Battle for Planet XIV

Battle for Planet XIV

All map release threads should be posted here

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

Battle for Planet XIV

Post by Forboding Angel »

Kinda starcrafty style. I wanted to see if this style of map would suit evo better.

Image

Image

Image

http://springfiles.com/spring/spring-ma ... planet-xiv
Last edited by Forboding Angel on 14 Jun 2015, 05:12, edited 1 time in total.
Google_Frog
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Re: Battle for Planet XIV

Post by Google_Frog »

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.
  • 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.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Battle for Planet XIV

Post by Anarchid »

Is that SME? :P

Also: featured for ZK, let's see how it plays.
Orfelius
Posts: 103
Joined: 17 Nov 2014, 20:57

Re: Battle for Planet XIV

Post by Orfelius »

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.
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Forboding Angel
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Re: Battle for Planet XIV

Post by Forboding Angel »

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. :-)
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.
1. Not a terrible Idea, but it would require retexturing, which would be annoying but not... not-doable.

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:

Image

Thanks Anarchid. Lemmie know how it works for zk.
Attachments
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.
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PicassoCT
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Re: Battle for Planet XIV

Post by PicassoCT »

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
Does he even try to compute
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Forboding Angel
Evolution RTS Developer
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Re: Battle for Planet XIV

Post by Forboding Angel »

Part of me wonders if I should be flattered :lol:
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PicassoCT
Journeywar Developer & Mapper
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Re: Battle for Planet XIV

Post by PicassoCT »

Should Have added a lower an upperCase
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Battle for Planet XIV

Post by SpikedHelmet »

Image

riperooni, i only have spring features v1.1
Last edited by SpikedHelmet on 13 Jun 2015, 14:45, edited 1 time in total.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Battle for Planet XIV

Post by PicassoCT »

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
I need a generator that generates generic praise for procedural generation..
  • 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
Them names - look at that productivity of a few rules. Disregard planet unit spawned
Last edited by PicassoCT on 13 Jun 2015, 16:42, edited 2 times in total.
User avatar
qray
Posts: 377
Joined: 02 Feb 2009, 18:49

Re: Battle for Planet XIV

Post by qray »

Overall real nice theme! :-)
Might be fun to try 2v2 with team mates starting in diagonal separated positions.
SpringFiles wrote:4 platforms surrounding 4 adjoining terraces which outlet into a low ground middle battlefield.
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.
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 :wink:).
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Battle for Planet XIV

Post by Google_Frog »

Forboding Angel wrote:
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.
1. Not a terrible Idea, but it would require retexturing, which would be annoying but not... not-doable.

2. No thanks. I hate maps that do this. Map edges serve an important gameplay purpose, regardless of how silly that purpose may seem.
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.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Battle for Planet XIV

Post by Forboding Angel »

SpikedHelmet wrote:Image

riperooni, i only have spring features v1.1
Your lobby should auto download map dependencies by now... It's 2015. The dependency is linked on the spring files page.

@google, yep, #1 is definitely correct.
Orfelius
Posts: 103
Joined: 17 Nov 2014, 20:57

Re: Battle for Planet XIV

Post by Orfelius »

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

Re: Battle for Planet XIV

Post by Forboding Angel »

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

Re: Battle for Planet XIV

Post by Forboding Angel »

Did anyone ever manage to get a game off the ground on this map? I'd be curious to hear about experiences.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Battle for Planet XIV

Post by Forboding Angel »

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/
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danil_kalina
Posts: 505
Joined: 08 Feb 2010, 22:21

Re: Battle for Planet XIV

Post by danil_kalina »

Looks cool! But it is PORC I think
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: Battle for Planet XIV

Post by raaar »

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.
Map looks good.

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?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Battle for Planet XIV

Post by Forboding Angel »

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.
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