Version: 1.0 Spring Maps Freeware
Author / Publisher: PRINCE_doo
SpringFiles: Green Farms Concept
Zero-K: Zero-K v1.1.9.9 – Small updates since v1.1.9.0
We’ve had a few versions since v1.1.9.0. Some of them were to fix bugs and some were just because I can. To help people keep track I’ve compiled a list of change for all those versions. Some of the changes have been in effect for several days and there are even fixes for things that nobody noticed.
We have a nice new endgame stats screen which fits with the rest of the UI. Currently it only displays the old stats but as soon as someone has the time it should be easy enough to slot new stats in.
There are some noticeable balance changes such as AA target priority and some light bomber buffs. The amphibious raiders have been messed with again; Duck regained tracking and Archer lost quite a bit of range. Vamp is a bit slower to make Avengers more important for interception and Nukes are more expensive because Godde sort of suggested it and it sounds like a good idea.
Full changelog here: http://zero-k.info/Wiki/ReleaseNotes2
SpringFiles: Cattle and Loveplay
Version: 5 Spring Maps Freeware
1v1 map with options to restrict building on sand, sink wrecks into sand, speed up movement on rock by 25%, and spawn unit-eating sand worms.
changes in version 5:
– sand worms
– fixed human vs human bug in which no orders could be given
– fixed broken startup warnings
SpringFiles: Emerald Island
SpringFiles: XTA
Version: 9.729 Games Freeware
Will those funny commanders ever stop singing?
We might never know…
This is the game file mirrored on springfiles, as generated here by svn/rapid:
http://packages.springrts.com/builds/xta-9.729.sdz
SpringFiles: Techno Lands 3v3
Version: 1.0 Spring Maps Freeware
De-make of original map shortened for 2v2/3v3 battles.
SpringFiles: XTA
Version: 9.729 MT Games Freeware
Author / Publisher: zerver
SpringFiles: NOTA
Version: 1.76 MT Games Freeware
Author / Publisher: zerver
SpringFiles: Cage Fight
Version: 1.0-KotH Spring Maps Freeware
Map Description:
Simple King of The Hill style map including a map option to set KotH game mode.
A lot of metal and quite high windspeed to allow for very fast paced hill fights
and easy upgrading to 2nd level, to make them even more hard. Ressources can be
tuned down in map options (75 and 50%).
The walls are not accessible to normal units, only all terrain units can go there.
Terrain is slightly deformable by explosions, but not too much (hardness=220).
Players: 3 or 6 in FFA, 6 start points
If you want to team up, better use custom start zones
instead of the fixed start points
Metal: income 2/2.5/3 units per round and spot depending on spot location
King of the Hill (KotH) Game Description:
To start a King of the Hill game, choose “Kill Everything” in normal game options,
select “King of the Hill” in the Map Options/Game Choice; in addition the hill time
can be adjusted in the Map Options (default: 15 minutes).
If Game Choice is set to normal, a normal game as set in the Mod Options will start
and the KotH script will not run.
Every team has a counter which time in minutes can be set in the map options between
1 and 30 minutes. Goal of the game is to occupy/control the “hill zone” (round circle
in the middle) for this time. Then, the other teams are destroyed and you have won.
The time is accumulative, so if you are thrown out, it won’t be reset and you
can try to get in again to last the remaining minutes/seconds.
Occupying the hill: you have to get in once with your commander while the hill zone
is not occupied by another team. Then, your hill time starts to count down as long
as any(!) of your units is in the hill zone (so you can move the com out). The definition
of “unit in the zone” includes aircrafts even when flying. This can be changed in the map
options. Landed aircrafts do always count. (Dragon teeth and Fortification Walls do not
count.)
When the hill zone is occupied, it will take the team color of the team in control. It
will revert to white when control is lost.
The displayed counters show the color and player name of the first player in the ally
team (of course only releveant if more than one player is in the ally team).
This modification and the map have been tested with Balanced Annihilation 7.81. It
might also work with other Spring mods, but I cannot guarantee.
Credits:
Images during map making made with Inkscape (rough height map draft) and Gimp (detail work),
using some textures from the SpringMapEdit tool. Conversion made with MapConvNG.
KotH script based on one by Alchemist; including a circle draw function by jK. Also
helpful were tips by Silentwings and zwzsg for debugging the KotH script.
Other map scripts from and/or based on the map blueprint container by jK.
Thanks to everyone who gave/gives tips and help in the map making forum and the wiki!
Legal:
Artwork of the Map:
Released under Creative Commons (CC) BY 3.0
Means: everyone can take this work or parts of it as a basis for his own map or modify and
release it. Credits should be included in any re-release.
Scripts (==Lua):
GPL2.0




Author / Publisher: zoggop


Author / Publisher: qray