Can I just add these blocks to the Final Mod Pack? With credits of course.
Sorry if it's a bit of an early request, but your work is always so exemplary, I just want to play it. :) Making the ruleset shouldn't be a problem either.
Tell you what, as long as you build me a separate ruleset for these alone, i have no problems with you merging these with your "Final Mod Pack". :P
Consistency with the other blocks is nice, but I would like map-makers to make more tactically interesting blocks...Nice job you did
- Asymetric blocks, so that when you approach them from north, south, east or west, you get a different behavior and challenge
- More large (3x3) obstacles, and L-shaped ones
- More play on heights.
edit: See attached my first tests with mapview - unfortunately the base has no stair blocks, so I couldn't do anything about heights.
Consistency with the other blocks is nice, but I would like map-makers to make more tactically interesting blocks...I hear you mate, thing is, when you create new map sets you need to decide early on if your going to try to keep them similar to vanilla ( to please most people) or just create some wild stuff that yourself and only a few others will use. In this case, as per my first post, "are designed to keep 99% of the community happy " so its close to vanilla. I have no objections with adding some of your mapblocks into this set and creating another alternate Ruleset.
(...) decide early on if your going to try to keep them similar to vanilla ( to please most people) or just create some wild stuff that yourself and only a few others will use.I am extremely surpised to see you have no hope of players enjoying new map designs. I think either you overestimate the map quality of the vanilla game, or you underestimate the player's ability to recognize interesting map design when they see it.
I am extremely surpised to see you have no hope of players enjoying new map designs. I think either you overestimate the map quality of the vanilla game, or you underestimate the player's ability to recognize interesting map design when they see it.
Some more tests attached. If I can make this on my first day of using the editor, what good can the entire community do over months of experimenting new things and getting feedback ? (negative feedback helps recognize problems and try something different)
Hello Luke83 I love this idea. This must of took some time to do and get looking right.It took 6 episodes of supernatural and a few hours of clean up, still already found a bug or two.
Thanks, cant wait to try this.
Do you have already integrate Civillian's mod too ?
https://www.openxcom.com/mod/addon-terrains-mapblocks (https://www.openxcom.com/mod/addon-terrains-mapblocks)
On Hobbes's web site (Area51) there are two packs on Alien base maps too
It will be beautifull if any alien base attack missions will be different from the previous !!! :P
The map quality of the vanilla game speaks for itselfI find the vanilla map blocks uneven. UBASE is the scenery which has the most symmetric blocs, and I find these ones the least interesting to assault. My critic on luke's blocks (judging by the screenshots only) is that by staying extremely faithful to the pattern of 'large room with 1x1 obstacles', they emphasize the weak points, and when he said "I am going to create more", I wanted to express that I hope he doesn't focus exclusively on these. (rather than, say, designs like ubase_00 with its corridor windows, 02 with its tower, 08 with its "observation post")
Luke has a very fair point here: you either design mods aiming for the 99% or you can do as you want but your mod will only be played by a few players.I'm glad Dioxine didn't have this mindset and created Piratez anyway, before knowing if his idea would be popular or not.
Because honestly, there isn't much room for innovation regarding map design. Some things work regarding design, others don't and if you look at all of the original maps you get a fair idea of what works betterIndeed, I can see the ubase blocks are very few. No stairs makes it mandatory to use lifts, and these are always very dangerous to navigate.
assuming that you know better than the original developers is quite a bold statement. What you can innovate is regarding graphics and the number of maps you can use.Designers did a good job, but they had very limited time to test and balance the game before shipping it. There are now thousands of players who have hundreds of hours playing the game and a good feeling for what was successful and what was not. And any one of them can now try the map editor and try invent something (that he may be thinking for years). I'm optimistic that at least one of them can make a map that plays better than, say, the cruise liner of TFTD.
On Hobbes's web site (Area51) there are two packs on Alien base maps too
I'm glad Dioxine didn't have this mindset and created Piratez anyway, before knowing if his idea would be popular or not.
I find the vanilla map blocks uneven. UBASE is the scenery which has the most symmetric blocs, and I find these ones the least interesting to assault. My critic on luke's blocks (judging by the screenshots only) is that by staying extremely faithful to the pattern of 'large room with 1x1 obstacles', they emphasize the weak points, and when he said "I am going to create more", I wanted to express that I hope he doesn't focus exclusively on these. (rather than, say, designs like ubase_00 with its corridor windows, 02 with its tower, 08 with its "observation post")I'm glad Dioxine didn't have this mindset and created Piratez anyway, before knowing if his idea would be popular or not.Indeed, I can see the ubase blocks are very few. No stairs makes it mandatory to use lifts, and these are always very dangerous to navigate.
Still, even keeping in line with the architecture style, I'm sure we can make very interesting architecture spots.Designers did a good job, but they had very limited time to test and balance the game before shipping it. There are now thousands of players who have hundreds of hours playing the game and a good feeling for what was successful and what was not. And any one of them can now try the map editor and try invent something (that he may be thinking for years). I'm optimistic that at least one of them can make a map that plays better than, say, the cruise liner of TFTD.
if people like them great, if they dont, at least you have the experience of map building under our belt.Thanks for understanding! It's a win-win. Some experiments are failures, but all give hindsight for better maps for everybody.
If you're talking about Hive, it was not designed to replace the Alien Base but the Terror Site, plus I honestly feel that the terrain isn't that good. If you mean the terrains on the Map Depot keep in mind that none of them have .RMP files and they were all designed for multiplayer.
Sorry I do not know is those maps are named "hive set"
If these maps could not be used as Alien base set, perhaps them could be use for new mission type
such as "Alien Raid" ::)
I wish I develop a improvement to allow modders to set contraint on map composition of terrain
It is usefull for OpenTFTD: first column on Island , first row of port, landing submarine base,
but I think that it is usefull to Siberia terrain too, if you have some interesting about reuse it. and plane crash on desert
- name: ISLAND01
width: 10
length: 10
firstColumn: true # sub case of next: onColumns: [1]
- name: DOCK01
width: 10
length: 10
lastRow: true
- name: mountain1
width: 10
length: 10
lastColumn: true
- name: MAP55
width: 10
length: 10
#this maps could be used only on row 2 or 4
onRows: [2, 4]
#this maps could be used only on column 1 or 3 or 5
onColumns: [1, 3, 5]
- name: MAPSPECIAL1
width: 20
length: 20
#this map when selected, it brings with its some specific maps on right and on bottom (random one between the list)
rightMaps = [ MAPSPECIAL2_1, MAPSPECIAL2_2]
bottomMaps = [ MAPSPECIAL3_1, MAPSPECIAL3_2, MAPSPECIAL3_2]
#this map is incompatible with other maps
incompatibleMaps = [ MAPSPECIAL_ALTERNATE_1 ]
terrains:
- name: MADURBAN
#a lot of roads
roadTypeOdds: [75, 50, 50, 25, 25, 5]
#optional random size
height: [50, 60, 70]
width: [50, 60, 70]
#percentuage of increment aliens related to the picking size
moreAliens: [0, 20, 30]
# alternative to hemisphere and textures
regions: [STR_SOUTH_AMERICA]
#or
countries: [FRANCE, SPAIN, GERMANY, ITALY]
#or
cities: [STR_SAOPAULO, STR_FORTALEZA]
Now here, what would be interesting would be to actually create your own battlescape generation rules. Some examples:
* Allow the road generation rules to be applied to any terrains, and have more than 1 road.
* Allow for specific map blocks to be placed on specific locations of the battlescape (center, corners, sides, etc.) rather than randomly
* Set particular conditions for map blocks, i.e., if URBAN99.MAP is used, then the generator can only use URBAN98 and 97 on the adjacent spaces
* Set particular conditions for map blocks, i.e., if URBAN99.MAP is used, then the generator can only use URBAN98 and 97 on the adjacent spaces
local function verylargebuildingfix(x, y, map)
local a = x + 1
local b = y + 1
local d = y + 2
local f = y + 3
if (map [x][y] == 60 and map [x][f] > 34 and map [x][f] < 43) then
map [x][d] = 78
end
Map down78 is partially overlapped to map dawn60.?
Could i found all .lua file on area51map depo into downtown pack ?
In that file there are more than one lua file
I have to recognize all cases to find a compatibile declarative syntax
Do you have Times to show other cases ?
- name: DAWNTOWN
....
externalMapDesign: DownTown.lua
mapBlocks:
- name: DAWN00
width: 10
length: 10
...
- name: DAWN99
width: 10
length: 10
No other I begin to understand it but I have difficult to invent a rule syntax to express the same actions on map composition
I found a file named
UFO2000 Booster Pack.rar\extensions\terrain-dawn-city\
that contain 100 down maps ad a .lua with hundreds of line of script.
in this moment I am think that the best, clear, stable, and quickly thing
could be something to ...
Code: [Select]- name: DAWNTOWN
....
externalMapDesign: DownTown.lua
mapBlocks:
- name: DAWN00
width: 10
length: 10
...
- name: DAWN99
width: 10
length: 10
but I think that this feature will not accepted ... :'(
therefore if you have some new idea I am here ...
- name:DOWN60
width: 20
length: 30
#when next map is Down35 will be inserted map Down78 at coordinate [ DOWN60.X, DOWN60.Y + (DOWN60.Lenght - offset) ]
overlapMapsY = [ Down35, Down78, 10, Down36, Down78, 10, Down37, Down78, 10, ..... , Down42, Down78, 10]
overlapMapsX = [ ... ]
I apologize, mine doubts are:
is width the X coordinate ?
is lenght the Y coordinate ? (is growing it to right ?)
What is the corner with the origin of coordinate ?
is it sufficent these syntax to allow required task:Code: [Select]- name:DOWN60
width: 20
length: 30
#when next map is Down35 will be inserted map Down78 at coordinate [ DOWN60.X, DOWN60.Y + (DOWN60.Lenght - offset) ]
overlapMapsY = [ Down35, Down78, 10, Down36, Down78, 10, Down37, Down78, 10, ..... , Down42, Down78, 10]
overlapMapsX = [ ... ]
Good question since I think OXC considers width what I usually consider length. Just decide for yourself what is length and width since I'll figure it out later.
The corner of the origin of coordinate is x,y?
Are your maps (from OXC mods 1.9.3) DawnUrban01 and 02 to be connect (with offset 0, without overlap) ?
Luke, check both rulesets. UBASE_31 is not listed and you have UBASE_12 listed twice.LOL, thanks mate, out of curiosity, which maps didn't you like? Personaly i dont like Ubase_22 something about it feels wrong, its to Human or something...anyway.
Just had a look and I like nearly all the new maps included :)
LOL, thanks mate, out of curiosity, which maps didn't you like? Personaly i dont like Ubase_22 something about it feels wrong, its to Human or something...anyway.
i have started work on the next stage of these expansions ( piecing together a new ruleset to match) but i think i will keep some running with some separate rulesets as it caters for more peoples taste. Still i want to finish of my Base defense blocks first but 13 hour days at work are not leaving any time....
Luke, I downloaded 0.31 and looked at the .zip file before installing and there are two things IMO that you should change:
1) Don't include any of the original files on the mod. They aren't necessary since they are already present when you install OXC and it can be considered copyright breach.
2) If you want to change any of the original files, use a different filename than the original. This is important for two reasons: makes your mod more friendly towards other mods, since they might also need to use those original files and might not like your modifications; doesn't force m (and other players) to have to replace the original files if I install it and later I want to remove it to play vanilla.
I don't remember if I asked you before, but I currently want to add new Alien Base terrains to the Terrain Pack and yours is included if you give me permission. :)
Aldorn.... Can you upload a FIX i wont have time to look until the weekend otherwise.V0.31b including corrections above
V0.31b including corrections aboveFilenames :
- Ubase_39.MAP => UBASE_39.MAP
- Ubase_39.RMP => UBASE_39.RMP
- U_BASE2.mcd => U_BASE2.MCD
- U_BASE2.pck => U_BASE2.PCK
- U_BASE2.tab => U_BASE2.TAB
Ruleset :
- "terrains:" is missing at beginning of ruleset
- "MCDPatches:" : spaces before this label should be removed
Luke, you will have to remove your files before reinstalling it, or filename case will not be overwritten (at least on Windows)
I have a feeling there is still a issue in Mapview with MCD limits even though OXC doesn't have it....
There's a bug with animated items in alien base:
these items transforms into each other during animation.
https://mediacru.sh/77292cbac4f1
and
https://mediacru.sh/26ffe131a72d
When this blinking pink table is in "destroyed" state,
it stops blinking and seems indestructible
(tested with ~15 shots of heavy plasma).
Ruleset enabled: Expanded_UBase.rul
Expanded UBase version: 0.31c
OpenXcom version: 1.0 git 2014-09-11 15:43
I am really not knowledgeable when it comes to maps. Has anyone tried this with a nightly with the new map script stuff?
I know it broke a bunch of stuff but I don't really know why and what might be affected.
Thanks!
Yeah, I suspected this would not work.
Maps are beyond me, unfortunately. We can pray that Hobbes integrates this into his terrain mod, or maybe it's time to learn how the map scripts actually work.
(Just seems pointless for me to do it since I can't design maps any ways. Can't run mapview...)
Yeah, I suspected this would not work.
Maps are beyond me, unfortunately. We can pray that Hobbes integrates this into his terrain mod, or maybe it's time to learn how the map scripts actually work.
(Just seems pointless for me to do it since I can't design maps any ways. Can't run mapview...)
Neat! Just in time for when I am about to storm my first alien base this playthrough :D
Do you mean the tiles that look like damaged objects? I wonder what they are intended to be.. Should they not just be changed in MapView (says the guy with 0 MapView experience...)
This bug has been reported already on page 4.
I've looked into it and the U_BASE2.MCD file is a complete mess, since several entries seem to have been compressed into a single one and the PCK file also seems corrupted. That's what causing the flickering.
Another thing I have discovered: This mod restates the weapons given to aliens although I'm not sure why. A property is only changed if it is redefined, leaving alien weapons out of this would simply use vanilla weapons (which this does any ways) unless another mod was modifying them, instead of interfering. This makes it incompatible with the Alien Armoury Expanded for no reason.
###BEGIN MAPSCRIPT
mapScripts:
#BEGIN ALIEN BASE
- type: ALIENBASE
commands:
- type: addBlock
groups: 2
executions: 2
- type: addBlock
size: 2
groups: 3
- type: addBlock
size: 2
groups: 5
- type: addBlock
size: 2
groups: 6
- type: addBlock
size: 2
executions: 2
- type: addBlock
executions: 3
groups: 7
- type: addBlock
executions: 1
groups: 8
- type: fillArea
groups: [0, 1]
freqs: [3, 2]
- type: digTunnel
direction: both
tunnelData:
level: 0
MCDReplacements:
- type: westWall
set: 2
entry: 18
- type: northWall
set: 2
entry: 17
- type: corner
set: 2
entry: 19
- type: floor
set: 1
entry: 63
#END ALIEN BASE
###END MAPSCRIPT
###BEGIN ALIEN DEPLOYMENT
alienDeployments:
#BEGIN ALIEN BASE ASSAULT
- type: STR_ALIEN_BASE_ASSAULT
width: 60
length: 60
height: 2
terrains:
- UBASE
shade: 7
script: ALIENBASE
#END ALIEN BASE ASSAULT
###END ALIEN DEPLOYMENT
###BEGIN TERRAIN
terrains:
- name: UBASE
mapDataSets:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
- U_BASE2
mapBlocks:
#BEGIN ALIEN BRAIN
- name: UBASE_15
width: 20
length: 20
groups: 4
#END ALIEN BRAIN
#BEGIN ALIEN BASE CONTROL
- name: UBASE_00
width: 20
length: 20
groups: 3
- name: UBASE_00b
width: 20
length: 20
groups: 3
#END ALIEN BASE CONTROL
#BEGIN ENTRY POINTS
- name: UBASE_04
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: UBASE_04b
width: 10
length: 10
groups: 2
#END ENTRY POINTS
#BEGIN TUNNELS
- name: UBASE_07
width: 10
length: 10
groups: 1
- name: UBASE_07b
width: 10
length: 10
groups: 1
- name: UBASE_10
width: 10
length: 10
groups: 1
#END TUNNELS
#BEGIN LARGE GARDENS
- name: UBASE_01
width: 20
length: 20
groups: 5
- name: UBASE_01b
width: 20
length: 20
groups: 5
- name: UBASE_01c
width: 20
length: 20
groups: 5
#END LARGE GARDENS
#BEGIN LARGE STORAGE
- name: UBASE_02
width: 20
length: 20
groups: 6
- name: UBASE_02b
width: 20
length: 20
groups: 6
- name: UBASE_02c
width: 20
length: 20
groups: 6
#END LARGE STORAGE
#BEGIN FORT
- name: UBASE_06
width: 10
length: 10
groups: 7
- name: UBASE_06b
width: 10
length: 10
groups: 7
- name: UBASE_16
width: 10
length: 10
groups: 7
- name: UBASE_16b
width: 10
length: 10
groups: 7
#END FORT
#BEGIN ENERGY
- name: UBASE_12
width: 10
length: 10
groups: 8
- name: UBASE_12b
width: 10
length: 10
groups: 8
#END ENERGY
#BEGIN ENTERTAINMENT
- name: UBASE_11
width: 10
length: 10
- name: UBASE_11b
width: 10
length: 10
#END ENTERTAINMENT
#BEGIN SMALL GARDENS
- name: UBASE_14
width: 10
length: 10
- name: UBASE_09
width: 10
length: 10
- name: UBASE_09b
width: 10
length: 10
- name: UBASE_09c
width: 10
length: 10
#END SMALL GARDENS
#BEGIN SMALL STORAGE
- name: UBASE_08
width: 10
length: 10
- name: UBASE_08b
width: 10
length: 10
- name: UBASE_05
width: 10
length: 10
- name: UBASE_05b
width: 10
length: 10
- name: UBASE_13
width: 10
length: 10
- name: UBASE_17
width: 10
length: 10
- name: UBASE_17b
width: 10
length: 10
#END SMALL STORAGE
#BEGIN ALIEN SPECIAL FACILITY
#ENERGY
- name: UBASE_03
width: 20
length: 20
#UBASE_41 NEEDS FIX
# - name: UBASE_41
# width: 20
# length: 20
#COM
- name: UBASE_18
width: 20
length: 20
#CLONE TANKS
- name: UBASE_19
width: 20
length: 20
#SCOUTS
- name: UBASE_20
width: 20
length: 20
#END ALIEN SPECIAL FACILITY
###END TERRAIN
###BEGIN MCDPATCHES
MCDPatches:
- type: U_BASE2
data:
- MCDIndex: 9
specialType: 6
###END MCDPATCHES
Would you be able to fix this UBASE2.MCD issues?
Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.
Yes but I have no idea of how the existing entries are used in the map blocks so you might get strange effects on maps. I also need to wait until MCDEditor is fixed since presently it isn't possible to export the PCK file into a PNG to check for graphic errors.
I have Provided a Expanded_Ubase_Nightly.zip could we probably add this on the mod portal?
Send a PM to Luke83 asking if he can update the mod, otherwise the same mod will be present twice on the portal.
I've attached the fixed U_BASE2 below.
Everytime I see this facility, I wonder... is it connected to the rest of the base?? on the second floor maybe? I can never tell from the screenshots.
Because... if it doesn't connect, well... that just makes it so you can never take out the last alien, right?
Cheers, Ivan :D
Only nine sectopods. 2 Easy. :P
And thanks for the other screenshot. Yeah, now I see the main facility is on the top floor, and its connected to the rest of the base on the first floor. :)
You would not believe it, but know actually you can understand the function of it.
It seems to be a facility which can make more aliens!
That probably means that the tiles were designed to be the missing Alien Reproduction.
Just checked. The columns have their MCD entries checked as type 6 (Alien Reproduction), and the tables have type 9. The curious thing is that the entry 11 has its marked as type 11 (Alien Habitat) and this one only works if there's an UFOPaedia mod for it, so there might be some unexpected effects from using it.
Exactly what I have in mind! Some more ideas include:
- Cloning facilities: large, heavy duty cloning vats to breed Mutons and Chryssalids, as well as smaller vats for Sectoids and Floaters. Embryonic, half-formed aliens can be visible inside.
- Industrial-sized surgery rooms (using similar or the same equipment as the Abductor) for installing all those cybernetics in freshly bred Mutons and Floaters.
- Manufacturing plants, with suggested production lines (and perhaps some extra alien weapons/equipment to capture).
- Medical facilities, containing cloning vats (much like ones in the cloning facility above, but empty) and a monitoring computer.
- Dormitoria, where aliens spend their "free" time - when not on duty or at the entertainment station (which is a lot of time). Include casket-like "beds" (possibly filled with some fluid) and maybe feeding stations (simple machines which apply dissolved alien food to the bloodstream).
- Perhaps a human tech room, with some Earth-made equipment (for studies or some other, more mysterious purpose - supplying their human/half-human agents?).
- If we want to go a little further, UFO hangars (only for small craft for emergencies, like Commander evacuation or special assignments that come up without warning). With a functional Medium Scout or several Small Scouts inside.
Making and coding these in should be fairly easy for an experienced modder, and I think they'd add a lot to the game. Even I could give it a try, at least with the graphics. :)
Solarius Scorch, we now already have a cloning facility.
It's map name UBASE_21.MAP in the Version i uploaded.
I know, I just didn't want to edit that old post - it's a quotation after all.
I can only say thanks for implementing something from my wishlist! :)
To make the alien gardens a bit brighter, I stole and adapted this from Civilian.
I think the 2x4 columns in those rooms are supposed to be the Alien reproduction Object, they looks more like the UFOpaedia Picture.
The ones who look like tables are actually Alien Examination Rooms.
This is my cloning facility.... also FYI: i have no more study to do ( just trying to learn some python for person interests) so i may start looking at mods again... Skimming over the forums i see many people unhappy with some of my work ( or it may be better descirobed as wishing to take maps into other directions)... Where are the newest versions of my original files ( if someone has FIXED my data over the years i see no reason in undoing there good work).
... i may start looking at mods again...
so this still work for the latest updates of openxcom? :)
Great mod but in order to do the final mission I have to take it off otherwise the game crashes, it's only a minor thing cos @ that stage the game's over no matter what the outcome of Cydonia is but I thought I wud draw ur attention to this.
https://openxcom.org/forum/index.php/topic,3538.0.html
hellrazor: Maybe a mapblock with a wrong Group/type setting? I had similar problems some months/years with an old and outdated alien base mod from me, i had edited a map that included the brain tiles and simply copy-n-pasted some entries. The result: The game did not show the ending even when winning, it simply closed and went to the desktop.
Yes, the static PSX map causes problems for me, too.
well, yeah, that script is designed for _vanilla_ alien base terrain, it shouldn't come as a surprise that it doesn't work with terrain it was never designed to work with.
Im a certain, that is to do something, with the increased Mapsize. I do not know how big the PSX Cydonia Static Map is, but since in the OG DOS Version biggest maps were 50x50, even on the last mission, a static map is alwas bound to a specific size.
Expanded_Ubase uses a 60x60 Mapsize, defined in the alienDeployments, i assuming this is the incompatibility.
not quite. some missions were indeed 60x60. base defense missions spring instantly to mind.
Im a certain, that is to do something, with the increased Mapsize. I do not know how big the PSX Cydonia Static Map is, but since in the OG DOS Version biggest maps were 50x50, even on the last mission, a static map is alwas bound to a specific size.
Expanded_Ubase uses a 60x60 Mapsize, defined in the alienDeployments, i assuming this is the incompatibility.
ok, but my point is, if you actually look into it even superficially, you'll see that cydonia stage 2 is 60x60 in the default ruleset, and in the dos version, and on psx, and that the psx cydonia script was made with this in mind.
the PSX version of cydonia isn't a single static map block, it's a fixed arrangement of regular map blocks, and there's a fillArea command with NO RECT, so it's not bound to any size at all.
meaning all of this:
is pure misinformation, which i was trying to dispel, lest someone else become misinformed.
the problem is that the psx mapscript was designed for a completely vanilla set of alien base terrain, defined precisely as it is in the vanilla ruleset.
trying to use it with a modified map set that isn't defined in precisely the same way is like trying to use the urban mapscript with the polar terrain.
it wasn't ever intended to work that way, so why would you expect it to?
in order to make the terrain compatible with the script, it needs to mirror the original terrain definition the script was designed for, including mapBlock group assignations and the order the blocks are listed, otherwise you'll never get anywhere.
I corrected two minor glitches on 2 maps, in one the anti-grav-lift tiles weren't properly aligned and the other had a minor see-through glitch.
I changed nothing else, though, so if they have other unknown problems they would still need to be fixed.
Love the mod, btw.
About the PSX static map: It didn't crash for me but dozens of entry mapblocks were spawned with each one soldier/tank in it, looked hilarious! :D
I thought this WAS the appropriate thread.... :D
Anyway, disregard my older post then, sorry. :-\