is that this is less of a problem in teamgames nowadays because 10v10 lagfests tend to have a very straight front close to the center.
+0 / -0

11 years ago
but: this adds to this map. dont make all maps the same...
+1 / -0
Back to List