• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

RDZ Industries: Project Y4

This bundle is marked as high quality. It exceeds standards and is highly desirable.
RDZ Industres: Project Y4
A remote RDZ Industries industro-military research and development facility has gone dark... Its factories are on overdrive, producing AI-controlled drone units that have destroyed everything in the facility. Take control of the brand new, highly experimental All-Purpose Assault Mech as you are sent to investigate the stricken facility -- get in, regain control of the base systems, and find out what the hell happened.

For further details, see the Project Y4 Operational Handbook.












RDZ Industries: Project Y4 was created by Rao Dao Zao
www.raodaozao.net

With music by Merlijn Nash
www.merlijnnash.com

3D Artwork
Created in Milkshape 3D: www.milkshape3d.com
Exported using Guesst’s WC3 MDL/X Exporter: www.wc3c.net/showthread.php?t=86308
Finalised using Magos’ War3ModelEditor: www.magosx.com
Additional engineering performed in Notepad2: www.flos-freeware.ch/notepad2.html

2D Artwork
Generated and engineered in Paint Shop Pro 7
Generated in Impact Texture Studio: www.aaldert.com
Skybox & planetary images from www.nasaimages.org

Fonts
Astradyne: Created by Feorag NiBride based on the typeface on Ultravox’s “Vienna” LP
Calibri: © 2008 Microsoft Corporation

Scripts
LineSegments by Ammorth: www.wc3c.net/showthread.php?t=101405

Audio
Engineered in Wavepad Sound Editor: www.nch.com.au/wavepad
Engineered in OpenMPT (based on GM.dls samples): www.modplug.com
Generated using sfxr: www.drpetter.se/project_sfxr.html

Original samples downloaded from:
www.soundbible.com
Mike Koenig, JaBa, Koops, Jaymz, stephan_schutze, Sound_Explorer, Dion_Stapper, Kibblesbob, Steveygos93, Mark DiAngelo, dobroride
www.flashkit.com
Diode111, BlackCow, Ivan, kayden riggs, eRco_Inc, the_mill, Aaron Holle, peterock, Flashman362, DJ B, oblius, .{ TM }., illuminationist
www.soungle.com

Ambient factory loops from Stanlow and History of Modern (Parts III & IV) by Orchestral Manoeuvres in the Dark
Special explosion from Achilles Heel by Toploader

Game Manual
Created using Microsoft PowerPoint 2010.

Special Thanks
Anitarf, Deaod, Griffen, Owenalacaster, and all the WC3C IRC crowd for their support, both technical and moral.
NEHZ, Metal_Sonic, Callahan and all the others that contributed to the development discussions about respawning, camera-lock and more.
Jack for telling me to use Greek planet names.


KNOWN ISSUES
Unfortunately, when one fights the engine there are always consequences. The more you push the limit of what the game expects, the less possible perfection becomes, and the more corruption creeps in. The causes of these issues remain unknown.
  • Running WC3 in OpenGL mode (on Windows only?) can cause the game world to be a blank white screen. Switching back to DirectX should solve this.


R02d

MUSIC
- Introducing an original soundtrack by Merlijn Nash

FIXES
- Fixed the bomb drop crash bug at last! The bomb is now dropped automatically on entering the activation zone, rather than requiring active input, to deal with the issue
- Fixed subnet hacks crashing on loading ("Undocumented Designs" objective)
- Fixed subnet maze avatar not being immediately reselected on deselection
- Fixed bounds on subnet terminals making them difficult to select

TWEAKS
- Guessing the missing digits of a keypad code discovered during a router hack will update the datapad entry for that code
- Computer monitors "switch off" after being read to indicate terminals that have already been viewed once (they can still be read again if desired)
- Added "quick" exits to the two bunker assaults; the Waste bunker allows you to exit near Bunker 07, while the North bunker takes you out in the mines

R02c

BALANCE CHANGES
- The Ultimate Crane Game no longer carries a risk of detection after the North Bunker has been breached: take as long as you need!
- The Blade Barrier no longer damages player units, allies or neutral units (barrels or civilians)

CAMOUFLAGE PAINTWORK
- Completing the North Bunker assault now unlocks the Urban Dazzle Camouflage paintwork
- Dealing with Marseille now unlocks the Pirate Camouflage paintwork

FIXES & TWEAKS
- Fixed generic bomb not dropping
- Fixed issue where dying in the tutorial after finishing the game would break
- Fixed some quest logs not being removed after finishing the game
- Fixed Mausoleum keypad staying in cinematic mode after escaping without entering the correct code
- Fixed Mausoleum being uncompletable if only one Blue Fusion Reactor spawns
- Fixed some potential bad behaviours and exploits of Marseille
- Fixed G1 assault troops getting clogged up at their exit region?
- Fixed the Smelting Vat being vulnerable
- Fixed the Operations Central and Computer portraits being discoverable and vulnerable
- Fixed items that were left on the Vault floor being visible in the finale cinematics
- Fixed the first part of the finale cinematic not playing
- Reduced North Bunker assault phase 1 spawn unit maximum counts
- Removed some unused content

R02b (Some spoilers)

INTRODUCING THE NECROPOLIS
- The Necropolis area is now accessible through North Bunker 01
- Unlock the Dazzle Camouflage paintwork by defeating the Alpha that defends the Necropolis
- Take on the pirate captain Marseille and his fearsome custom-built mech
- Find the secret code among the monuments and defeat the gauntlet of the Mausoleum to retrieve the highly classified "Mind Claws"

INTRODUCING NEW EQUIPMENT
- Marseille's Ricochet: defeat the pirate leader Marseille to get his infamous Ricochet as an undercarriage unit
- Spiderbot Assembler: consume the wreckage of fallen enemies to spread the scourge of the Spiderbot
- Portable Turret: buy these undercarriage sentinels from Factory Control and deploy them to defend a location
- Amberite Shields: when you find the Amberite chunk, you can now choose to make a pair of shields instead of swords
- Spiked Shields: stumble across these weaker shields in the early game to cause melee attackers to damage themselves with every strike
- Greater Ammo Pack Shields: purchase these upgraded ammo pack shields from the gatehouse after you've defended the Telegraph Core
- Caustic Blades 2: purchase these fiendishly upgraded versions of the caustic blades from the gatehouse after you've defended the Telegraph Core
- Mind Claws: track down these mysterious blades and unleash their superlative damage on all who oppose you
- G1 Cleavers: pick up these heavy blades, that can foul enemy motors with their tar channels, when the G1 assault force arrives
- Prox Mod: never miss an artillery shot as these shells intelligently explode or deploy as proximity mines
- Smoke Shell Mod: deploy a massive carpet of smoke to disable ranged targeting systems and reduce the accuracy of melee attacks

INTRODUCING NEW MISSIONS AND LORE
- Added a new side mission: release a HoverCon scout from the Detention Centre in the Waste Processing annex
- Added a new side mission: hack the factory subnet terminals to unlock some of the upgraded enemy drones at Factory Control
- Added a new computer to the nurine transport landing pad
- Added a new computer to the far end of the south annex
- Added a new post-credits sequence

INTRODUCING NEW AND UPGRADED ENEMIES
- Added new enemy: the old SMech drones attack with mag-rail rams, while upgraded versions carry novel enhancements
- Added new enemy: the "Reaper" is based on the Delta chassis but has a custom-built turret with a powerful short-range beam weapon
- Added new micro-boss: the G1 Cataphract joins the G1 assault -- defeat it to acquire the G1 Cleavers
- Added Emergency Shields to the HoverCon D that activate on its hit points being reduced below a certain amount
- Added a plasma beam attack to Ikaris

BALANCE CHANGES
- Overdrive now deals more damage the longer it is enabled for. It must be left disabled for a period of time to reduce the damage multiplier
- Easy Mode: increased Drone respawn delay
- Adjusted some item costs and stats
- Tweaked Super EMP bolt to deal more damage but stun for less time
- Increased cooldown of Repair Drone Bay
- Reduced attack speed penalty of Crowbars and Thaelite Axes
- Reduced duration of Disposable Ammo Factory from 20 to 15
- Reduced HoverCon and G1 Repair Unit drop rates
- Gave civilian "Truck" a ramming attack
- Increased reward for letting the criminals smuggle the gold bullion out
- Made Central Admin Area repair station items available immediately rather than only when the APC is brought to the Core
- Decreased all Drone spawn rates by 1 second in the North Bunker assault
- Reduced Guardian Repair duration in the face of Gas Shells
- Changed Vault Cannister behaviour: cannisters now give a consistent effect based on what corner they are in (anti-clockwise from the bottom-left: VBarrier, VDamage, VRepair, VRepair)
- Reduced Ikaris' damage reduction from 32 to 30

FIXES & TWEAKS
- Fixed "new item equipped" messages not showing for when an acquired equipment item displaces an existing equipment item to the Cargo Hold
- Fixed G1 Remote Control description Paladin quantity (there is only 1 Paladin)
- Fixed Repulsor Anklets tooltip colouring
- Fixed Speed Blade and Taschari Blade models floating slightly off the arms
- Fixed AP-AM starting movement speed (was 250, is now 270; was always reset to 270 after first Overdrive disable anyway)
- Fixed Alpha target acquisition range so it is reasonable instead of far too low
- Fixed generic Bomb (ten second timer as it should be)
- Fixed Bomb items having (Generic) and (Intro) after their names. Oops!
- Fixed loading a saved game with overdrive enabled half-disabling it
- Fixed some outdoor areas being visible from inside the final North bunker
- Fixed odd camera behaviour when skipping G1 assault opening cinematic at certain points
- Fixed bad wall decoration above Waste bunker 07
- Fixed the intro leaving the title behind on an ill-timed skip
- Fixed Dahlrine Jets and Disposable Ammo Factory cancelling each other out
- Fixed Waste bunker factories being permanently disabled on leaving the bunker again, even if the factories remain alive
- Fixed Waste and Construction bunker outside activation rectangles being rotated wrongly
- Fixed Waste bunker having two activation rectangles on its exit zone
- Fixed some ability tooltips using the wrong hotkey highlight colour
- Fixed some errors with skipping of epilogue and credits sequences
- Fixed smuggler truck remaining even if the player did not choose to attack
- Fixed selling items showing gold coin art
- Fixed Telegraph Router, Wrecked Alpha having no attachment points for special effects
- Fixed Node Hacking Prowler/Rhombus projectile having no impact sound
- Fixed HCEF Emitter Blades have the wrong item model
- Fixed an issue where multiple escorted vehicles could fail to exit the map
- Fixed an issue where Ikaris and the AP-AM could be removed before the outro cinematic
- Fixed an issue where skipping the first outro part could break the rest of the sequence
- Added failsafe to revive the Cargo Hold immediately if it somehow manages to die
- Added additional dialogue for Smelter and Research Centre interactions
- Removed broken Waste Mid Containment code in secret computer
- Renamed "Red Legionnaire" Beta to "Legionnaire" and "Blue Legionnaire" Beta to "Stunner"
- Renamed "Repair Drone" to "Disposable Repair Drone" and "Dahlrine Jets" to "Disposable Dahlrine Jets"
- Relabelled "Miscellaneous" items as "Material" and "Tech Junk"
- Tweaked Panic Paladin pellet projectile art
- Tweaked some lines of dialogue
- Tweaked some terrain: minor rearrangements, added some new generic props, revamped Transport mag-lev tracks area with new train props
- Replaced crate containing Crowbars in Transport area with crate containing Spiked Shields
- Replaced sound effects: JetEngineLoop, FinalContainmentDeath, dialogue placeholder bleep
- Reduced volume of plasma beam sound
- Disabled menu options for rescinded bonus missions

R01d

INTRODUCING NEW EQUIPMENT
- Prox Mod: never waste a shell by dropping landmines at range with the Prox Mod, available from the Admin sector repair station
- The Aegis: find all the two sets of components and get the research team to assemble this revolutionary self-charging barrier generator undercarriage mod
- Projector Kit: find the components and get the research team to apply this permanent hit-point upgrade

FIXES & TWEAKS
- PLEASE have fixed the bomb drop crash bug. Goodbye nice fade, hello NOT CRASHING???
- Attacking RDZ Industries units will result in hostility until you die and are rebuilt
- Tweaked landmine activation radius and delay

R01c

FIXES & TWEAKS
- MOSTLY fixed the bomb drop crash bug (it was the activation circle model along)
- Fixed "Hold The Line" secondary objective repeating itself
- Fixed entered digits staying on the keypad screen when leaving without entering a complete code
- Fixed G1 Remote Control still working from the Cargo Hold when displaced by another undercarriage mod
- Added sound effect to node hacking health power-up

R01b

INTRODUCING THE AUTOMAP
- Use the Automap control, located in the Cargo Hold, to access a facility schematic complete with objective markers!

INTRODUCING EASY MODE
- Enemies have 70% of their normal health
- Overdrive does 75% normal damage

FIXES & TWEAKS
- Fixed south-edge meteor terrain so spawned fragment will always be accessible
- Fixed early rescinding of "Clear the administrative area of rogue drones" objective
- Added containment procedure to stop marked drones from leaving the Hill during "Clear the administrative area of rogue drones"
- Fixed traffic jam on waste annex bridge
- Fixed Overdrive damage being negated by barrier usage
- Fixed a potential odd combination of G1 Mogul fight events
- Fixed being unable to skip the HoverCon post-decision cinematic
- Fixed missing camera on Projector Shields item
- Fixed missing plus symbol on Astradyne font sheet
- Changed smuggler's crate into a containment chamber
- Replaced waste "crate compound" invulnerable heavy gate with vulnerable light gate
- Adjusted biosludge effect for small units
- Made destructible crates use brown texture to differentiate them from invincible decoration crates
- Added broken fencing to "pre-existing" cave entrances

R01a

FIXES & TWEAKS
- Fixed intro bomb drop crash.
- Fixed Paint Shop use during the game failing to unpause the world on exit
- The AP-AM is now reset to full health for the tutorial finale

R01: Initial release

Once you're done, be sure to try out RDZ Industries: Arena Y4 -- a 1-4 player deathmatch spin-off.

If you're interested in all the aspects of creating Project Y4, you can read through the developer diaries I wrote throughout the construction process.

Other Maps

Keywords:
sci-fi, robots, mechs, hack 'n' slash, singleplayer, this wreckage in space, swords, guns, giant explosions
Contents

RDZ Industries: Project Y4 (Map)

Reviews
22:06, 12th Mar 2014 Hell_Master: Map approved with a rating of 5/5 (Highly Recommended). See moderator's short review regarding the map:

Moderator

M

Moderator

22:06, 12th Mar 2014
Hell_Master: Map approved with a rating of 5/5 (Highly Recommended). See moderator's short review regarding the map:

Hell_Master;2498440 said:
Pardon me for the very long that it has been buried down in the sections but review emerges and hopefully, this officially goes in the Approved sections from now on!

I have played your map and I must say that it's definitely a high quality map matched with high quality terrain styles and layouts.

The gameplay is really good with a choose-able difficulty that fits your game style and preferences. Dialogues were told pretty clearly, map requires exploration which makes it better (not just some typical RPG maps where you go kill and that's all you'll ever done without any explorations and stuffs), great game UI and designs, those custom game texts and full screen images does help make your map great in visuals and designs and etc.

Though for the map showing many circles and stuffs is quite confusing. In my honest, I have never got to understand how the map circle appears works like what's with the different circle appearing in the map (does it denote an object or something important?). Might be a noob-ish question but I seriously don't understand.

As for my suggestions, I do not know but even at Easy difficulty, the map is quite challenging at times most likely when two to three enemies surrounds you with strong damage outputs, they'll surely destroy you in no time. I do think that your unit could have an ability/spell where it gives it a temporary protection from all damage even from spells that lasts for 4-5 seconds then it goes on a long cooldown again (implying that the game does not have this but if there is already, disregard this. I'm still playing this out but giving my general feedback might be a good idea).

Anyway, not much to say but simply amazing. Rated 5/5 of course and Approved. Good day, RDZ!
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
I can't seem to test it. Tried every combination of watching/skipping cinematic x tutorial/new game
I think I heard this before, and it was due to using OpenGL. For whatever reason, WC3 in OpenGL mode really doesn't like... all my textures?

If you switch back to DirectX it should work. If you can't do that, then unfortunately there is nothing more I can offer.


Woah, huge map. 16mb. I would love to add some review but it's too big. Maybe someday I'll do the honor to review this.
wat? 16MB is too big? It's a total conversion with something like 1700 imported files, I couldn't do it in any less.
 
I think I heard this before, and it was due to using OpenGL. For whatever reason, WC3 in OpenGL mode really doesn't like... all my textures?

If you switch back to DirectX it should work. If you can't do that, then unfortunately there is nothing more I can offer.

Well, you could figure out why your textures don't work in OGL (since I've never had this problem before)

But fortunately I'm able to use D3D if I please. You should at least warn users in your map description that playing in D3D is necessary.

Otherwise great map. It's a little slow and doesn't have a huge fun factor, but the game is solid - a work of art.

5/5 + vote for approval from me
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Pardon me for the very long that it has been buried down in the sections but review emerges and hopefully, this officially goes in the Approved sections from now on!

I have played your map and I must say that it's definitely a high quality map matched with high quality terrain styles and layouts.

The gameplay is really good with a choose-able difficulty that fits your game style and preferences. Dialogues were told pretty clearly, map requires exploration which makes it better (not just some typical RPG maps where you go kill and that's all you'll ever done without any explorations and stuffs), great game UI and designs, those custom game texts and full screen images does help make your map great in visuals and designs and etc.

Though for the map showing many circles and stuffs is quite confusing. In my honest, I have never got to understand how the map circle appears works like what's with the different circle appearing in the map (does it denote an object or something important?). Might be a noob-ish question but I seriously don't understand.

As for my suggestions, I do not know but even at Easy difficulty, the map is quite challenging at times most likely when two to three enemies surrounds you with strong damage outputs, they'll surely destroy you in no time. I do think that your unit could have an ability/spell where it gives it a temporary protection from all damage even from spells that lasts for 4-5 seconds then it goes on a long cooldown again (implying that the game does not have this but if there is already, disregard this. I'm still playing this out but giving my general feedback might be a good idea).

Anyway, not much to say but simply amazing. Rated 5/5 of course and Approved. Good day, RDZ!
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
But fortunately I'm able to use D3D if I please. You should at least warn users in your map description that playing in D3D is necessary.
I had completely forgotten about this issue, I will add it to the list of known bugs. Unfortunately WC3 moves in mysterious ways and I haven't the faintest idea why it breaks for OGL, nor the inclination to find out.



Though for the map showing many circles and stuffs is quite confusing. In my honest, I have never got to understand how the map circle appears works like what's with the different circle appearing in the map (does it denote an object or something important?). Might be a noob-ish question but I seriously don't understand.
The mini-map now functions as a radar. I couldn't destroy it entirely, so I came up with this minor use. Each pulse is a nearby unit, so it can offer some minor early warning of enemies approaching from an unanticipated direction.

As for my suggestions, I do not know but even at Easy difficulty, the map is quite challenging at times most likely when two to three enemies surrounds you with strong damage outputs, they'll surely destroy you in no time. I do think that your unit could have an ability/spell where it gives it a temporary protection from all damage even from spells that lasts for 4-5 seconds then it goes on a long cooldown again (implying that the game does not have this but if there is already, disregard this. I'm still playing this out but giving my general feedback might be a good idea).
Funnily enough, if you can track down the parts for and assemble the Aegis you can get this ability to be invulnerable for a short sharp duration. It's meant to be pretty high action, and require tight unit control, but as long as you explore a lot you can find plenty of spare lives to help you get over the humps.

Anyway, not much to say but simply amazing. Rated 5/5 of course and Approved. Good day, RDZ!
:ogre_kawaii:
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
I found a bug. When I plant the bomb in the designated area(marked by green walls) the game simply shuts itself:/ How can I get past that?
Check the "known issues" part of the changelog. I have tried to solve this issue numerous times but it persists. I am aware of no fix.

Unfortunately, when one fights the engine as much as I have done with Project Y4, there are sometimes casualties. This is one of them.
 
Last edited:
Level 29
Joined
Apr 6, 2010
Messages
3,139
You monster.

Issue with bunker 6: I died during the defense, and when I came back, there were three of the cockpit drones waiting at the entrance in the bunker (there are also several times when the drones just sit on their spawn points instead of patrolling).

Also, the codes should be updated once you find them (i.e., 0251 instead of 02#1).

Ah, that was the subnet crash. Shame.

Will try again, now that I know what to do.
 
Last edited:
Level 29
Joined
Apr 6, 2010
Messages
3,139
Got around to finishing it. Awesome all around, though there should really be a better fast travel option. The lack of Skyward Fire and the normal ending were disappointing though.

A bug with the Hovercon mission: I skipped their cinematic, but the attack/leave option didn't come up, leaving an unfinished quest and neutral Hovercons. I attacked them to finish the quest, and all went back to normal. However, when I skipped the G1 cinematic, it went to the choice, and on hitting "attack" it suddenly flashed to the Hovercon's response before giving the G1's.
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
Got around to finishing it. Awesome all around, though there should really be a better fast travel option.
I dunno, I was hoping that the combat was nice enough to engage during travel -- no easy breeze (at least until the finale stages), but not insanely hard and with enough enemy variety to stop it going stale. Besides, the facility isn't actually that big, so fast travel would have been slightly overkill and not really fitted in the context.

The lack of Skyward Fire and the normal ending were disappointing though.
Normal ending? There aren't multiple endings, you either win and get it all (or lose all lives and get the nuke-everything non-ending).

Skyward Fire would have given the map more context "in universe" and explained some things I left dangling, but it shouldn't have had anything more than incidental impact (not to mention it would have actually added more questions).

The post-credits sequence should give enough of a sense of closure (or deliberate lack thereof), and indicate the general direction of the universe. If that didn't tickle your fancy, then...

Well, you'll just have to wait for the real game! :ogre_hurrhurr:

A bug with the Hovercon mission: I skipped their cinematic, but the attack/leave option didn't come up, leaving an unfinished quest and neutral Hovercons. I attacked them to finish the quest, and all went back to normal. However, when I skipped the G1 cinematic, it went to the choice, and on hitting "attack" it suddenly flashed to the Hovercon's response before giving the G1's.
Can you remember precisely when you hit skip? E.g. during the cinematic start fade-out or during the dialogue (and if so, at what line)? Might help me narrow it down.

BTW, I have also got a fix for your previous complaint about guessing the digits updating the quest log, it's just going into the pot for R03... Which may not be out for some time.
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
I was hoping that beating it on normal gave a slightly extended ending (like seeing where the captain ended up) due to the "now try it on normal" message. As for Skyward Fire, well, it's always a shame when you don't get to see giant superweapons being test-fired.

Fast travel: it's the parts that don't feature enemies (like when backtracking from bunkers and such) that are boring.

As for the cutscene, I believe it was either during the fadeout or just after.

Oh yes, another suggestion: have the exit square marked on the hacking minimaps. Several times I didn't get out in time because I couldn't find it again (in one case, I was on the adjacent square when time ran out). Also maybe you could put a "you've already read this" mark on computers, the way communicators do.
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
I was hoping that beating it on normal gave a slightly extended ending (like seeing where the captain ended up) due to the "now try it on normal" message.
Ah, no, I get kind of annoyed when games do that because I tend to suck at higher difficulties; it's a very reflex-based game so some people just might not be able to win on Normal, but I don't want to lock off chunks of the plot for them.

So I just nixed the stats because I didn't rebalance them for the broken numbers of Easy mode. The game is "designed" for Normal mode, that's where the balance all makes sense, while Easy was tacked on with the handicap stuff reducing hit points in a generic way possibly making it too easy/not easy enough in parts. (That's not to say Normal mode is lacking in difficulty spikes, but they're hopefully a bit more controlled.)

As for Skyward Fire, well, it's always a shame when you don't get to see giant superweapons being test-fired.
You make me feel so guilty. :(

Skyward Fire can't happen because I've got an imagination bigger than my abilities. All those dramatic shots of the beam splitting an enemy ship down the middle... Ah well.

Fast travel: it's the parts that don't feature enemies (like when backtracking from bunkers and such) that are boring.
Hmm, I guess it's supposed to give you time to clean up, read computers, look for secrets and things. Maybe I'll look into opening up some one-way back doors.

Oh yes, another suggestion: have the exit square marked on the hacking minimaps. Several times I didn't get out in time because I couldn't find it again (in one case, I was on the adjacent square when time ran out).
I was tremendously lazy here. The exit square is always in the middle of the minimap (give or take a tile), but I'll plop a dummy unit down or do a radar pulse or something.
Also maybe you could put a "you've already read this" mark on computers, the way communicators do.
Hmm. I figured this would be too difficult and convoluted to work, but if I just play a different animation on the monitor as soon as the computer loads that would probably do nicely. Hurf durf, that's what you get for developing in isolation.
 
Level 1
Joined
Mar 19, 2012
Messages
3
Holly mother of...
Just finished it for the first time, and I have to say, it completely BLEW MY MIND!
Having experience with your previous maps, I knew this one would be well worth the time, but I had no idea about just how much you would OUTDO yourself... I... just... don't know what to say...
would give 10/5 if I could, but guess I'll have to settle with 5/5
 
Level 34
Joined
Sep 6, 2006
Messages
8,873
Whoa, I totally missed the fact that you released this. You've been working on this for a very long time, I'm really happy to see you finished it. I know it's been out for a while, but it must have felt pretty awesome.

How many hours? Rough ballpark?
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
Whoa, I totally missed the fact that you released this. You've been working on this for a very long time, I'm really happy to see you finished it. I know it's been out for a while, but it must have felt pretty awesome.

How many hours? Rough ballpark?
It took two years, obviously fitted around having a job. More hours than I care to count anyway. :grin:

I'm actually working on a minor bug-fix release at the moment because I'm pretty sure I've finally managed to fix the bomb drop crash bug for real. (It's definitely a problem with saving and reloading before dropping the bomb.) Hopefully a little bump to the top of the pile for crimbo time will give it one last gasp at fame.
 
Level 34
Joined
Sep 6, 2006
Messages
8,873
I thought it was more than two years. I remember you posting early models a long time ago. My memory sucks these days though.
 
Level 18
Joined
Aug 13, 2007
Messages
1,584
Okay, the map is seriously awesome, it's action-packed, challenging and all that. But when I get to the G1 Mogul... How the fuck do I beat that thing? I get it to 50% hp, it calls its buddies, they kill me, and then when I come back it's back to full HP. Wash, rinse, repeat. I only managed to kill it with god mode cheat...
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
Okay, the map is seriously awesome, it's action-packed, challenging and all that. But when I get to the G1 Mogul... How the fuck do I beat that thing? I get it to 50% hp, it calls its buddies, they kill me, and then when I come back it's back to full HP. Wash, rinse, repeat. I only managed to kill it with god mode cheat...
Don't worry, I even have trouble with him myself! :clol:

It always takes me a couple of runs -- you need to clear out the Conquistadors and get to the respawn point just outside his base first, then go in for the kill once you've recovered. There are 2 spare lives at the G1 repair station because I knew it was tough; you might have to let yourself die and then respawn once to replenish your artillery shells, depending on how many you used going in. Try to let the attack waves go past you, so you don't waste any ammo on them; the G1 troops and the drones in the base will fight so you can clean up any dregs at your leisure once you've blunted the assault.

Generally I use the gas bomb artillery mod -- EMP the Mogul with the pulse cannons and then let it stew in the clouds, possibly hit it with the GEP gun too. When you launch a shell he will try to run away from the blast radius so it's important to EMP him first. Though if you've picked the explosive or caustic pulse cannon upgrade by now, possibly keep to the spiderbomb or EMP shell mod instead, keeping him stunned is very helpful. The advantage of the gas bomb here is that the clouds will also damage the reinforcements when they dig in, even if your timing is a bit off, and launching a second shell might also make him run back into the first set of clouds.

If you see him driving towards you, that is the best time to EMP him as that'll interrupt him using his own EMP ram on you. If he locks you down it's quite hard to recover (though it shouldn't be impossible). Basically try to keep him away from you and keep moving to avoid his grenades, and only engage in melee as a last resort (if you've got the EMP blades and the attack speed upgrade you might have an easier time in melee as he'll get stunned more).

You only actually need to get him down to 100 hit points before he will surrender (at which point you can accept his surrender or keep hitting him). Otherwise, try to have as many upgrades and the best shields you can... And good luck! :clol:
 
Level 18
Joined
Aug 13, 2007
Messages
1,584
Woosh. Made it with spiderbot grenades and heat sink shields but man, was it hard. Fuckers had me respawn for every three or four tanks I killed, and I half wondered if it was for the better because no artillery shells drop, only healing stuff. The reinforcements weren't much of a problem once I got the red crystal undercarriage mod that does AoE damage, but then I forgot that the base explodes when I gun it down. There went my last bonus life...

Also, I collected some gold equivalent of batteries, something called "Aegis component" and a Hovercon lightning emitter... Any idea what do to with them?
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
Woosh. Made it with spiderbot grenades and heat sink shields but man, was it hard. Fuckers had me respawn for every three or four tanks I killed, and I half wondered if it was for the better because no artillery shells drop, only healing stuff. The reinforcements weren't much of a problem once I got the red crystal undercarriage mod that does AoE damage, but then I forgot that the base explodes when I gun it down. There went my last bonus life...
I'm sorry, I just couldn't get enough of that nuclear explosion special effect. Sell some of that junk and buy a life or two, quick! :ogre_hurrhurr:

Also, I collected some gold equivalent of batteries, something called "Aegis component" and a Hovercon lightning emitter... Any idea what do to with them?
If you've ever been to the north annex (construction area), there's a trapped team of researchers behind Bunker 01 (the code is on a computer behind the repair station to the east, if you haven't found it already). Go in there and give the technicians these interesting components and they'll make useful equipment with them...

  • Aegis components A + Aegis components B = Aegis (duh), but you have to find both sets of parts before the technicians can assemble the Aegis. It's a short-burst self-charging invulnerability shield, which can be handy but might also be too fiddly to be worth the effort.
  • "Gold batteries" must be the Projector Kit, this offers a permanent upgrade that is not to be sniffed at!
  • HCEF Emitters can be made into shields that damage melee attackers or EMP projector blades (fast + stun), but if you've got to the heat sinks then you've probably already outclassed these.
The same north bunker also includes access to the Mausoleum area, and hidden somewhere behind a possibly even more fiendish challenge is the undisputed best blades in the game...
 
Level 2
Joined
Jun 14, 2016
Messages
18
Your map is awesome! I've played it twice. First one on easy, then on normal.

Would there be a part 2?

Woosh. Made it with spiderbot grenades and heat sink shields but man, was it hard. Fuckers had me respawn for every three or four tanks I killed, and I half wondered if it was for the better because no artillery shells drop, only healing stuff. The reinforcements weren't much of a problem once I got the red crystal undercarriage mod that does AoE damage, but then I forgot that the base explodes when I gun it down. There went my last bonus life...

Also, I collected some gold equivalent of batteries, something called "Aegis component" and a Hovercon lightning emitter... Any idea what do to with them?

Yeah. You keep them til you encounter a technician that makes use of them.
 
Last edited:
Level 24
Joined
Mar 29, 2004
Messages
1,991
Would there be a part 2?
:ogre_love:

Well...
I'm not sure if I'm going to rebuild the exact scenario of Project Y4 (it has quite a few narrative inconveniences that I have previously explored), and certainly not in the short term... But I am proud of the sequel hook and have lots of love for where it could go so, yeah, I would like to do something similar even if it won't be identical... but I'm getting ahead of myself, I still need to build most of the engine. :clol:

You can follow dev diaries on my blog for progress, and marvel at how often I've changed direction...
 
Last edited:
Level 11
Joined
Oct 16, 2013
Messages
246
I'm speechless (so glad I don't need my voice here). One of the best singleplayer maps I've ever played. This certainly deserves DC! Also the guy who made the music did an outstanding work.
Surprisingly, couldn't help but feel like playing a 'meched' Bullfrog's Syndicate, despite being out there so many old mech games I can recall. Maybe because I never was a big fan of such.

Some bugs I've found:
I've seen a group of XMech attacking a wrecked Alpha.
I got killed during a cinematic.
I could get out of the grid with 'Goto' skill while hacking.
 
Level 24
Joined
Mar 29, 2004
Messages
1,991
I'm speechless (so glad I don't need my voice here). One of the best singleplayer maps I've ever played. This certainly deserves DC!
:ogre_kawaii:

Some bugs I've found:
I've seen a group of XMech attacking a wrecked Alpha.
I got killed during a cinematic.
I could get out of the grid with 'Goto' skill while hacking.
  • Wrecks block pathing so enemies are actually meant to try to clear them a bit.
  • Which one? Not that I intend to do any further development on this one, but would be good to know for future reference.
  • Yep, known issue. :(
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,721
Man is this something or what? Anyhow, it has that same mystery mood Aliens vs. Predator 2 (the game) with the silly digital diaries, sci-fi stuff and all. Of course it's not just that. One can see Tron influences and especially the Mecha genre as the overarching idea.
Second and very importantly, that music is delicious, I mean I love it, I mean I want it! Did the composer create it specifically for this map?

-disposable drones would be nice to be kept in the inventory or something to be used when needed; at least one at a time
-it's weird that some rocks can be destroyed and others not while they look the same
-collecting the yellow electronic hexagon shaped cylinders plays the death sound of a night elven unit; it changed when exiting the game (the .exe) and getting back in
-Alphas are easy to kill with artillery; they don't even move; OK, the first one that actually did something was the one in the necropolis
-some computer terminals can be read through walls or from ramps
-the HCD boss doesn't follow; it's a drag and kill mission
-shouldn't the blue laser fence either stop or damage the hero?
-shouldn't all of the green little robots just disappear after letting their commander leave?
-the crane doesn't move diagonally as the metal glider holding it is placed on the support pillars
-OK after some loads and move outs, the Alpha in the waste district started patrolling; before it was just standing east of the two first bigger robots (with red and blue)
-could change the sound of the energy pressing machine not to be Thunder Clap's; I think... that one disappeared/changed after restarting the .exe
-did you use anything from the Unreal Engine? I see the U mark in many places on walls; but wait... there's the Quake and Lego logos too
-management can suck it with their questions (yeah the core mission); it's literal spam
-the funny thing is they only attack the core for some stupid reason and not the technicians
-hack factory subnets (0 of 3 hacked, 6 remaining). What!?
-during these hacks the fourth ability (blue icon one) says its hotkey is W
-the orange robots are just too tough
-why is the wrecked allied alpha enemy?
-first time seen the hero selected during cinematic scene when he reaches the terminal after destroying most of the robot producing facilities
-so anyways, the APC remained there and still nobody attacked it
-Alphas do rugby at the entrance to the facility (north of the big company's sign outside, in front of the gate)
-why are Alphas bulking up in the south where the initial base of operations is?
-hero also selected during the scene where he descends into the mines
-well, Ikaris only spurts that green digital goo if the hero keeps his distance and he can just come and hit him and get back and so on; it doesn't use the laser anymore and doesn't move from the middle after coming from one side there; also the game starts to lag after many spurts; sometimes it doesn't even shoot three times
-meh, aliens; I really thought was all human greedy day by day stuff even in the technological advanced future; anyway, the idea of AI not being able to understand humanity is OK
-when getting to the shields part in the tutorial (yeah, played it last), the droid is invulnerable but can attack the hero if he gets too close to the crates

5/5. I just hope it won't degenerate into a "drama" (not referring to Resurgence, no no...) with that ending.

I'm not kidding about the song. I want it.
 
Last edited:
Level 24
Joined
Mar 29, 2004
Messages
1,991
Second and very importantly, that music is delicious, I mean I love it, I mean I want it! Did the composer create it specifically for this map?
His name is Merlijn Nash and he's the real deal -- http://www.merlijnnash.com. Yes, he did create the track specifically for Project Y4, so I'm not sure about sharing it outside the map. I mean, if he wanted to put it on an album or something I'd be well okay with that, but I'm not sure I can make that call on his behalf. As far as I am concerned, rights and ownership lie with him.

-did you use anything from the Unreal Engine? I see the U mark in many places on walls; but wait... there's the Quake and Lego logos too
No, I just used the billboards to "advertise" some of my favourite things and influences. Call it a suite of personal jokes.

-why is the wrecked allied alpha enemy?
So that wreckage will be cleared naturally by passing enemies; it can block paths so I needed a convenient way of ensuring it wouldn't stop the bots.

-meh, aliens; I really thought was all human greedy day by day stuff even in the technological advanced future; anyway, the idea of AI not being able to understand humanity is OK
It was still human hubris that set it free. Ikaris was just the corrupt officials' punishment, plus he fits the themes of the wider universe. (For context, since I first started developing the map there was always an alien vault at the heart of things, although the imprisoned machine changed name and shape and motivation and the reason for its imprisonment many times along the way.)

5/5. I just hope it won't degenerate into a "drama" (not referring to Resurgence, no no...) with that ending.
I was dangling something along the lines of Unreal, being lost and alone on a hostile alien world, dropped there purely for this cosmic bastard's amusement. Either way, though, something to be explored in many years once I've retread this ground (but better) in the stand-alone game.
 
Top