Industrial Revolution v1 - By KaiserJ

Industrial Revolution v1 - By KaiserJ

All map release threads should be posted here

Moderator: Moderators

User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Industrial Revolution v1 - By KaiserJ

Post by Beherith »

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

Image


Image


Image

Units shown for scale only, batteries not included.

DOWNLOAD HERE
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Industrial Revolution v1 - By KaiserJ

Post by Pxtl »

I assume you've got mapoptions to adjust the water level to DSD or "lower area is one ocean instead of two"?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Industrial Revolution v1 - By KaiserJ

Post by Beherith »

no u
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Industrial Revolution v1 - By KaiserJ

Post by knorke »

may i remix les véhicules?
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Industrial Revolution v1 - By KaiserJ

Post by SirArtturi »

Marvellous! Thanks beherith finishing this!

pxtl, knorke, I think it's okay, since this seems to be 'community effort' map.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Industrial Revolution v1 - By KaiserJ

Post by Beherith »

Hosting now, come play!
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Industrial Revolution v1 - By KaiserJ

Post by KaiserJ »

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)
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Industrial Revolution v1 - By KaiserJ

Post by knorke »

Image

sorry knorke i molested your post
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Industrial Revolution v1 - By KaiserJ

Post by SirArtturi »

win :D
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: Industrial Revolution v1 - By KaiserJ

Post by Johannes »

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?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Industrial Revolution v1 - By KaiserJ

Post by BaNa »

Awesome ++!!!
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Industrial Revolution v1 - By KaiserJ

Post by KaiserJ »

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
JediDoubleJedi
Posts: 6
Joined: 26 Jan 2012, 23:26

Re: Industrial Revolution v1 - By KaiserJ

Post by JediDoubleJedi »

Wow! this map looks real good! What rooms runs it?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Industrial Revolution v1 - By KaiserJ

Post by Forboding Angel »

I love you kaiser
User avatar
zoggop
Posts: 289
Joined: 07 Sep 2010, 18:47

Re: Industrial Revolution v1 - By KaiserJ

Post by zoggop »

That is one sexy map.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Industrial Revolution v1 - By KaiserJ

Post by PicassoCT »

played a botmatch on it, map is excellent, just needs one beautifull skybox to go along with it...
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Industrial Revolution v1 - By KaiserJ

Post by Google_Frog »

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.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Industrial Revolution v1 - By KaiserJ

Post by Forboding Angel »

Hehe, good times:
Image
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Industrial Revolution v1 - By KaiserJ

Post by 1v0ry_k1ng »

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.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Industrial Revolution v1 - By KaiserJ

Post by PicassoCT »

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.
Post Reply

Return to “Map Releases”