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Modding => Work In Progress => Topic started by: Liquid Snake on March 11, 2015, 02:32:00 am

Title: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 11, 2015, 02:32:00 am
This mod is somewhat inspired by Wolfenstein: The New Order, System Shock 2, and Deus Ex.
So what makes this different than other OXC total conversions, you ask? Well, nothing!

Story Intro:

This takes place in 2028, in a different timeline, in a more darker future. Most of the world powers are locked in a second Cold War, with new nations emerging from other countries. A mysterious attack on a random city leaves the world very close to a thermonuclear apocalypse. A meeting of the world powers is called to discuss the recent events that occurred. To everyone's surprise, none of the nations commenced the attack. They all agreed to create and fund the new organization, which will fight this new threat, and destroy it once and for all.

So far, I have made a new world map, but the image is too big to attach, so I will upload it whenever I can.

And here's the planned enemy factions and units, 0-7 signifies rank, * means that the unit has its own spritesheet:
0: Commander to 5: Soldier, 6-7: Terror Units
    BlackAngel PMC : Typical Mercenary Faction. Used as footsoldiers. Standard Equipment.
    0   Field Commander
    1   Squadron Leader
    2   Armored Engineer *
    3   Medic
    4   Air Marshal *
    5   Soldier *
    6   Terrorist
    7   Anti-Infantry Tank *
    Joint Strike Operatives : Flying Units.
    0   Section Commander
    1   Field Marshal
    2   Chief of Engineering     
    3   Medic Specialist
    4   Wing Commodore
    5   Winged Scout
    6   Terror Drone?
    Scientology Syndicate : Does twisted experiments that humanity would never approve of. More Advanced.
    0   Commander of the Covert
    1   High Priest
    2   Foreman
    3   Zealot
    4   Advisor
    5   Neophyte
    6   Fanatic
    Forced Evolution Brotherhood : Mutants, byproducts of failed experiments that the Scientology Syndicate created. Ability to turn humans into mutants.
    2   Nuclear Specialist
    3   Virus Breeder
    4   Advisor
    5   Mutant Soldier
    The Blessed : Psionic Units. So far I have:
   7   Mastermind Tank
    Cybernetic Collective : Cyborgs, with attacks that transform humans. So far:
   6   Deconstructor

There will be new weapons introduced in the game. When I have time, I will make a list of new weapons that are planned or already in the mod.

My goal right now is to get the mod planned out and functional first before making new art assets. I'm currently using some assets from Dioxine's Piratez mod and UFO2000 as placeholders.
   
Credits
Dioxine, for his Piratez mod. I used several resources from that mod.
The sprite creators for UFO 2000. Again, I used several resources from that.
The Soldier with Green Vest and Helmet is from Ryskeliinis, so credit goes out to him.
For now, here is one screenshot. More will come later.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Solarius Scorch on March 11, 2015, 09:12:13 pm
This is relevant to my interests.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: kikimoristan on March 12, 2015, 01:46:51 am
looking god man.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 12, 2015, 02:17:30 am
Here's the new world map that I made, in JPEG format, for my mod. Please tell me what you think.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: kikimoristan on March 12, 2015, 02:35:44 am
i'd dissolve most russia and only add the western most part to the soviet bloc
add rest of russia to  china
i'd combine japan and korea into a new country/region pehaps japanese-korean bloc
also i wouldn't use tribes they will probably way more advanced by now
also i'd make south-western half of united states combined with mexico into a new latin bloc nation  probably free america vs republic of america eastern+canada
and canada part of united states

free america is mostly spanish speaking people and former american people that went for more liberal life
republic of america would be more militaristic and more political and bureaucratic
free asia = india and most south asia/islands and  - same as free america both of these look to each other and are more decent of all the other countries
china = most of russia+china - same as republic of america more militaristic
japan and korea combine afaid of china and new growing american threat
etc
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Hobbes on March 12, 2015, 02:41:27 am
Here's the new world map that I made, in JPEG format, for my mod. Please tell me what you think.

Zanzibar is located in Africa, not the Middle East/Central Asia. Korea forming a nation with the Soviet Union feels weird, since it would be more likely for Korea to be a satellite of the USSR, like the Euro-Soviet League. The Eurasian Alliance of Countries/Eurasia Independent Isles are also weird names since none of those countries is in Asia and while Europe and Asia are on the same landmass, traditionally they are considered two different continents. North African Tribes are really more of Central African Tribes.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: kikimoristan on March 12, 2015, 02:46:31 am
this is my logic:

korea and japan are similar hence combining out of fear would of china be logical

china wants to dominate asia but a block of all other asian countries unite against it. hence free united asia.

america is militaristic but there is a huge influx of spanish people from south america changing the landscape. presumably half of america will be spanish?  so ends up being split in two. the militaristic america anexes canada for resources to sustain it's wars. most forward looking people scientists artists etc flee to spanish speaking free america.

europe is chill but old country with no power or resources left.

middle east and north africa are all muslim perhaps a muslim master nation forms

south/middle africa is not muslim perhaps remains split into independed states taht eventually unite like america maybe united states of africa?


russia's power is slowly waning a lot of countries are leaving all is gonna be left are the western more core area that takes over most of the eastern weakened europe which is already very russified from previous communist regimes.

australia continues to stay austalia and most asian island nations join the eustalasian bloc against looming chinese threat.


big threats - republic of america, china, new russia

world war 4+ is gonna be a battle between these 3 nations with everyone caught in the middle and used for resources
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 12, 2015, 05:41:11 am
Here is another attempt of the new Geoscape, based on suggestions. What does everyone think?
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: kikimoristan on March 12, 2015, 06:33:16 am
i like it.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 12, 2015, 06:48:32 am
I just need new names for Russia and Japan-Korea. For Japan-Korea, I was thinking something like the Japan-Korea Initiative.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: jgatkinsn on March 12, 2015, 07:01:45 am
I'll throw out a couple....

Neo-Russo Hegemony

Nippon-Han Conglomerate
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Dioxine on March 12, 2015, 08:14:54 am
Koreans & Canadians won't like this mod :)

Where are the Nazis at? Where are the Reds? :)

As for the names, the most logical seem:
- Nihon Federation (guessing they had to drop the Empire part if they wanted to stay alive... maybe even they're considering Koreans as almost-human-beings now :) )

- The new Russia is obviously non-Soviet, because Eastern Europe seems to be Red... so who are they? Renegade Generals? Old hardliners? Politics is crucial! I'll go with the Stalin-era split, with Marshall Zhukov declaring independence after smashing Allied land armies and conquering Paris (and during the following years, returning French and German lands to their owners)... so the "old" Russia would be the CCCP... BUT it obviously suffered further split, so it can be anything now. Maybe a restored Tzardom? So... Holy Russia is my proposition.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Dooh on March 12, 2015, 07:03:57 pm
Naming arctic region as empire is funny. Maybe after melting ice caps it would make more sense ;-)
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Hobbes on March 12, 2015, 07:12:07 pm
i like it.

Can you please reduce the size of images when posting to 800x450 or something. It is almost impossible to see a pic with 7000 pixels wide. ThanKs! :)
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Mono on March 12, 2015, 08:01:48 pm
look great!
The new enemy is an alien enemy or is an all terrestrial game? (if spoiler, don't answer)

As for the map:
Austria and Germany should be on same block!
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 13, 2015, 06:56:02 pm
Here is the new geoscape redone again. Hopefully, third time's the charm.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: kikimoristan on March 13, 2015, 09:11:28 pm
 i think you should combine UK and western europe  cause on the globe uk is very tiny
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: XOps on March 13, 2015, 10:16:27 pm
Here is the new geoscape redone again. Hopefully, third time's the charm.

Here are some useful resources
https://wiki.alternatehistory.com/doku.php/alternate_history/alternate_history_cliches
https://wiki.alternatehistory.com/doku.php/alternate_history/fh_cliches

That said, I wouldn't stress it too much. I never let annoying things like facts get in the way of creativity :) Also, I wouldn't try to make a timeline/setting based on what would make everyone happy. Mostly because that in itself is impossible. In short, do what you wish.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: kikimoristan on March 13, 2015, 10:22:29 pm
i think is looking good no need to worry too much about map stucture you can change it later or at any time. in the game you might find it harder or easier to do certain things in a certain way. use this tool to make your own world https://falkooxc2.pythonanywhere.com/worldeditor also i think volutar made and program as well. the online one you can view mission zones as well (or change them not sure)
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Dioxine on March 14, 2015, 01:08:24 am
Well the only downside is border changes won't be in effect on an ongoing campaign, you'd have to start afresh, so I understand why deciding on the borders beforehand is wise.
Otoh this is from a person who started a total conversion from simply adding a cutlass to XCom, and never planned much ahead :)
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 14, 2015, 01:13:07 am
i think is looking good no need to worry too much about map stucture you can change it later or at any time. in the game you might find it harder or easier to do certain things in a certain way. use this tool to make your own world https://falkooxc2.pythonanywhere.com/worldeditor also i think volutar made and program as well. the online one you can view mission zones as well (or change them not sure)

Yeah, I'm aware of that. I'll try to make the map whenever I can.
That said, I wouldn't stress it too much. I never let annoying things like facts get in the way of creativity :) Also, I wouldn't try to make a timeline/setting based on what would make everyone happy. Mostly because that in itself is impossible. In short, do what you wish.

Thanks for the advice. I think I happy with the map now.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 14, 2015, 07:50:00 pm
Next thing I want to plan, is the mission structure. I plan to have 2 milestone missions, and a final mission. After each final mission, you meet 2 new races, each with its own set of missions. So it looks like this:

Start
Tier 1 Races:
    BlackAngel PMC
    Joint Strike Operatives
!==Milestone 1==!
Tier 2 Races:
    Scientology Syndicate
    Forced Evolution Brotherhood
    Mixed Tier 1
!==Milestone 2==!
Tier 3 Races:
    The Blessed
    Cybernetic Collective
    Mixed Tier 1
    Mixed Tier 2
!==Final Mission==!

Each Milestone mission will have some sort of boss and/or objective. The final mission definitely will have a final boss to fight.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Hobbes on March 14, 2015, 09:14:22 pm
Here are some useful resources
https://wiki.alternatehistory.com/doku.php/alternate_history/alternate_history_cliches
https://wiki.alternatehistory.com/doku.php/alternate_history/fh_cliches

Thanks for sharing. Nice read.

One that they didn't seem to include is: Clash of Continents or 1984 or whatever - the idea that in some alternative history the world will be reduced to a few major powers that have swallowed all their neighbors. This is also the premise of the world map above, but there are gameplay reasons for it. And to be honest, I actually feel that the world is heading this way, although the whole process could be changed.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: stapledtapeworms on March 15, 2015, 03:01:27 am
The Eurasian Independent Isles sounds a bit awkward, they should stick to being called the British Isles, or Britain.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Falko on March 15, 2015, 02:17:44 pm
use this tool to make your own world https://falkooxc2.pythonanywhere.com/worldeditor also i think volutar made and program as well. the online one you can view mission zones as well (or change them not sure)
there was /will be? changes inregard to missinzones so thispart likely will not work for now i hope to find time thjs month to bring my tools up to date
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on March 28, 2015, 05:41:17 am
It's been a long two weeks for me since I got a new job, but I have been brainstorming new ideas for my mod and making progress very slow.
I was thinking about adding some kind of augmentation system like Deus Ex and Deus Ex: Human Revolution. For example, you can upgrade some of your soldiers to have a mechanical arm that can pack a punch, or have a blade on the end of it, but the disadvantage would be that the soldier cannot use two handed weapons accurately, and the upgrade would be permanent. Obviously, this wasn't the case in DX or DX:HR, but I'm trying to balance the augs, so that it wouldn't be OP near the end. Any suggestions?

Right now, I'm trying to figure out how to make some of the missions, but there are some things I cannot do, such as remove the hardcoded missions such as Alien Research and replace it with another mission, without OXC CTDing, so I might have to replan those missions, or find a new way around.

I'm also finding music that matches the theme of this mod. Currently, I'm thinking about using Deus Ex: Nihilum (https://www.moddb.com/mods/nihilum)'s music, since it is licensed as CC BY-NC-SA (https://creativecommons.org/licenses/by-nc-sa/3.0/us/):
Plus, it matches the tone of the mod very closely. I'm looking for other music though.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: kikimoristan on March 28, 2015, 09:57:59 pm
is cool idea but i don't think you can implement them right now . maybe openxcom extended can? not sure. probably not.

you can however make armors like exoskeletons that change the skills of soldiers .

deus ex is pretty cool game. the original one is so good.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on December 27, 2015, 09:26:40 am
Hello everyone,

Sorry that I disappeared without a trace for about 9 months. I had to put this mod on hiatus, since my real life took over, and there wasn't much free time for me to do anything for this mod, plus I lost interest for a while too. I worked at my new job for about 4 months until I decided what I want to do next. I decided to go to college, so I left my new job to go to college in August. I completed my first semester in college, and now I'm on holiday break until the second week of January. In my freetime during those 9 months, I slowly brainstormed ideas and the plot for this mod, Rise of the New Order. I also played and replayed several games such as MGSV, XCOM EU and EW (2012), Deus Ex, Fallout, Metroid, etc. and gained some insight and inspiration for my mod. Sadly, I still can't draw art, and I missed a lot of updates for OXC and the several total conversions for it since March, so it will take some time for me to relearn some of this stuff, but hopefully I can continue making this mod.

I'll write my ideas and plot when I have time, but it's 1 am in my timezone, so I need to get some sleep first.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: new_civilian on December 27, 2015, 05:21:12 pm
Not sure if someone mentioned it before, but some resources/ideas from the Syndicate game series would fit well in your TC, especially the style is similar to what you seem to work on.  :) :)
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on December 28, 2015, 12:58:59 am
Not sure if someone mentioned it before, but some resources/ideas from the Syndicate game series would fit well in your TC, especially the style is similar to what you seem to work on.  :) :)

Hmm, I might have to take a look at that game then.

Alright then, here's the story structure planning, but I'm thinking of a different way to do this, since I'm pretty sure that you can't lock certain groups to appear until x event shows up. Also, most of these names are temporary, because I believe I can do better.
Code: [Select]
Part 1:
    BlackAngel PMC
    Joint Strike Operatives
!==Milestone 1==!
Part 2:
    Scientology Syndicate
    Forced Evolution Brotherhood
    Mixed Tier 1
!==Milestone 2==!
Part 3:
    The Blessed
    Cybernetic Collective
    Mixed Tier 1
    Mixed Tier 2
!==Final Mission==!

Part 1 on the story:
Short version (More optional objectives will be added soon:
Code: [Select]
Start game > Investigate/Freeform
    | (Terror Mission)
    Capture Secondary Leader * > - - - - Interrogate * > - - - - * Raid Primary Base * > - - - END Part 1

Long version:
Tensions are high between all countries, as civil unrest is becoming more common in this era of uncertainty and the looming threat of war. A couple of days ago, a mysterious group of well-equipped soldiers attacked a city (???) and left no survivors. All nations quickly prepared for war, not knowing who or what was the enemy. An emergency summit meeting was already underway, and all world leaders demanded the perpetrator who lead the attacks to show himself. Every World leader was pointing fingers at each other at the meeting, behaving like little children. The summit meeting didn't resolve anything, instead made tensions worse. World War III is becoming a reality.

The game starts out with a message from the Council of Twelve (how original), stating that there is evidence that a new global terrorist group, that if left unchecked, will tear the world asunder. Your mission is to find these terrorist and eliminate them, for the humanity sake.

You start out by placing a base and so forth, or the investigate/freeform part. To advance the story, you have to capture the secondary leader (???) and interrogate him. In the first month, he shows up only in the terror missions. His uniform will be different than the other soldiers. The secondary leader (???) will reveal information about the primary base of operations.
However, he will only reveal this information if your research in interrogation is high enough, otherwise, he will partially reveal this information, or not at all. Side note: I'm not sure if I'm able to implement this. If I can't, then I'll just make it a requirement to research interrogation techniques beforehand.

After you get this information, you'll have the option to raid this base. The base is pretty big, so it'll just be a one part mission. The mission's objective is to destroy the 4 reactors in the base. The location is randomized. You don't need to kill everyone in the base. After that, you get aboard the ship to escape before the entire base blows up.

The personnel in the base celebrates their victory against the terror cell, but then... a image on the screen appears; a face that's covered with traces of circuits. It begins to speak with a deep, distorted, menacing voice, "Do not be fooled that destroying those puppets marks the end, as I still have other plans to cleanse this planet of this... filth, you call humanity. Your premature celebration will become your permanent undoing." The screen returns to normal, and the base personnel begins their work once more. Several countries begins to ease their tensions and opens talks of peace, while the superpowers stays on high alert and their military on the ready.

This is the end of part 1.

It's rough around the edges right now, but I would like to hear suggestions on how to improve this.

I'll try to improve on the campaign flow map in the meantime.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Dioxine on December 28, 2015, 02:03:30 am
Alright then, here's the story structure planning, but I'm thinking of a different way to do this, since I'm pretty sure that you can't lock certain groups to appear until x event shows up.

You can lock them out by research; a research that disables previous mission(s) and enables new ones - naturally, with new enemies instead of old. To make sure a player researches something as soon as he completes a milestone mission, make it an item (might be hidden/indestructible) with 0 research cost. Well, a player may always sell the item... It's a free country :)
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Hobbes on December 28, 2015, 06:41:11 am
You start out by placing a base and so forth, or the investigate/freeform part. To advance the story, you have to capture the secondary leader (???) and interrogate him. In the first month, he shows up only in the terror missions. His uniform will be different than the other soldiers. The secondary leader (???) will reveal information about the primary base of operations.
However, he will only reveal this information if your research in interrogation is high enough, otherwise, he will partially reveal this information, or not at all. Side note: I'm not sure if I'm able to implement this. If I can't, then I'll just make it a requirement to research interrogation techniques beforehand.

Research is all about dependencies - topics A and B are both required to unlock topic C, etc. Topic A can be the secondary leader, and you can set topic C (base's coordinates) can be used to trigger a mission for the base raid. Topic B can either be interrogation techniques, or capturing a pilot, or recovering an item from a mission.

Quote
After you get this information, you'll have the option to raid this base. The base is pretty big, so it'll just be a one part mission. The mission's objective is to destroy the 4 reactors in the base. The location is randomized. You don't need to kill everyone in the base. After that, you get aboard the ship to escape before the entire base blows up.

You actually have several ways to design the base, depending on the position of the generators. You can either place all the generators together on a 20x20 map block, or split them up on 4 10x10 blocks. Then you can either set the reactor map(s) on fixed, random or semi-random positions, and that all also depend on whether you're using craft or entry/exit areas.

You also need to consider this on the map size, since you're saying that it will be pretty big: like the original game, OpenXcom is hardcoded so that after turn 20 the AI knows the location of all your soldiers. And the bigger the map size the higher the chances that a mission will last longer than 20 turns. And if there are still a lot of aliens around, all of them now always know where your soldiers are.


Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on December 28, 2015, 07:12:07 am
You can lock them out by research; a research that disables previous mission(s) and enables new ones - naturally, with new enemies instead of old. To make sure a player researches something as soon as he completes a milestone mission, make it an item (might be hidden/indestructible) with 0 research cost. Well, a player may always sell the item... It's a free country :)

Thanks for the advice, I'll look into that.

Research is all about dependencies - topics A and B are both required to unlock topic C, etc. Topic A can be the secondary leader, and you can set topic C (base's coordinates) can be used to trigger a mission for the base raid. Topic B can either be interrogation techniques, or capturing a pilot, or recovering an item from a mission.
Yeah, I'll need to sort that out, and probably expand upon this.

You actually have several ways to design the base, depending on the position of the generators. You can either place all the generators together on a 20x20 map block, or split them up on 4 10x10 blocks. Then you can either set the reactor map(s) on fixed, random or semi-random positions, and that all also depend on whether you're using craft or entry/exit areas.

You also need to consider this on the map size, since you're saying that it will be pretty big: like the original game, OpenXcom is hardcoded so that after turn 20 the AI knows the location of all your soldiers. And the bigger the map size the higher the chances that a mission will last longer than 20 turns. And if there are still a lot of aliens around, all of them now always know where your soldiers are.
Well, another way around this is to make it a multi part map. The first map would be the entrance, and the second part would be the main base with the power plant, or have a third level as a seperate power plant level.

Another idea is to say that the aliens/enemies will have complete coverage over the mission area via satellites in 20 turns in the mission briefing. They do have that technology after all. If I do that, I'll have to edit all mission briefings to state that though, since it's hardcoded.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Hobbes on December 28, 2015, 04:07:25 pm
Well, another way around this is to make it a multi part map. The first map would be the entrance, and the second part would be the main base with the power plant, or have a third level as a seperate power plant level.

With multimap missions you'll still have to take the same decisions I mentioned before regarding where to place everything for a single mission. The best example to visualize this is the Alien Base terrain, where you have a 20x20 map block for the alien command center and 2 10x10 map blocks where your units start (and can abort the mission), and all are placed randomly.

Quote
Another idea is to say that the aliens/enemies will have complete coverage over the mission area via satellites in 20 turns in the mission briefing. They do have that technology after all. If I do that, I'll have to edit all mission briefings to state that though, since it's hardcoded.


You don't actually need to give this information to the player, I just mentioned it because it is useful to understand how the AI works when designing missions. In fact it can be better not to reveal this because the player can think that the AI is 'smarter' than it really is when he/she encounters all the aliens rushing towards its soldiers. ;)
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on December 28, 2015, 08:37:11 pm
With multimap missions you'll still have to take the same decisions I mentioned before regarding where to place everything for a single mission. The best example to visualize this is the Alien Base terrain, where you have a 20x20 map block for the alien command center and 2 10x10 map blocks where your units start (and can abort the mission), and all are placed randomly.
 

You don't actually need to give this information to the player, I just mentioned it because it is useful to understand how the AI works when designing missions. In fact it can be better not to reveal this because the player can think that the AI is 'smarter' than it really is when he/she encounters all the aliens rushing towards its soldiers. ;)
I'll keep this in mind when designing the mission maps. I'll look at some tutorials to get started on map making.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on December 31, 2015, 11:16:58 pm
I modified the rocket launcher from UFO2000, and turned into a remote controlled missile launcher. I'm not sure if I did it correctly, since I've never drew pixel art before in photoshop. I converted the image to the battlescape palette, and tried to cleanup the rocket launcher as much as I could. It was inspired by the Nikita from MGS.
(https://vignette4.wikia.nocookie.net/metalgear/images/3/36/Mgs_nikita.gif/revision/latest?cb=20130303213758)
It's a start, I guess.
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on January 02, 2016, 11:00:51 pm
I've made great strides in implementing units, ufopaedia entries, and others. There nothing to show right now, since the changes are minimal.

However, I spent some time changing the colors of the OXC interface. Screenshots attached below.

Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: niculinux on January 02, 2016, 11:13:42 pm
Looking forward to a first downloadable version!
Title: Re: [ALPHA][WIP] Rise of the New Order
Post by: Liquid Snake on February 14, 2016, 06:21:13 am
Well guys, I haven't done much for this mod in the past month. I got kinda busy will college and all. I'm gonna have to put a hold onto this project for now. I'm not sure when or if I'll come back and do more for this mod. I'm interested in creating this mod for OpenXCOM, but I don't have a lot of time right now.

I'm currently helping the XCOM 2 community with modding, and making a mod for XCOM 2 as well.