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Calamity_V1

By The_Yak
Rating:

Looks like something exploded out from the middle and left a bunch of small lakes. Map by The_Yak[lwagner5465@gmail.com], Heightfield by SirArtturi
Size: 16 x 16

PLAY ON THIS MAP


Downloads: 2487
Manual downloads:
http://zero-k.info/content/maps/calamity_v1.sd7
http://api.springfiles.com/files/maps/calamity_v1.sd7
http://spring1.admin-box.com/maps/calamity_v1.sd7


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11 years ago
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11 years ago
quote:
Looks like something exploded out from the middle and left a bunch of small lakes.

Lol. That's the best you could come up with? :D
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11 years ago
Screenshots: http://zero-k.info/Forum/Thread/4484

thanks jasper
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11 years ago
No thank you, this a nice map lots of strategies.
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11 years ago
i agree, this map is nice. tho im not sure the ramps are working out as planned, as far as i can see vehicles can drive pretty much anywhere (maybe not on the big side hills, didnt check) - also the textures are confusing, the darker brown areas somewhat look like height differences. looks nice tho :)
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11 years ago
quote:
as far as i can see vehicles can drive pretty much anywhere

as if that's a bad thing.
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11 years ago
not saying it is, just thought it wasnt supposed to be that way from what yak told about it when the map was still in the making.
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Skasi
11 years ago
I wanna know what inspired you, The_Yak. There's lots of little lakes inside the map, which is pretty unusual for island-styled maps. Not to say this is bad - it looks nice - but I'm curious! Or did you just "play around"? :)
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11 years ago
He got the heightmap from a spring topic if i got that correctly. So it's not technically his idea, he just ported it to ZK.

If i'm doing him wrong i'm sorry, i just say what i grasped from skimming through the threads.
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As it says in the description SirArtturi did the heightmap, which he released on the spring forums, I did the rest. It wasn't just simply a "port" to ZK, I did the texture, metalmap, atmosphere, lighting, compiling, etc and everything else required to make it a playable work. I only edited a few heightmap things like smoothing access paths into the water and 2 more ramps in mid.

Inspiration if anything would be the hotlips redux texture that I based this one from. I added grass and then tried to give it a more coastal look, and made the high areas solid rock.

Regarding vehicles, I did want them to be able to access most of the area, though perhaps slopes could be bigger but I'm not sure yet if vechs/tanks are OP on this map. Other units have advantages too, spiders/jumpers can traverse the rock plateus with no ramps, hovers/amphs can go through ponds and access back and sides from water, air can easily reclaim the 10m x5 rock piles on the islands.(you guys noticed those right?)
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11 years ago
Well i was referring to Skasi's question, which was clearly (at least for me) about inspiration for the (height)map layout.
Don't get me wrong, you did a great job with this map!
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Skasi
11 years ago
Oh, true. I kind of ignored the second line. Must've been due to it listing an author, which I already knew. That might have triggered the "Zomg this line is redundant." part of my brain.

You know uh.. I was really baffled yesterday when I found out that you did hotlips. I hate its heightmap and like this one, hehe. Now it all makes sense.

Textures, lighting, etc. look nice too. Thanks for this this compilation! :)
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