View topic - Industrial Revolution v1 - By KaiserJ


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PostPosted: 26 Jan 2012, 20:04 
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Joined: 26 Oct 2007, 15:21
An amazing map by KaiserJ. For up to 18 players. Size is 20x14.

Special thanks to:
smoth
SirArtturi
FrostRegen
Forboding Angel
Car Repairer
Wombat
Ivory
BobtheDino

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Image


Image

Units shown for scale only, batteries not included.

DOWNLOAD HERE
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PostPosted: 26 Jan 2012, 20:19 
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Joined: 23 Oct 2004, 00:43
I assume you've got mapoptions to adjust the water level to DSD or "lower area is one ocean instead of two"?
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PostPosted: 26 Jan 2012, 20:21 
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Joined: 26 Oct 2007, 15:21
no u
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PostPosted: 26 Jan 2012, 20:30 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
may i remix les véhicules?
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PostPosted: 26 Jan 2012, 20:38 
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Joined: 23 Jan 2008, 18:29
Marvellous! Thanks beherith finishing this!

pxtl, knorke, I think it's okay, since this seems to be 'community effort' map.
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PostPosted: 26 Jan 2012, 20:40 
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Hosting now, come play!
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PostPosted: 26 Jan 2012, 21:17 
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Joined: 08 Sep 2008, 21:59
Location: small cars
i really, really, really hope you guys like this one.

fist-bumps for beherith for finishing this monster off.

as far as remixing/retooling/borrowing models etc goes, do whatever you like, msg me for source files if needed, map is already set up to be double-troubled north to south as the sun is aligned to east-west cardinal direction. knorke i have a file with a grabber arm that you seemed somewhat interested in a few years ago that never made it in, that is also available.

only thing i would be sad about is if someone releases a version without my the credits from my crappy loadscreen. make a new version, make a new screen, i don't mind, just be sure to keep the text (even if you were to add to it)
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PostPosted: 26 Jan 2012, 21:45 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
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sorry knorke i molested your post
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PostPosted: 26 Jan 2012, 21:46 
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Joined: 23 Jan 2008, 18:29
win :D
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PostPosted: 26 Jan 2012, 21:48 
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Joined: 17 Sep 2010, 14:49
Looks cool and interesting to play on. What's up with labeling ~DSD-size maps as for 18 players though :/

How's the process of making this atm, with how much effort can you churn out more maps with similar tileset?
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PostPosted: 26 Jan 2012, 22:08 

Joined: 09 Sep 2007, 20:05
Awesome ++!!!
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PostPosted: 26 Jan 2012, 22:11 
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Joined: 08 Sep 2008, 21:59
Location: small cars
we are the claws, the claws are we
we were made in the claw factory
now we'll chop you up into two or three
it's a jolly old life as a claw hee hee


johannes a lot of time spent on this was trial and error; wouldn't be too hard really to make another map of the same elements. i doubt it would have taken me so bloody long if i had a faster CPU at the time, my methods really were dictated by memory limits (wasn't able to reliably load a spring-map-resolution-detailed mesh into 3dmax, which i can now do). i'd say offhand like 15 - 20 hours? a lot less if you were to make a smaller map. *edit: using this exact tileset would probably suck, it wouldn't give enough flexibility to make something super different. would be better to start with a new concept and make tiles based on that, possibly re-using some of this

when it comes down to it, all it really is is a 3d model using an atlased texture. barring post-processing, it's pretty simple really
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PostPosted: 26 Jan 2012, 23:32 

Joined: 26 Jan 2012, 23:26
Wow! this map looks real good! What rooms runs it?
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PostPosted: 27 Jan 2012, 00:01 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
I love you kaiser
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PostPosted: 27 Jan 2012, 00:25 
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Joined: 07 Sep 2010, 17:47
That is one sexy map.
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PostPosted: 27 Jan 2012, 01:11 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: weblobby.springrts.com/jw-battleroom_joinMe-PW:-GURL
played a botmatch on it, map is excellent, just needs one beautifull skybox to go along with it...
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PostPosted: 27 Jan 2012, 03:32 
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Joined: 12 Oct 2007, 08:24
Pxtl wrote:
I assume you've got mapoptions to adjust the water level to DSD or "lower area is one ocean instead of two"?
This modoption has been in ZK for a while.

Edit: now that I consider it UHM broke this modoption because it worked by raising the all the terrain.
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PostPosted: 27 Jan 2012, 04:07 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Hehe, good times:
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PostPosted: 27 Jan 2012, 11:00 
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
jesus, the texture must've taken you a small lifetime :-) amazing.

Spring a a growing portfolio of maps that would not look out of place in a commercial RTS and this is definitely one of them.. Now if only someone could sneak onto the servers at night and start deleting all the old fugly maps.
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PostPosted: 27 Jan 2012, 11:14 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: weblobby.springrts.com/jw-battleroom_joinMe-PW:-GURL
How we give up our -nothing shipped with the engine policy - at least for maps, and put some of the shinier ones with it.
this.map(KaiserJs frozzenThrone) + smoths.work(grts-series) +behes.work(tabulav4,gehena, magicforrest..) + forbs.work(evomaps..)

i know, its a stupid phail mission to try to fight the artist-standalonecomplex, but i can dream of not redirecting newbs who came in on a installer for empty games asking (where can i get maps/mods) towards springfiles to load dsd and oldBA.
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