New map: DeltaSiege Island 8 Way
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Re: New map: DeltaSiege Island 8 Way
There should be some tool that tessellates maps into 16 player circle variants. Then we can have 16 player FFA's on every map! I can't wait for a SpeedMetal variant.... ¬_¬
Re: New map: DeltaSiege Island 8 Way
This post discourages dsd tweaking.
Re: New map: DeltaSiege Island 8 Way
He's called trademark...JAZCASH wrote:There should be some tool that tessellates maps into 16 player circle variants.
Re: New map: DeltaSiege Island 8 Way
Most damage! W00t!
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New map: DeltaSiege Island 8 Way
Couple annoyances:
Metal income per mex = 1.0
Why ? Especially when they are so close together... Why not reduce the amount of metal spots and increase the income. Every metal extractor you build eats e...
Tidal strenght = 10
I wanted to build cheap e because of 1.0 metal income and went to sea build tidals... My mistake i forgot to check the tidal and failed...
Metal income per mex = 1.0
Why ? Especially when they are so close together... Why not reduce the amount of metal spots and increase the income. Every metal extractor you build eats e...
Tidal strenght = 10
I wanted to build cheap e because of 1.0 metal income and went to sea build tidals... My mistake i forgot to check the tidal and failed...
Why the hell not when it is an easy operation? You have photoshopped it yet this far... Enlarge canvas, Crop a small rectangle from edge, copy, paste, flip around and voila! After that follow the methods of Hunterw... Makes your map look better and make options to go sea a little betterTradeMark wrote: why the hell? xD
TBH i didnt have textures to make that thing, i just used DSD textures on those isles lol, i was lucky they fit there.
Re: New map: DeltaSiege Island 8 Way
Idk man, maybe i just wanted to try that kind of way, instead of making it like its always in other maps, some variety... and didnt want to remove the metal spots because they looked cool =D So i just decreased the metal amountSirArtturi wrote:Couple annoyances:
Metal income per mex = 1.0
Why ? Especially when they are so close together... Why not reduce the amount of metal spots and increase the income. Every metal extractor you build eats e...

Yeah, i didnt want to make this sea porcing either, so i didnt put so many metal spots on sea, and didnt make the tidal so good, better than nothing...SirArtturi wrote:Tidal strenght = 10
I wanted to build cheap e because of 1.0 metal income and went to sea build tidals... My mistake i forgot to check the tidal and failed...
It already took so much time to set those isles in correct place, so i just accepted it, and it looked enough good for me =DSirArtturi wrote:Why the hell not when it is an easy operation? You have photoshopped it yet this far... Enlarge canvas, Crop a small rectangle from edge, copy, paste, flip around and voila! Makes your map look better and make options to go sea a little betterTradeMark wrote: why the hell? xD
TBH i didnt have textures to make that thing, i just used DSD textures on those isles lol, i was lucky they fit there.
I wanted them to just be extra isles, which doesnt really belong to the game, like hidden place ;D
Re: New map: DeltaSiege Island 8 Way
A few thoughts:
The map plays well on team games. On FFA the people who start closer to the middle get a height advantage on those below, more mex income and can only really get attack from their front. No back rapes.
I agree with Artturi about the mexes on the shore. It takes a lot of E at the start to get all those mexes up and it only gets 1 metal per mex. That's as much as a metal maker. Would be better to make 3 2.0 mexes.
You might not think it's as "cool", but it certainly makes for better gameplay.
Keep tidal low and it's nice there isn't many mexes in sea. If it gets much higher, hover raping the enemies bases from behind gets even easier. It takes enough eco as it is just making sure your behind doesn't get owned.
Scrap the small islands, they make the map look even more unnatural and just ruin the outsides. Best to try to keep the sea as a surrounding option. Makes the map look better too.
Last thought, I think 1 mex in the middle worth around 4.0 would make for a good rush point. That way players would prefer to fight more in the middle, at the moment it's more about grabbing and keeping as many mexes as you can whilst porcing. Less and more spread out mexes = more expansion & less porc.
Other than that I like it. Shouldn't be played 16 player FFA though, the players on the beaches get raped. 8 Player FFA would work better.
The map plays well on team games. On FFA the people who start closer to the middle get a height advantage on those below, more mex income and can only really get attack from their front. No back rapes.
I agree with Artturi about the mexes on the shore. It takes a lot of E at the start to get all those mexes up and it only gets 1 metal per mex. That's as much as a metal maker. Would be better to make 3 2.0 mexes.
You might not think it's as "cool", but it certainly makes for better gameplay.
Keep tidal low and it's nice there isn't many mexes in sea. If it gets much higher, hover raping the enemies bases from behind gets even easier. It takes enough eco as it is just making sure your behind doesn't get owned.
Scrap the small islands, they make the map look even more unnatural and just ruin the outsides. Best to try to keep the sea as a surrounding option. Makes the map look better too.
Last thought, I think 1 mex in the middle worth around 4.0 would make for a good rush point. That way players would prefer to fight more in the middle, at the moment it's more about grabbing and keeping as many mexes as you can whilst porcing. Less and more spread out mexes = more expansion & less porc.
Other than that I like it. Shouldn't be played 16 player FFA though, the players on the beaches get raped. 8 Player FFA would work better.
Re: New map: DeltaSiege Island 8 Way
i thought about making the beach mexes more metal, but then i thought its just too much... compared to DSD, this map has a lot more metal already :P
And i also thought making middle some metal spot, but then i just thought it would be just annoying to fight for the middle since its surrounded by those other mexes and there probably is some base around middle, and so, the middle would just get raped right after its built there :P
Edit: i added those small isles because the map looked so plain symmetric, had to have some difference IMO.
You can retreat there with your com by atlas if you want ^^
And its also a safe place for com if subs get there...
I never tested 16 Way FFA on this map, but i think it would be funny... thats also why beach has almost as much metal as the inner place...
And i also thought making middle some metal spot, but then i just thought it would be just annoying to fight for the middle since its surrounded by those other mexes and there probably is some base around middle, and so, the middle would just get raped right after its built there :P
Edit: i added those small isles because the map looked so plain symmetric, had to have some difference IMO.
You can retreat there with your com by atlas if you want ^^
And its also a safe place for com if subs get there...
I never tested 16 Way FFA on this map, but i think it would be funny... thats also why beach has almost as much metal as the inner place...
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: New map: DeltaSiege Island 8 Way
Requesting a 16way version of 16way speedballs for a total of 256 balls.JAZCASH wrote:There should be some tool that tessellates maps into 16 player circle variants. Then we can have 16 player FFA's on every map! I can't wait for a SpeedMetal variant.... ¬_¬
Re: New map: DeltaSiege Island 8 Way
Awesome map! doesn't even feel like DeltaSiege! :D
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: New map: DeltaSiege Island 8 Way
Isn't it a bit sad that the only way to get people to play Spring is to DSDify it?
Not only there's this map, there's also a whole mod disguised as the map "Delta Siege Dry Special" with new units and buildings (leading to memorable porcfests).
Not only there's this map, there's also a whole mod disguised as the map "Delta Siege Dry Special" with new units and buildings (leading to memorable porcfests).
Re: New map: DeltaSiege Island 8 Way
i should have named my map something about deltas and siegesBlueTemplar wrote:Isn't it a bit sad that the only way to get people to play Spring is to DSDify it?

Re: New map: DeltaSiege Island 8 Way
TriangleBlockade?
Re: New map: DeltaSiege Island 8 Way
I didnt make this map because its DELTASIEGE, it just became a good map when i was playing with my image editing software and the texture extractor i made.BlueTemplar wrote:Isn't it a bit sad that the only way to get people to play Spring is to DSDify it?
Not only there's this map, there's also a whole mod disguised as the map "Delta Siege Dry Special" with new units and buildings (leading to memorable porcfests).
DeltaSiegeDry just happens to be a good texture for testing the texture extractor, since its not plain color, it has different textures everywhere, plus it is using same tiles in many places.
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: New map: DeltaSiege Island 8 Way
My point was only that if you didn't make your map based on DSD, it probably wouldn't become as popular...
Re: New map: DeltaSiege Island 8 Way
Likely. Even if it didn't have anything to do with DSD, different texture, map altogether. Chances are, if it was named something related to DSD, it would get more downloadsBlueTemplar wrote:My point was only that if you didn't make your map based on DSD, it probably wouldn't become as popular...
