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Trinity

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Designed for 4vs4, emphasis on air/sea/amphibious
Size: 16 x 16

PLAY ON THIS MAP


Downloads: 250
Manual downloads:
http://api.springfiles.com/files/maps/trinity.sd7
http://spring1.admin-box.com/downloads/spring/spring-maps/Trinity.sd7


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Skasi
8 years ago
Heightmap looks kinda interesting. I wonder how good textures look ingame.
+0 / -0

8 years ago
judging from height/metal maps this is a porcfest
+0 / -0
8 years ago

Does not look too bad ingame. Terrain texture is bland but with buildings on it it probally looks more alive. Start island cliffs mostly bit too steep for hovers, amphis can pass. But little F2-map fizzling.
The sharper cliffs towards middle do not play nice with spring's terrain rendering. (LOD wobble) 4 metals per mex. The mountains could be annoying for pathing. But there is enough flat land to build.

original author: https://springrts.com/phpbb/search.php?author_id=5161&sr=posts
+0 / -0
We tried it yesterday, on an east-west orientation, to make it less porcy and predictable. Was not bad.

http://zero-k.info/Battles/Detail/399880
+0 / -0

8 years ago
East vs West is mostly lanes with little interaction between them. There are also nearly no starting mexes on E/W edges.

Some mexes are combined and result in +8 supermexes. Especially bad because the mexspots also live on the texture.

Hover pathability is random and most of the shore is unpassable for them.

Heightmap is 8-bit, not much of a problem though because the hills don't actually have much gameplay value so units mostly won't go there.
+0 / -0

8 years ago
I looks like this map is actually nearly 10 years old!

https://springrts.com/phpbb/viewtopic.php?f=81&t=9232&p=164013&sid=89f04236437ea1a56d93629f21104cad#p164013
+0 / -0
8 years ago
We checked the dates of most zero-k's downloaded maps. You will not believe what happend next.
[Spoiler]
+1 / -0
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