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Industrial Revolution v1 Supported

By KaiserJ
Rating:

Industrial Revolution v1 by KaiserJ, for up to 18 players.
Size: 20 x 14

PLAY ON THIS MAP


Downloads: 5158
Manual downloads:
https://zero-k.info/content/maps/industrial_revolution_v1.sd7
http://api.springfiles.com/files/maps/industrial_revolution_v1.sd7
http://zero-k.info/content/maps/industrial_revolution_v1.sd7
http://spring1.admin-box.com/maps/industrial_revolution_v1.sd7


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Page of 2 (25 records)
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{redacted}
6 years ago
unfeatured, map concept is great but engine fails
pathing is broken, custom formation with a single unit is broken (it places move orders every X/Y distances, ignores Z level, so much brokenness
+0 / -0

USrankAdminJasper
6 years ago
What you are removing all the good maps ....... I know you do not like nonlinear maps but come-on.
+0 / -0

USrankAdminJasper
6 years ago
Just because you have a bad game with spiders you cant just remove the map.
+0 / -0

{redacted}
6 years ago
Tell the engine devs to fix pathing then, eh?
+0 / -0


FIranksprang
6 years ago
I just got a crabe stuck on a hillside in Cathralda... in which the slopes are pretty mild too. So yeah, engine phail.
+0 / -0

{redacted}
6 years ago
Jasper, there's even been a forum thread or ticket about broken movement orders on very steep terrain. Just can't find it right now. You know, units don't move EXACTLY to where you placed the move command, only close to it. This "only close to it"'s distance is calculated only on X and Y coordinates, not Z it seems. I think this is why maps with SUPER EXTREME cliffs like this one break shit.
+0 / -0

LTrank[pikts]wolas
6 years ago
Well there should be new spring version very soon so lets hope it will be fixed, or maybe they dont even know about that?
+0 / -0

USrankAdminJasper
6 years ago
Skasi its like that on any map with cliffs. Even DSD has this.
+0 / -0

LTrank[pikts]wolas
6 years ago
In this map with 1000 comand I was able to get crabe on top of those pilars it was worth it! Anyway that spider bug many maps so it is stupid judgement.
+0 / -0

{redacted}
6 years ago
Your face is a stupid judgement and you know that!

Hills are a much much much much much much much much higher priority on this map than on DSD or any other one. The pipes and other features coming out on parts of the hills block units. There's nothing like that in any other map. In addition this map only has small pillars, not really wide hills so the "X Y distance" bug is a much bigger problem. That's three things and every single one of them is reason enough to not make it an officially featured map. You're able to !votemap Industrial if you still wanna play on it, not that hard.
+0 / -0


FIranksprang
6 years ago
Yeh yeh let's add it back when pathing starts improving instead of getting worse every version.
+0 / -0

USrankAdminJasper
6 years ago
Skasi I think spring uses 2d path finding do I don't think this bug is what you say it is.

More likely the unit thinks I have not move for x number of seconds in either x or z. So timeout and kill path because I am stuck.

+0 / -0

USrankAdminJasper
6 years ago
refeatured now that spiders are fixed.
+0 / -0

{redacted}
6 years ago
I think top and bottom of this map should be mirrored. Right now north is super hard to play with the default camera setup (which I prefer over others).
+0 / -0


FIranksprang
6 years ago
If it was mirrored, the huge spires would get in the way of sight even worse, since they'd be in the forefront.
+0 / -0

{redacted}
6 years ago
Doesn't matter; you could just move the camera further north then. Right now that's impossible because of the map border.
+0 / -0

USrankAdminJasper
6 years ago
Cant you just zoom out a little? Seems fine
+0 / -0

USrankSapphy
5 years ago
Played this with chickens. Actually pretty satisfied with how it turned out. Thanks creator! :D
+0 / -0

{redacted}
4 years ago
Would be cool if someone made a playable version of this. Simply remove silly pipes, cut altitudes to 1/4 and make south more interesting.
+0 / -0

DErankNeonSturm
4 years ago
Not to 1/4. Maybe 1/2.

Middle should be pure tactical, no mex spots.
+0 / -0
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