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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

RDZ Industries: Project Y4

Submitted by Rao Dao Zao
This bundle is marked as approved. It works and satisfies the submission rules.
RDZ Industres: Project Y4
For further details, see the Project Y4 Operational Handbook.

[​IMG][​IMG]

Teaser Trailer
http://youtu.be/9kJ8Ln7zybM

Screenshots

[​IMG][​IMG][​IMG][​IMG]

[​IMG][​IMG][​IMG][​IMG]

[​IMG][​IMG][​IMG][​IMG]


Credits

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.

Changelog

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
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:
  1. 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:

     
  2. chobibo

    chobibo

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    Awesome.
     
  3. neo_sluf

    neo_sluf

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    you should upload this map long time ago...
     
  4. Rheiko

    Rheiko

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    oh god, it looks awesome..
     
  5. Orcnet

    Orcnet

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    You finally released it Dammit! you kinda have to wait a little longer for my moderation, this section is kinda stuffy for the moment.
     
  6. savinguptobebroke

    savinguptobebroke

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    One of the best campaigns out there , Highly recommended and should go for directors cut
    5/5
    + rep
     
  7. maddeem

    maddeem

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    Was looking forward to seeing this released.
    5/5
     
  8. FireLord001

    FireLord001

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    Best modern game for me. But this was too hard. Still 5/5
     
  9. Heinvers

    Heinvers

    Arena Moderator

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    Are you watching this Pyraeus?
     
  10. Blood Raven

    Blood Raven

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    I sense a DC approaching... though i can't give more than 5/5
     
  11. eubz

    eubz

    Map Reviewer

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    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.
     
  12. Cokemonkey11

    Cokemonkey11

    Wurst Reviewer

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    I can't seem to test it. Tried every combination of watching/skipping cinematic x tutorial/new game

    always just white

    [​IMG]
     
  13. Heinvers

    Heinvers

    Arena Moderator

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    Strange:/ I never had that problem, for me it's perfectly fine when I'm playing it.
     
  14. Rao Dao Zao

    Rao Dao Zao

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    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.


    wat? 16MB is too big? It's a total conversion with something like 1700 imported files, I couldn't do it in any less.
     
  15. Cokemonkey11

    Cokemonkey11

    Wurst Reviewer

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    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
     
  16. Hell_Master

    Hell_Master

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    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!
     
  17. EternaLife

    EternaLife

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    Is this RPG map fixed cam or free cam?
     
  18. Rao Dao Zao

    Rao Dao Zao

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    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.



    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.

    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.

    :ogre_kawaii:
     
  19. Heinvers

    Heinvers

    Arena Moderator

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    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?