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Adaptive metal & startboxes - Why?

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Date Editor Before After
8/29/2020 1:32:22 PMCZrankpsaniac before revert after revert
Before After
1 There seems to be some unspoken consesus with mapmakers that larger games = more metal and larger startboxes. 1 There seems to be some unspoken consesus with mapmakers that larger games = more metal and larger startboxes.
2 And I really have no idea why anyone would think that. 2 And I really have no idea why anyone would think that.
3 Let's take [url=http://zero-k.info/Maps/Detail/7514]Inculta[/url], one of the better teamgame maps. 3 Let's take [url=http://zero-k.info/Maps/Detail/7514]Inculta[/url], one of the better teamgame maps.
4 It has tiny corner startboxes and relatively low metal density. 4 It has tiny corner startboxes and relatively low metal density.
5 What makes this map so good is that there is no static frontline that always forms in the same place. 5 What makes this map so good is that there is no static frontline that always forms in the same place.
6 There are choices where to expand, and how much to defend. 6 There are choices where to expand, and how much to defend.
7 Making the startbox bigger in larger teams would result in a staic frontline. 7 Making the startbox bigger in larger teams would result in a static frontline.
8 More metal would only make the map more porcy. 8 More metal would only make the map more porcy.
9 \n 9 \n
10 And making the map different with more players also makes it harder to learn and it's an obscure hard to predict mechanic. 10 And making the map different with more players also makes it harder to learn and it's an obscure hard to predict mechanic.
11 I really don't see any reason for why this done. 11 I really don't see any reason for why this done.