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Living Lands v2.03 Featured

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: 1872
Manual downloads:
http://api.springfiles.com/files/maps/living_lands_v2.03.sd7
http://zero-k.info/autoregistrator/maps/living_lands_v2.03.sd7
http://spring1.admin-box.com/maps/living_lands_v2.03.sd7


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USrankaeonios
21 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
18 months ago
Showcased, supported, and featured.

Will probs get rid of Deadlands now.
+1 / -0
USrankkaen
18 months ago

Donator star
RIP DeadLands
+0 / -0
ILrankAdminhokomoko
18 months ago
The writing was on the wall.
+3 / -0
AUrankAdminGoogleFrog
18 months ago

Donator star
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
16 months ago
(edited 16 months ago)


Donator star
STOP MAKING WHITE BACKGROUNDS FOR MAPS! PLEASE, THANKS!

AND FOG TOO! JUST DON'T!
+3 / -0
USrankAutoWar
16 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
16 months ago
really bright map backgrounds are bad. distracts...
unfortunately darkening bg in settings doesnt work for me.
+1 / -0
AUrank[GBC]1v0ry_k1ng
16 months ago

Donator star
I preffered Deadlands..
+1 / -0
LTrankDAKADAKA
16 months ago
Dead
+0 / -0
unknownrankAdminSnuggleBass
9 months ago

Donator star
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
8 months ago

Donator star
I wish the mex texture centering was not messed up here.
+0 / -0
ATrankSkasi
7 months ago

Donator star
Are trees on this map very dark for anybody else?

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