Battle for Planet XIV
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Battle for Planet XIV
Kinda starcrafty style. I wanted to see if this style of map would suit evo better.
http://springfiles.com/spring/spring-ma ... planet-xiv
http://springfiles.com/spring/spring-ma ... planet-xiv
Last edited by Forboding Angel on 14 Jun 2015, 05:12, edited 1 time in total.
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- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Battle for Planet XIV
Looks nice. I like how the squareness of the platform layout is broken up by interesting platform shapes. Are the trees around the middle supposed to be massive? They really mess with my sense of scale. Also there is already a "Battle for Planet Number" map in circulation so you could cause confusion.
The ramp layout and thin edge platforms will make this map really choke point focused - perhaps even more so than Starcraft. I am thinking that this is quite an extreme example of chokepoints and that there should be plenty of room in the design space between this and commonly played maps.
The map edge could be significantly improved by causing it to disappear entirely.
The ramp layout and thin edge platforms will make this map really choke point focused - perhaps even more so than Starcraft. I am thinking that this is quite an extreme example of chokepoints and that there should be plenty of room in the design space between this and commonly played maps.
The map edge could be significantly improved by causing it to disappear entirely.
- Make the map a true island map. Move or remove the few rock spires which touch the map edge.
- Change the undewater texture or sky such that they are the same colour.
Re: Battle for Planet XIV
Is that SME?
Also: featured for ZK, let's see how it plays.
Also: featured for ZK, let's see how it plays.
Re: Battle for Planet XIV
Forb and his innovative naming of the maps
Battle for PlanetXVII or Battle for PlanetXIV Anybody?
Oh and also the map is... kinda interesting I suppose? I dislike the heavy focus on the ramps but considering that it was made for Evo I guess we will see how it will work out I guess.
Battle for PlanetXVII or Battle for PlanetXIV Anybody?
Oh and also the map is... kinda interesting I suppose? I dislike the heavy focus on the ramps but considering that it was made for Evo I guess we will see how it will work out I guess.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Battle for Planet XIV
I'm not sure why you think the ramps are small... it's a 16x16, the ramps are huge.
No, this was done with carrara. It uses blueprint, but in the name of performance forgoes the ssmf splats and normal maps.
Not all planets to be conquered have proper names. 17 is a dry desert rock. 19 is this weird mix of desert plateaus with lush valleys and weird algae everywhere because the lowlands are so humid.
2. No thanks. I hate maps that do this. Map edges serve an important gameplay purpose, regardless of how silly that purpose may seem.
Keep in mind, evo has 4 primary tech paths and no pathing issues on any map. Lowpass was used so the pathfinder shouldn't choke on other games I wouldn't think.
In playtesting I think that this becomes mainly an all-terrain (obvious reasons)/air (ditto)/amphib (because evo amphibs are fast as hell) map. Going hovers means more of a steady push than a massive rollout, but it depends on whether you can take and holder the lower plateaus. In fact I would say that it's more important to build in the lower areas because they are ultimately easier to defend. Definitely a map you would want to use multiple techs on.
There is a method to this madness though. If these style of maps work well for evo, then I'm going to create a shitload of them as a special "ladder" map pack for evo. I'm tired of playing on randomly bad maps with inconsistent terrain.
If anyone would like to create a map using this style, here are the guidelines:
Highest plateau elevation is to be 255rgb, Mid elevation plateau is 175rgb, lowest is 100rgb. The entire play area should fit on an island and surrounded by water. If you want to create impassible areas the proper way to do it is to create crevasses which are filled with water. This ensures that all terrains will never willingly path into them. On maps where water is desired, 4 levels may be used. Ramps should be sufficiently wide so that an army will have no trouble getting down them.
Edges on the heightmap should be hard at first in 16bit png, and then blurred at 2px Gaussian blur. Additionally they should be compiled with the lowpass filter on if possible. This ensures a lot of soft edges with not only makes the edges of the cliffs look much nicer, it makes the pathfinder complain less for other spring games that are not evo.
Map heights are:
smf = {
minheight = -150,
maxheight = 300,
},
Example heightmap:
Thanks Anarchid. Lemmie know how it works for zk.
No, this was done with carrara. It uses blueprint, but in the name of performance forgoes the ssmf splats and normal maps.
Not all planets to be conquered have proper names. 17 is a dry desert rock. 19 is this weird mix of desert plateaus with lush valleys and weird algae everywhere because the lowlands are so humid.
1. Not a terrible Idea, but it would require retexturing, which would be annoying but not... not-doable.Google_Frog wrote:
- 1.
- Make the map a true island map. Move or remove the few rock spires which touch the map edge.
2.- Change the undewater texture or sky such that they are the same colour.
2. No thanks. I hate maps that do this. Map edges serve an important gameplay purpose, regardless of how silly that purpose may seem.
Keep in mind, evo has 4 primary tech paths and no pathing issues on any map. Lowpass was used so the pathfinder shouldn't choke on other games I wouldn't think.
In playtesting I think that this becomes mainly an all-terrain (obvious reasons)/air (ditto)/amphib (because evo amphibs are fast as hell) map. Going hovers means more of a steady push than a massive rollout, but it depends on whether you can take and holder the lower plateaus. In fact I would say that it's more important to build in the lower areas because they are ultimately easier to defend. Definitely a map you would want to use multiple techs on.
There is a method to this madness though. If these style of maps work well for evo, then I'm going to create a shitload of them as a special "ladder" map pack for evo. I'm tired of playing on randomly bad maps with inconsistent terrain.
If anyone would like to create a map using this style, here are the guidelines:
Highest plateau elevation is to be 255rgb, Mid elevation plateau is 175rgb, lowest is 100rgb. The entire play area should fit on an island and surrounded by water. If you want to create impassible areas the proper way to do it is to create crevasses which are filled with water. This ensures that all terrains will never willingly path into them. On maps where water is desired, 4 levels may be used. Ramps should be sufficiently wide so that an army will have no trouble getting down them.
Edges on the heightmap should be hard at first in 16bit png, and then blurred at 2px Gaussian blur. Additionally they should be compiled with the lowpass filter on if possible. This ensures a lot of soft edges with not only makes the edges of the cliffs look much nicer, it makes the pathfinder complain less for other spring games that are not evo.
Map heights are:
smf = {
minheight = -150,
maxheight = 300,
},
Example heightmap:
Thanks Anarchid. Lemmie know how it works for zk.
- Attachments
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- BattleRealms2-fixed.png
- (1.18 MiB) Not downloaded yet
Last edited by Forboding Angel on 14 Jun 2015, 05:15, edited 2 times in total.
Re: Battle for Planet XIV
Orfelius wrote:Forb and his innovative naming of the maps
Battle for PlanetXVII or Battle for PlanetXIV Anybody?
Oh and also the map is... kinda interesting I suppose? I dislike the heavy focus on the ramps but considering that it was made for Evo I guess we will see how it will work out I guess.
Code: Select all
function NameSpaceForb(llenght, lNamingSamples, lLetterTable, lBreakers)
lenght = llength or 3
NamingSamples= lNamingSamples or 10
LetterTable= lLetterTable or {"A","C","E","G","H","K","O","L","N","R","S"}
Breakers=lBreakers or 2
NameEndingTable={"this","iel","ora","os","cia","ash","ill","illa","esh","dor","ran","spin","dia","bah","cant","sen","ino","ine","vin","eese","oga","alla"}
previousChar="z"
BreakerTable={}
for i=1,Breakers do
BreakerTable[math.ceil(math.random(1,length))]=true
end
for i=1,NamingSamples do
Name=""
for j=1,length do
if (BreakerTable[j]) then Name=Name.." ' " end
index=math.random(1,#LetterTable)
if (LetterTable[index]==previousChar) then index=index+1 end
Name=Name..LetterTable[index]
end
ending=math.random(1,#NameEndingTable)
Name=Name..NameEndingTable[ending]
print(Name)
end
end
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Battle for Planet XIV
Part of me wonders if I should be flattered
Re: Battle for Planet XIV
Should Have added a lower an upperCase
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Battle for Planet XIV
riperooni, i only have spring features v1.1
Last edited by SpikedHelmet on 13 Jun 2015, 14:45, edited 1 time in total.
Re: Battle for Planet XIV
Code: Select all
function PlanetNameGenerator(llenght, lNamingSamples, lBreakers, lLetterTable,lBoolPrecursor, lBoolPostPoner)
function PreCurse() return math.random(0,1)==1 end
function PostPone() return math.random(0,1)==1 end
length = llenght or 3
NamingSamples= lNamingSamples or 10
LetterTable= lLetterTable or {[1]="A",[2]="O",[3]="E",[4]="U",[5]="I",[6]="K",[7]="C",[8]="L",[9]="N",[10]="R",[11]="S",[12]="Y",[13]="G",[14]="H",[15]="T"}
Breakers=lBreakers or math.floor(math.random(0,2))
Precursor=""
PostPoner=""
PrecursorTable={"Prime ", "Sigma ", "Alpha ", "Al' ", "New ", "Colony "}
if PreCurse() ==true then
Precursor=PrecursorTable[math.random(1,#PrecursorTable)]
end
PostPonerTable={" Hope", " Landfell", " Edge", " VIII ", " Paradise", " <HellClass>" }
if PostPone()==true then
PostPoner=PostPonerTable[math.random(1,#PostPonerTable)]
end
NameEndingTable={"this","iel","ora","os","cia","ash","esh","ill","illa","esh","dor","ran",
"spin","dia","bah","cant","sen","ino","ine","vin","eese","oga",
"alla","ico","rah","kel","nis","gam","hell","den","rado","yss","hnoss"}
previousChar="z"
BreakerTable={}
boolBreakerBlow=true
dist=2
for i=1,Breakers do
if dist < length then
BreakerTable[math.ceil(math.random(dist,length))]=true
end
dist=dist+3
if dist> length then i=Breakers+1 end
end
BreakCounter=1
for i=1,NamingSamples,1 do
Name=""..Precursor
for j=1,length,1 do
boolBreakerBlow=false
if (BreakerTable[j]) then Name=Name.." ' ";boolBreakerBlow=true;BreakCounter=1 else BreakCounter=BreakCounter+1 end
if BreakCounter % 2 ==0 then
index= math.floor(math.random(1,5))
else
index=math.random(1,#LetterTable)
end
if (LetterTable[index]==previousChar) then index=index+1 end
if boolBreakerBlow==false and j ~= 1 then
Name=Name..string.lower(LetterTable[index])
else
Name=Name..LetterTable[index]
end
end
ending=math.random(1,#NameEndingTable)
Name=Name..NameEndingTable[ending]..PostPoner
Spring.Echo(Name)
end
end
- Colony Oeunu ' H ' Ugam Hope
Colony Oyuae ' I ' Uthis Hope
Colony Akata ' S ' Ohell Hope
Colony Irino ' R ' Ivin Hope
Colony Ekoiu ' Y ' Lalla Hope
Colony Euute ' C ' Eash Hope
Colony Urusi ' T ' Kbah Hope
Colony Atiai ' U ' Yrah Hope
Colony Oiaio ' N ' Ospin Hope
Colony Iooee ' I ' Gilla Hope
Colony Eloho ' T ' Ocant Hope
Colony Enouu ' U ' Sos Hope
Colony Oieui ' U ' Kiel Hope
Colony Eeooa ' Y ' Gyss Hope
Colony Ieaeu ' Y ' Udia Hope
Colony Isieu ' E ' Rcia Hope
Colony Eresi ' A ' Gspin Hope
Colony Eaoio ' A ' Gbah Hope
Colony Uhieo ' H ' Gcia Hope
Colony Iuato ' G ' Iico Hope
Colony Okike ' L ' Evin Hope
Colony Eteiu ' N ' Rdia Hope
Colony Unaru ' H ' Uash Hope
Colony Atine ' K ' Sdor Hope
Colony Eiutu ' C ' Espin Hope
Colony Uoise ' O ' Icia Hope
Colony Iyoee ' S ' Gcant Hope
Colony Acioo ' O ' Hthis Hope
Colony Oteeu ' H ' Hiel Hope
Colony Oiieo ' S ' Tspin Hope
Ayico ' Labah
Gaiau ' Cudia
Eosou ' Heash
Eukiy ' Ceico
Laueh ' Sakel
Seaut ' Oocant
Lahit ' Sethis
Oilen ' Ierah
Geoer ' Uoyss
Oaros ' Tuesh
Ruios ' Cecant
Tatac ' Ueeese
Iacey ' Lurado
Nahik ' Laeese
Tigeu ' Sonis
Iahak ' Caesh
Caios ' Kidor
Koleo ' Labah
Loiir ' Neiel
Ainar ' Nuora
Yoiua ' Kiine
Caeoe ' Loash
Tilea ' Gaiel
Teaal ' Gialla
Eoiul ' Cirado
Iocuh ' Cocia
Yioug ' Yucant
Noiel ' Aoill
Cayae ' Oudia
Uarat ' Gudia
Alpha Uaau ' Ta ' Skel <HellClass>
Alpha Aual ' Se ' Lden <HellClass>
Alpha Ugio ' Ee ' Hbah <HellClass>
Alpha Ouoe ' Eo ' Lico <HellClass>
Alpha Euar ' Ki ' Yalla <HellClass>
Alpha Ukur ' Ui ' Kgam <HellClass>
Alpha Itih ' Ri ' Ralla <HellClass>
Alpha Oieu ' Hu ' Ethis <HellClass>
Alpha Usel ' Te ' Nvin <HellClass>
Alpha Oguo ' Iu ' Nino <HellClass>
Alpha Aiik ' Sa ' Lsen <HellClass>
Alpha Itii ' Ke ' Tash <HellClass>
Alpha Ehee ' Na ' Lalla <HellClass>
Alpha Uaak ' La ' Rcant <HellClass>
Alpha Iooi ' Hu ' Rrah <HellClass>
Alpha Ugag ' Ue ' Ykel <HellClass>
Alpha Utit ' Na ' Cvin <HellClass>
Alpha Osog ' Ge ' Sbah <HellClass>
Alpha Ouel ' Ua ' Srah <HellClass>
Alpha Atio ' Yu ' Thell <HellClass>
Alpha Anuu ' Ca ' Gdor <HellClass>
Alpha Elit ' Lo ' Lalla <HellClass>
Alpha Ukos ' Go ' Yesh <HellClass>
Alpha Ikil ' Eo ' Nhell <HellClass>
Alpha Ioit ' Aa ' Lill <HellClass>
Alpha Ineh ' Oe ' Egam <HellClass>
Alpha Unic ' Eu ' Rill <HellClass>
Alpha Olie ' Ue ' Tvin <HellClass>
Alpha Usui ' Lu ' Oash <HellClass>
Alpha Iyay ' Ie ' Lrado <HellClass>
doSomething1
O ' Gico ' Oavin Hope
K ' Aaoa ' Gukel Hope
Y ' Aora ' Cecant Hope
C ' Laui ' Eeilla Hope
L ' Uiku ' Locia Hope
K ' Giou ' Nuvin Hope
H ' Cale ' Sayss Hope
N ' Kele ' Eunis Hope
A ' Kece ' Yooga Hope
Y ' Lioo ' Tesen Hope
L ' Relu ' Soico Hope
E ' Ieio ' Yerado Hope
G ' Giho ' Auill Hope
R ' Uugu ' Yucia Hope
O ' Saou ' Euesh Hope
K ' Nieo ' Eaos Hope
S ' Uicu ' Aoine Hope
H ' Iiio ' Conis Hope
T ' Seha ' Libah Hope
E ' Iono ' Yodia Hope
R ' Tayi ' Neos Hope
R ' Resu ' Ridia Hope
R ' Lugo ' Iuesh Hope
R ' Ciui ' Looga Hope
N ' Lure ' Eiden Hope
A ' Iaio ' Liine Hope
N ' Tisa ' Yehell Hope
G ' Aaaa ' Seill Hope
L ' Aauu ' Levin Hope
O ' Oala ' Losen Hope
Sigma U ' Huaea ' Oesh
Sigma I ' Uugek ' Eden
Sigma E ' Yuyoi ' Lora
Sigma O ' Eoroi ' Gthis
Sigma A ' Gouos ' Ivin
Sigma E ' Iiuuk ' Gora
Sigma A ' Logio ' Hhell
Sigma U ' Recue ' Hdor
Sigma I ' Iuuun ' Hden
Sigma O ' Eeoey ' Sran
Sigma U ' Herin ' Lnis
Sigma I ' Eooas ' Kdia
Sigma U ' Eegae ' Urah
Sigma I ' Kocie ' Ucant
Sigma A ' Nukui ' Cesh
Sigma A ' Golao ' Edor
Sigma E ' Husel ' Tiel
Sigma U ' Uetoi ' Coga
Sigma I ' Yauai ' Aalla
Sigma U ' Oiius ' Cspin
Sigma U ' Naloc ' Lesh
Sigma I ' Sulae ' Hino
Sigma U ' Lauor ' Lspin
Sigma U ' Ieiot ' Tcant
Sigma I ' Tusae ' Lhnoss
Sigma O ' Uenes ' Riel
Sigma U ' Kocel ' Crah
Sigma I ' Uital ' Urah
Sigma U ' Losat ' Cvin
Sigma O ' Eosoe ' Ialla
doSomething1
Colony Iiu ' O ' Oohran
Colony Ona ' H ' Noealla
Colony Uia ' K ' Hishell
Colony Olu ' E ' Uieeese
Colony Uti ' G ' Aahspin
Colony Iui ' E ' Eeooga
Colony Usa ' H ' Yurvin
Colony Ato ' C ' Iuithis
Colony Aki ' C ' Haothis
Colony Oee ' I ' Gonesh
Colony Ahu ' L ' Yonrah
Colony Uiu ' N ' Relvin
Colony Uoo ' G ' Iirthis
Colony Iiu ' U ' Lilthis
Colony Aou ' R ' Liiyss
Colony Oke ' H ' Huhbah
Colony Ete ' E ' Oaoiel
Colony Olo ' L ' Kuesen
Colony Ulu ' U ' Toekel
Colony Eau ' G ' Yihesh
Colony Eso ' H ' Eacdia
Colony Inu ' N ' Haegam
Colony Uli ' E ' Oosbah
Colony Uue ' U ' Uaknis
Colony Aee ' S ' Natdor
Colony Ila ' C ' Nuriel
Colony Oiu ' A ' Aaehnoss
Colony Ogo ' O ' Kusdor
Colony Eoi ' N ' Renalla
Colony Oio ' I ' Tiogam
[GiveUnits] spawned 1 jtreel unit(s) for team 0
Colony Eyue ' Eo ' Ubah Landfell
Colony Etor ' To ' Tico Landfell
Colony Ikue ' Yu ' Orah Landfell
Colony Ugiu ' Si ' Skel Landfell
Colony Aguy ' Ke ' Kos Landfell
Colony Utak ' Su ' Nnis Landfell
Colony Ugie ' To ' Talla Landfell
Colony Oook ' So ' Cilla Landfell
Colony Ecik ' Lo ' Eash Landfell
Colony Ugac ' Hu ' Hcia Landfell
Colony Aauu ' Au ' Rden Landfell
Colony Ayor ' Yi ' Tesh Landfell
Colony Orar ' Ye ' Riel Landfell
Colony Onou ' Ni ' Gthis Landfell
Colony Eten ' Ke ' Ralla Landfell
Colony Eiil ' Tu ' Eesh Landfell
Colony Eluk ' Go ' Irado Landfell
Colony Oeee ' Ni ' Edia Landfell
Colony Esas ' Ho ' Hiel Landfell
Colony Eaol ' Sa ' Sino Landfell
Colony Iair ' Ho ' Yeese Landfell
Colony Eiea ' Ti ' Chell Landfell
Colony Oeoo ' Ei ' Ieese Landfell
Colony Uuak ' Hi ' Tos Landfell
Colony Iaor ' Yo ' Ivin Landfell
Colony Uyes ' Ra ' Toga Landfell
Colony Uaar ' Oo ' Nico Landfell
Colony Oaao ' Ui ' Iino Landfell
Colony Uuar ' Ra ' Ghnoss Landfell
Colony Uoit ' Yu ' Hico Landfell
Prime Akia ' Y ' Cathis Edge
Prime Niyo ' T ' Eirado Edge
Prime Heko ' T ' Iuos Edge
Prime Ooti ' N ' Cayss Edge
Prime Uaha ' G ' Nuesh Edge
Prime Auui ' C ' Teyss Edge
Prime Uiea ' H ' Sueese Edge
Prime Coga ' T ' Oacant Edge
Prime Neaa ' U ' Heilla Edge
Prime Eeoi ' H ' Nudia Edge
Prime Gigu ' L ' Lecia Edge
Prime Tuou ' G ' Uenis Edge
Prime Luci ' O ' Nabah Edge
Prime Roei ' T ' Ciill Edge
Prime Eeki ' E ' Ridor Edge
Prime Eogi ' R ' Huine Edge
Prime Riyi ' O ' Coino Edge
Prime Nago ' T ' Tavin Edge
Prime Huhu ' A ' Ueiel Edge
Prime Luna ' C ' Hevin Edge
Prime Rutu ' S ' Seeese Edge
Prime Aiga ' Y ' Rahnoss Edge
Prime Geiu ' G ' Iisen Edge
Prime Goua ' O ' Eihnoss Edge
Prime Koca ' H ' Iothis Edge
Prime Iaea ' A ' Giash Edge
Prime Holu ' H ' Tacia Edge
Prime Hooi ' T ' Geash Edge
Prime Taai ' C ' Liesh Edge
Prime Helo ' T ' Oiesh Edge
Atuc ' Iiaino
Uyek ' Getthis
Akas ' Eunbah
Icon ' Neghnoss
Uair ' Uaiden
Anon ' Reiino
Igao ' Uaaesh
Anuc ' Ieiine
Iran ' Cikalla
Ohee ' Guuvin
Oruo ' Oegrah
Alie ' Golnis
Ucec ' Couash
Isea ' Oecesh
Ueak ' Hurthis
Uces ' Aolgam
Erec ' Aicthis
Ilag ' Kaukel
Ilan ' Auybah
Ukas ' Tiydor
Auur ' Iaoran
Unui ' Aacos
Acue ' Eearah
Ayiy ' Aucilla
Ehat ' Niseese
Last edited by PicassoCT on 13 Jun 2015, 16:42, edited 2 times in total.
Re: Battle for Planet XIV
Overall real nice theme!
Might be fun to try 2v2 with team mates starting in diagonal separated positions.
Design wise: I could imagine splat detail textures and grass on the middle would improve the look without being too much work (depending on how perfectionist one is when creating these ).
Might be fun to try 2v2 with team mates starting in diagonal separated positions.
Suggestion: The middle would be more interesting / fought for if there would be more metal spots and/or some geos. Would drive people more out of their base areas, I guess.SpringFiles wrote:4 platforms surrounding 4 adjoining terraces which outlet into a low ground middle battlefield.
Design wise: I could imagine splat detail textures and grass on the middle would improve the look without being too much work (depending on how perfectionist one is when creating these ).
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Battle for Planet XIV
I'm unsure about how I feel about 2. It depends how likely you are to use the edge. If you are going to make more of these island style maps then definitely keep 1 in mind.Forboding Angel wrote:1. Not a terrible Idea, but it would require retexturing, which would be annoying but not... not-doable.Google_Frog wrote:
- 1.
- Make the map a true island map. Move or remove the few rock spires which touch the map edge.
2.- Change the undewater texture or sky such that they are the same colour.
2. No thanks. I hate maps that do this. Map edges serve an important gameplay purpose, regardless of how silly that purpose may seem.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Battle for Planet XIV
Your lobby should auto download map dependencies by now... It's 2015. The dependency is linked on the spring files page.SpikedHelmet wrote:
riperooni, i only have spring features v1.1
@google, yep, #1 is definitely correct.
Re: Battle for Planet XIV
Map got unfeatured in ZK because of its dependancy with Spring Features 1.0 and ZKL being too stupid to use it. Quite a shame I must admit.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Battle for Planet XIV
Updated to v2 with more ramps and better looking spires and little island rock thingies as per GF suggestion.
ZKLobby can't handle map dependencies? That's pathetic -_- Even springlobby can handle them.
ZKLobby can't handle map dependencies? That's pathetic -_- Even springlobby can handle them.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Battle for Planet XIV
Did anyone ever manage to get a game off the ground on this map? I'd be curious to hear about experiences.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Battle for Planet XIV
Played vs an AI, seems to work pretty well. I'm really liking this style of map tbh.
http://replays.springrts.com/replay/684 ... 997174d8b/
http://replays.springrts.com/replay/684 ... 997174d8b/
- danil_kalina
- Posts: 505
- Joined: 08 Feb 2010, 22:21
Re: Battle for Planet XIV
Looks cool! But it is PORC I think
Re: Battle for Planet XIV
Map looks good.Orfelius wrote:Map got unfeatured in ZK because of its dependancy with Spring Features 1.0 and ZKL being too stupid to use it. Quite a shame I must admit.
But this thing of having external dependencies is bad imo. I have no idea how many maps have this issue, but i sometimes see people having trouble playing because they can't download map.
How much bigger would the map files be if they didn't have the external dependency?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Battle for Planet XIV
External dependencies are fine, especially when those dependencies are available via rapid. The only lobby that cannot handle them is Zero-K Lobby, for which there is no excuse and the fact that it can't is fucking shameful.