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Good Maps Only Room?

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Date Editor Before After
8/19/2019 5:46:26 AMAUrankAdminAquanim before revert after revert
8/19/2019 5:40:29 AMAUrankAdminAquanim before revert after revert
Before After
1 "Good" is a little better defined for 1v1 maps. Adansonia has consistently performed very well in popularity polls. Titan Duel, Eye of Horus, Fairyland and Ravaged (except for the poll taken during flea meta) have also consistently performed well. Wanderlust, Red Comet and Otago generally do not do poorly. 1 "Good" is a little better defined for 1v1 maps. Adansonia has consistently performed very well in popularity polls. Titan Duel, Eye of Horus, Fairyland and Ravaged (except for the poll taken during flea meta) have also consistently performed well. Wanderlust, Red Comet and Otago generally do not do poorly.
2 \n 2 \n
3 Based on this I would say that the "best" 1v1 maps are: 3 Based on this I would say that the "best" 1v1 maps are:
4 - Mostly flat, but frequently have enough hills to make bot factories playable (although the balance may have shifted towards rovers as of late) 4 - Mostly flat, but frequently have enough hills to make bot factories playable (although the balance may have shifted towards rovers as of late)
5 - 10x10 or larger 5 - 10x10 or larger
6 - Can be mildly rectangular 6 - Can be mildly rectangular
7 - Moderate metal density 7 - Moderate metal density
8 - Significant metal sources that are not on or near the shortest path between the two players 8 - Significant metal sources that are not on or near the shortest path between the two players
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10 "Rotationally symmetric" might have made the list but there are very few mirror-symmetric maps in contention. I thought that Aurelian worked out reasonably well but a mirror-symmetric land map has some issues to deal with that a sea map does not (at least not as much). 10 "Rotationally symmetric" might have made the list but there are very few mirror-symmetric maps in contention. I thought that Aurelian worked out reasonably well but a mirror-symmetric land map has some issues to deal with that a sea map does not (at least not as much).
11 \n 11 \n
12 I wrote down some principles for reasonable sea map design (1v1-compatible in particular) [url=https://zero-k.info/mediawiki/index.php?title=User:Aquanim/WaterMapDesign]here[/url].
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12 -- 14 --
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14 In terms of (large) team maps, there is absolutely no accounting for taste as far as I can see. 16 In terms of (large) team maps, there is absolutely no accounting for taste as far as I can see.