Seven Islands Remake

Seven Islands Remake

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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Seven Islands Remake

Post by Noruas »

Could someone take general shape of seven islands, and remake it, it does not even have to be a metal map, its a great sea free for all map for seven. It would be cool to also see a 3 and a 5 variant version as well, with lots of water in between.
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Re: Seven Islands Remake

Post by Zoy64 »

i love that map (not just because it was metal) the remake just didint seem like the original... :(
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Seven Islands Remake

Post by Noruas »

Well currently it barely works with broke textures and blue water instead of the rustic green water. In xta it just crashes, Nota it has blocks of clear texture changing, and then in Ca/Ba, its magically ok.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Seven Islands Remake

Post by Warlord Zsinj »

iirc zwzsg made a great remake of core prime industrial area. That'd make a good base to work from for a remake of this...

I remember losing many hours of my life on this map as a nub with OTA...
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Seven Islands Remake

Post by REVENGE »

Warlord Zsinj wrote:iirc zwzsg made a great remake of core prime industrial area. That'd make a good base to work from for a remake of this...

I remember losing many hours of my life on this map as a nub with OTA...
lol OTA AI lol
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Seven Islands Remake

Post by Hoi »

REVENGE wrote:
Warlord Zsinj wrote:iirc zwzsg made a great remake of core prime industrial area. That'd make a good base to work from for a remake of this...

I remember losing many hours of my life on this map as a nub with OTA...
lol OTA AI lol
LOL YOU DO NOT BUILD WINDGENS IN FRONT OF A VEH LAB LOL
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Seven Islands Remake

Post by Noruas »

Their best defense was spamming units to the shoreline of death.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Seven Islands Remake

Post by Hoi »

yeh, and jethros
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Seven Islands Remake

Post by overkill »

Jethros isnt a unit?
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Seven Islands Remake

Post by Hoi »

I mean they make alot of jethros but jethros suck exept vs air
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Seven Islands Remake

Post by hunterw »

how to paly OTA AI:

-commlift the OTA AI

-build superduper base

-set the OTA AI back down and go to sleep

-see if ur superbase still exists the next day


when u are 13 this is like the shit
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Seven Islands Remake

Post by Forboding Angel »

Sadly, that's exactly what I used to do occasionally :-/
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Seven Islands Remake

Post by Quanto042 »

hunterw wrote:how to paly OTA AI:

-commlift the OTA AI

-build superduper base

-set the OTA AI back down and go to sleep

-see if ur superbase still exists the next day


when u are 13 this is like the shit
I loved doing that. Usually it was still there :D
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Seven Islands Remake

Post by Hoi »

Yeh sometimes it was not doing anything until you do something with it.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Seven Islands Remake

Post by REVENGE »

Nah, what you do is mix in a mod like FF, then remove all the ai build weights to the FF units. Maek gaem, add a couple of BAIs to your team, then fly your com over to the back of an AI base. Cap a few Metal Extractor AIXs and whatnot, maek some T3 FF shipyards, wait a few hours, and send in some planetkillers. :lol:
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