Version: 1.0 Spring Maps Freeware
A new map, made by Shongjen.
Have Fun

Have there been any Recent Advances?
Version: 0.1 Lua Scripts Freeware
Another interface for Spring 🙂 Ispired by Nota mod and loiUI.
Extract archive to LuaUI/Widgets
Spring Maps Freeware
Description: DeltaSiegeDry 24×16
Info: 8 – 32 Players * Made by IceXuick (Modified by Falk10)
Gravity: 120
MaxMetal: 0.7
Maxmetal ingame: 2.1
ExtractorRadius: 100
MinWind: 1
MaxWind: 13
Version: 0.1 Spring Maps Freeware
Double edition of Sapphire Shores, still quite beta. Features, splatmapping, etc, are to do.
Made by: The Yak
Based from BeachInvasionBeta by 123v
Made with World Machine, GIMP, Notepad++

Related links: http://springrts.com/phpbb/viewtopic.php?f=13&t=30217 Author / Publisher: The Yak
Version: 0.1 Spring Maps Freeware
incomplete but playable version of Sapphire Shores, based off of BeachInvasionBetav12 by 123v
Version: 1 Spring Maps Freeware
Double flavor of remake of famous icy run v2.
Media Freeware
Balls tribute
Every nation, including robot nations, need them. Ball equiped leaders.
this is notAjoke!
for more check the nota page – http://nota.machys.net/tag/notajoke
Related links: http://nota.machys.net/tag/notajoke Author / Publisher: PepeAmpere
After fighting through a swarm of bugs we are ready to release a version of Zero-K compatible with Spring 94.1. We’ve been hard (and slow) at work fixing compatibility issues and working around new engine bugs. There are many important fixes in this engine version so hopefully it has been worthwhile.
Non-ZKL users will need to update their engine but with the appearance of Weblobby and static builds for Linux this should be easy.
== Engine ==
Pathfinding around terrain has been significantly improved. This is most noticeable for units with low slope tolerance and large turning circle. Units get themselves stuck on terrain much less often.
Plane related bugs have been fixed. There should no longer be an occasional plane which misses the airpad and has to be reclaimed. Bombers can be given orders after an attack ground order without messing up their queue.
Area of effect damage is now based on distance to hitsphere instead of distance to the center of a unit. This makes a lot more sense and fixes issues involving large units not take damage unless hit directly.
Apparently the whole game should run significantly faster.
== Other Changes ==
Bertha, Tremor, Pillager, Disco Rave Party, Behemoth, Warlord and Catapult no longer avoid terrain when aiming. This is either because they are good at knocking down walls or because they are too inaccurate and high trajectory for terrain to matter.
Gauss weapons deal predictable damage based on the footprint of the unit they are targeting. Scrubber damage has been increased from 90 to 110 to counteract this.
Chicken Swarmers can form writhing masses which packed densely enough. Watch out, they can flow over small barriers.
== Fixes==
* Modified overall mex values for Evergreen_Haven-Redux-v02, MountDustmoreV3, Riverbedv2
* Reduced center supermexes for FolsomDamFinal, Deadlands, Motkottava_Nakkivahvero-v01
* Moved metal spot from on top of geo spot in AquariusCrossing
* Fixed missing metal spots in Atuminoa, Quoth v1
* Fixed some structure hitvolumes which were large enough for attackers to hide inside.
* Outlaw vibrates when firing.
* Fixed crash while placing Missile Silo caused by some graphics cards. * Fixed some small, rare crashes or bugs (as always).