OpenXcom Forum

Modding => Released Mods => Topic started by: civilian on May 02, 2014, 11:39:09 am

Title: [MAPS] (Release v.1.0 -1.2) Terrain Addons
Post by: civilian on May 02, 2014, 11:39:09 am
As I was a bit dissapointed with the low stability of all previous map mods I decided to make some map mods myself. They use only files that are based directly on default game files, so they should be (except for maybe copy-n-paste/renaming problems) work without ANY problems. *knocks on wood*  :)

They can be found here : https://www.openxcom.com/mod/addon-terrains-mapblocks

Included are:

New mapblocks for

-Alien Base
-Farm Terrain
-City map

and a "new" tileset for an alternative city style.

have fun!

edit: updated alien base terrain
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 03, 2014, 03:02:38 pm
No replies yet?  ???

I hope the new terrains and  mapblocks are working for everyone...
Title: Re: (Release v.1.0) Terrain Addons
Post by: LouisdeFuines on May 03, 2014, 06:12:49 pm
Do they replace anything or are they an "addon"?
Title: Re: (Release v.1.0) Terrain Addons
Post by: Solarius Scorch on May 03, 2014, 06:55:42 pm
Yeah, I'm not sure what it does.
Is it compatible with any previous map addons you released, Civilian?
But I will try it as soon as I get the time to play.

BTW Sorry, but your openxcom.com submission is really misleading. Either submit three different mods, or put all mapsets in one zip. Different files are used to store consecutive versions of a mod, not various elements of a mod. For example, if you use the big "Download Mod" button, you'll only get the newest file.
Title: Re: (Release v.1.0) Terrain Addons
Post by: Human Ktulu on May 03, 2014, 10:50:48 pm
I use it ! (in fact I use nearly all I can found  :P )
Title: Re: (Release v.1.0) Terrain Addons
Post by: LouisdeFuines on May 03, 2014, 11:09:11 pm
Hey, civilian, give us some clues :-)
Title: Re: (Release v.1.0) Terrain Addons
Post by: Solarius Scorch on May 03, 2014, 11:19:08 pm
Yeah, clues would be nice :)

I played around with maps a little, and I made this tiny little mod:

Code: [Select]
  - name: FOREST
    mapDataSets:
      - BLANKS
      - FOREST
      - BARN
      - URBAN
      - FRNITURE
    largeBlockLimit: 2
    textures: [0, 6, 10, 11]
    hemisphere: -1
    mapBlocks:
      - name: FOREST00
        width: 10
        length: 10
        type: 1
      - name: FOREST01
        width: 10
        length: 10
        type: 1
      - name: FORSTHUT
        width: 10
        length: 10
      - name: FOREST02
        width: 10
        length: 10
      - name: FOREST03
        width: 10
        length: 10
      - name: FOREST04
        width: 10
        length: 10
      - name: FOREST05
        width: 10
        length: 10
      - name: FOREST06
        width: 10
        length: 10
      - name: FOREST07
        width: 10
        length: 10
      - name: FOREST08
        width: 10
        length: 10
      - name: FOREST09
        width: 10
        length: 10
      - name: FOREST10
        width: 20
        length: 20
      - name: FOREST11
        width: 20
        length: 20

Basically, a new map block FORSTHUT for the forest terrain with a small cottage, perfect for some cosmic horror scenario. (It's rather crappy right now, but whatever, it's just a test.)

It doesn't crash the game, but it never, ever appears in the game, and I have no idea why. Even when I give it very high priority. Please help!
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 04, 2014, 12:38:34 pm
Clues, why?  ;D

Ok the new terrains replace nothing and they are fully compatible with the older mods, HOWEVER I no longer support the older terrain mods, as I could not fix the bugs in most of them.

The Alien Base addon ADDS new mapblocks to the Alien Base. So does the Farm Addon and the City Addon. The CITY addon ALSO adds a new City (style) to play in.

I repeat: NOTHING is replaced, this mod ADD mapblocks AND they are totally stable (so far). I will rewire my mod upload and give a better description then. thanks for the feedback, guys!  :)


Oh and here an updated version of the Alien Base ADDON mod, it fixes a pixel that nobody else will ever find, but it annoyed me, so...  ;D
Title: Re: (Release v.1.0) Terrain Addons
Post by: Solarius Scorch on May 04, 2014, 04:56:54 pm
Thanks for the explanation. And the update, I appreciate that. :)

I'll try to dissect your mod tonight (if I have the time, that goddamn article won't finish itself) and find out what I'm missing with my problem I mentioned. I probably shouldn't clutter your thread with this anyway. :P
Title: Re: (Release v.1.0) Terrain Addons
Post by: LouisdeFuines on May 04, 2014, 09:27:16 pm
What mapblocks belong to the alien bases? It all looks very human.
Title: Re: (Release v.1.0) Terrain Addons
Post by: Tarvis on May 05, 2014, 04:12:46 am
Any chance that you could get screenshots of the new map blocks?
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 05, 2014, 10:47:10 am
Tarvis, some screenshots are in the zip itself, although I could make some more later.

LouisdeFuines: There are 3 zip files on that link, one is for the City stuff, one for the Farm stuff and One for the Alien Base. They are named accordingly.

SolariusScorch: I think your hut does not dissapear because those terrains are already used by another map, take a look at the MIB mod and the CULT mod's way to add maps, they remove  e.g. one or two terrains from the original maps and give those to the new ones. Just look at the very header of the rulesets to see how its done. I would want to give you a better explanation but I am sitting in an internet cafe atm and can't access my files.  :D

At the top of the ruleset the MIB/Cult Ufo Urban mods have something like this:

Urban terrain
textures (1,2,4)


whereas it by default is

Urban terrain
textures (1,2,3,4)

The new terrain then has something like this:

New Terrain
textures (3)

My mods work differently, though, they are not texture/terrain based.
Title: Re: (Release v.1.0) Terrain Addons
Post by: Warboy1982 on May 05, 2014, 11:11:58 am
i REALLY hope that map tile with the brain is a replacement only, otherwise you're gonna get an early game-over.
also that's probably too many generators in the storage room, with 1-3 of them you're giving the player 250-750 elerium instead of the regular 100-300.
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 05, 2014, 02:12:18 pm
Ah sorry the brain is not supposed to be here, in the mod it has been replaced by another navi-table  :)  *deletes*

About the elerium, well, as the mapblock is set to be spawned very rarely, so it is not a problem.

Ok here some more screenshots, as promised
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 05, 2014, 02:17:57 pm
more screens
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 05, 2014, 02:19:28 pm
and some farm screens
Title: Re: (Release v.1.0) Terrain Addons
Post by: Solarius Scorch on May 05, 2014, 02:30:44 pm

LouisdeFuines: There are 3 zip files on that link, one is for the City stuff, one for the Farm stuff and One for the Alien Base. They are named accordingly.

Which, as I said before, is extremely misleading. ;) Put them all in one zip or make three separate mod entries.

SolariusScorch: I think your hut does not dissapear because those terrains are already used by another map, take a look at the MIB mod and the CULT mod's way to add maps, they remove  e.g. one or two terrains from the original maps and give those to the new ones. Just look at the very header of the rulesets to see how its done. I would want to give you a better explanation but I am sitting in an internet cafe atm and can't access my files.  :D

That's fine, I cracked it on my own. My file was fine, except for one silly mistake, namely missing "terrains:" at the very beginning. :P
Title: Re: (Release v.1.0) Terrain Addons
Post by: Warboy1982 on May 06, 2014, 07:14:04 am
just an FYI: navigation tables on the second floor are linked to the alien base self destruct mechanism, when you destroy all of them and gtfo, you win (as an alternative to killing everyone) that's why they're all clustered together in the control room with the blaster launcher aliens.
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 07, 2014, 12:43:24 pm
Yes, I know. That's whyI placed them in the Control Room, because I changed that room to act as a Control Room, you see?  :)
Don't be afraid, I know what I am doing  ;D

The orginal screenshot was several years old, i should have checked it before I posted. It was from a mapmod I made back then for the original game.
Title: Re: (Release v.1.0) Terrain Addons
Post by: civilian on May 07, 2014, 12:44:38 pm
Which, as I said before, is extremely misleading. ;) Put them all in one zip or make three separate mod entries.

That's fine, I cracked it on my own. My file was fine, except for one silly mistake, namely missing "terrains:" at the very beginning. :P

Duh, I missed that too when checking your file  :o
Title: Re: [MAPS] (Release v.1.0) Terrain Addons
Post by: civilian on May 22, 2014, 03:16:12 pm
Updated, see post no.1. This will be my last upload for a while.
Title: Re: [MAPS] (Release v.1.0) Terrain Addons
Post by: Solarius Scorch on May 22, 2014, 03:25:51 pm
It's sad to see you leave, I hope this is not for some unpleasant reason.

Many thanks for this mod, as well as all your other uploads. I can't speak for others, but to me you are a precious member of the community, and I hope you'll be back soon! And we here will make sure that will be even better then. ;)
Title: Re: [MAPS] (Release v.1.0) Terrain Addons
Post by: Aldorn on May 22, 2014, 11:12:23 pm
See you Civilian

There should be some light next time you come here

Title: Re: [MAPS] (Release v.1.0 -1.2) Terrain Addons
Post by: Solarius Scorch on June 20, 2014, 05:39:42 pm
Civilian, I'm not sure if you're back or not, but just in case I would like to report a problem with the alien base (the one with big alien gardens). There were access two lifts, but only one was connected to the base, leaving the other team unable to join the fight.