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Describe your ideal map

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Date Editor Before After
11/6/2019 4:03:50 PMEErankAdminAnarchid before revert after revert
11/6/2019 4:00:50 PMEErankAdminAnarchid before revert after revert
11/6/2019 4:00:24 PMEErankAdminAnarchid before revert after revert
11/6/2019 3:58:32 PMEErankAdminAnarchid before revert after revert
Before After
1 Here's my take: 1 Here's my take:
2 \n 2 \n
3 Good map tier: 3 Good map tier:
4 - Starting position has 3 mexes 4 - Starting position has 3 mexes
5 - A fairly defensible natural expansion with 2-3 mexes 5 - A fairly defensible natural expansion with 2-3 mexes
6 - At least 2 other expansions to choose from 6 - At least 2 other expansions to choose from
7 - No or very few mexes on the shortest path between start position 7 - No or very few mexes on the shortest path between start position
8 - No or very few mexes on the line that is equidistant to both start positions 8 - No or very few mexes on the line that is equidistant to both start positions
9 - All mexes accessible by rovers 9 - All mexes accessible by rovers
10 - Some regions should be completely free of mexes 10 - Some regions should be completely free of mexes
11 - Distinct visuals for vehicle, bot, and spider-only passability areas 11 - Distinct visuals for vehicle, bot, and spider-only passability areas
12 - Tasteful but not dominant amounts of reclaim (less than thornford, more than adansonia) 12 - Tasteful but not dominant amounts of reclaim (less than thornford, more than adansonia)
13 - Strategic use of obstacles, natural spider pillars, etc 13 - Strategic use of obstacles, natural spider pillars, etc
14 - All of the land factories are playable, with at least 3 viable in competitive play 14 - All of the land factories are playable, with at least 3 viable in competitive play
15 - Try to avoid supermexes if at all possible 15 - Try to avoid supermexes if at all possible
16 \n 16 \n
17 God map tier: 17 God map tier:
18 - All of the land, air, _and sea_ factories are playable, with at least 5 viable in competitive play: 18 - All of the land, air, _and sea_ factories are playable, with at least 5 viable in competitive play:
19 - Wide use of depth-6 zones to make areas of the map accessible both to ships and to land units. 19 - Wide use of depth-6 zones to make areas of the map accessible both to ships and to land units.
20 - All mexes buildable and killable by ships. 20 - All mexes buildable and killable by ships.
21 - A depth-20 channel near starting position to allow ships to be plopped with minimal walk time. 21 - A depth-20 channel near starting position to allow ships to be plopped with minimal walk time.
22 - Some depth-60 zones for Grizzlies to submerge completely.
22 - Only a few full depth-20 zones for ships to retreat to where land units can't reach them; all outside Envoy range of nearest mex. 23 - Only a few full depth-20 zones for ships to retreat to where land units can't reach them; all outside Envoy range of nearest mex.
23 \n 24 \n
24 Overgod map tier: 25 Overgod map tier:
25 - A railroad network. 26 - A railroad network.
26 \n 27 \n
27 Machine god tier: 28 Machine god tier:
28 - Any of the above, but done procedurally, built upon Random Crags. 29 - Any of the above, but done procedurally, built upon Random Crags.
29 \n 30 \n