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Living Lands v2.03 Featured

Planet Mu

By Original by mestizo and Saktoth, remastered by aeonios.
Rating:

1v1 map based on DeadLands, designed for Zero-K.
Size: 8 x 8

PLAY ON THIS MAP


Downloads: 1876
Manual downloads:
http://zero-k.info/autoregistrator/maps/living_lands_v2.03.sd7
http://api.springfiles.com/files/maps/living_lands_v2.03.sd7
http://spring1.admin-box.com/maps/living_lands_v2.03.sd7


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USrankaeonios
24 months ago
Probably final version. This version has veh pathable ramps to the low areas so it's now fully viable for veh. Also fixed the problem where units were not casting shadows and otherwise fixed up the lighting, and got rid of the skybox because it looked like crap in lots of ways.
+0 / -0



EErankAdminAnarchid
21 months ago
Showcased, supported, and featured.

Will probs get rid of Deadlands now.
+1 / -0


USrankkaen
21 months ago
RIP DeadLands
+0 / -0


ILrankAdminhokomoko
20 months ago
The writing was on the wall.
+3 / -0



AUrankAdminGoogleFrog
20 months ago
The texture has a few problems:
  • It is not clear where vehicles can go. The center hill is mostly green but has the same path-ability as the grey cliffs.
  • Many of the mex spots are offset.

+0 / -0

ATrankSkasi
18 months ago
(edited 18 months ago)

STOP MAKING WHITE BACKGROUNDS FOR MAPS! PLEASE, THANKS!

AND FOG TOO! JUST DON'T!
+3 / -0

USrankAutoWar
18 months ago
Does there exist a kind of silly map widgetry that would allow the textures of Deadlands and Living Lands periodically swap opacity?
+0 / -0

UArankdahn
18 months ago
really bright map backgrounds are bad. distracts...
unfortunately darkening bg in settings doesnt work for me.
+1 / -0



AUrank[GBC]1v0ry_k1ng
18 months ago
I preffered Deadlands..
+1 / -0

LTrankDAKADAKA
18 months ago
Dead
+0 / -0



unknownrankSnuggleBass
12 months ago
I don't know to what degree it's due to the craft of the original deadlands, and to what degree it's the tweaks made by aeonios, but this map is one of my favourites. It's been a year now and it's still unclear what expansion routes are optimal. There's a real trade off between expanding to a two patch (4 m/s for 150), going a singleton (3 m/s for 75), and taking the hill (no metal).

Map control consistently leads to strung out base structure which makes you susceptible to raiding, which means comeback are very doable. Safe expansion to the sides is nice, but it gives up control of the center. Makes for a hectic brawl.

The factories are kind of worked out? Go bots or go home?
+1 / -0



AUrankAdminGoogleFrog
11 months ago
I wish the mex texture centering was not messed up here.
+0 / -0

ATrankSkasi
9 months ago
Are trees on this map very dark for anybody else?

+0 / -0

UArankdahn
9 months ago
not for me
+0 / -0
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