New map: Speed Balls Star 6 Way (for kernel panic too)

New map: Speed Balls Star 6 Way (for kernel panic too)

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

New map: Speed Balls Star 6 Way (for kernel panic too)

Post by TradeMark »

Oh yeah. More ballz.

Each ball has own geo spot in middle, so it fits with Kernel Panic mod.

Download:
http://spring.unknown-files.net/file/28 ... tar_6_Way/

Image
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Chinese checkers!
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Erom wrote:Chinese checkers!
:lol:

c'mon now, its not big enough for that... you need two more rows in the star pattern :P
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

dear.. god.... why?
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

smoth wrote:dear.. god.... why?
I dunno smoth, that map, might just actually be fun to play... I have an odd feelin bout it.. :wink:
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

The corners still have room for more balls.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

NOiZE wrote:The corners still have room for more balls.
Only, it doesn't make a bit of difference guys.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Should slope downwards to the black areas which should be water... would be neato.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

I'm man enough I don't need more balls...
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

I think its very possible there is enough speedy balls released now trademark, maybe move unto a new theme, like triangles, hexagons or a non-grey texture
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

But then i cant call them speed balls.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:Should slope downwards to the black areas which should be water... would be neato.
Agreed - I wouldn't mind these maps so much if at least the landscape was interesting. Personally, I'd make the bridges between the balls sloped and have the balls all at different heights.

Sorry, Trademark - normally I'm all for simple, clean, utilitarian maps... but this looks like you just added more balls stuff onto previous speedball maps, which in turn were just speedmetal with circles.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Pxtl wrote: Personally, I'd make the bridges between the balls sloped and have the balls all at different heights.
Do this please! Make them pillars instead of balls. I think that would be extremely awesome!
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

smoth wrote:dear.. god.... why?
Why indeed :shock:
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Pxtl wrote:Personally, I'd make the bridges between the balls sloped and have the balls all at different heights.
But then its not fair.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

TradeMark wrote:
Pxtl wrote:Personally, I'd make the bridges between the balls sloped and have the balls all at different heights.
But then its not fair.
You can still make the heights radially symmetrical. You just have to maintain trilateral symmetry with the heights (assuming 6 non-allied players) or hexelateral symmetry if you want it to be fair for 4 seperate(non-allied) teams as well as 6.

Do you follow?

For example, heres how I'd plot the highpoints of the map (for trilateral symmetry:

Code: Select all

O = highpoint
o = upper
x = lower
. = lowest

      O      
     x x
O x o o . x O
 x o x o o x
  . o . x o   
 x o x o o x
O x o o . x O
     x x
      O  
Obviously, my design could be bad gameplay - I have no idea... but it's fair. Note that each player has the same access to highpoints and lowpoints. The only time it would be unfair is a game where you have 4 independant teams. Oh, I should've rotated it 60 degrees, that way it would be left-right symmetrical instead of top-bottom symmetrical, but you get the idea.

The simplest case would just be to do a "bowl" shape, where the corners are highest and middle is lowest, but by using a trilateral approach you can get a little more variation.

The effect of the hills becomes obvious: downhill zones are easy to invade, but hard to hold if the enemy also has downhill access to them.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Where do we need heights anyways? Just for making it "different" ? ITs just annoying to climb hills IMO.

I dont understand how downhill differs from uphill. You walk that hill as fast to both directions. And its very slow walking. Which why it becames annoying.
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KingRaptor
Zero-K Developer
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Joined: 14 Mar 2007, 03:44

Post by KingRaptor »

How about this: Make a real map, with, you know, terrain.

Speed Ball is starting to be overdone don't you think? :wink:
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I dont have enough skills for real maps TBH.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

How do you know, when you never tried ?
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