OpenXcom Forum
Modding => Released Mods => Hardmode Expansion => Topic started by: hellrazor on April 20, 2015, 02:18:15 am
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Expanded Ubase Reworked
Download: mod.io (https://mod.io/g/openxcom/m/expanded-ubase-reworked)
#Expanded Ubase Reworked by hellrazor
#Based upon and inspired of the work of luke83
Credits go to:
- luke83 the original maker of this mod
- Hobbes for fixing the MCD files, and alot of answer to my mapscripting Questions.
- Solarius Scorch for UBASE_09d modules which he so generously commited ;)
Requiered: openxcom_git_master_2019_02_04_1901 or newer
README for Version 1.3:
luke83 original work inspired me to rework and bugfix his original maps.
After that the collection of maps grew over time and now including the vanilla UBASE maps,
this mods generates alien base and final assault mission maps from 100 map modules.
Those include N, S, W, E turned versions of all maptiles, also for vanilla ones.
New facilities like Clonelabs, Scout Ship Docking Bays and Food Processing have been added
and a lot of smaller maps for more variety as well. You can and will explore a bigger variety
of alien gardens, small bunkers with good ambush points.
This mod increases the mapsize for Alien Base Missions to 60x60 and Final game mission to 80x80.
Also i am using shade setting 10. Still night for your soldiers but you can actually see something.
If you have any feedback for me, want suggest our own maptiles or ideas added, please let me know.
Easiest way is to post in the forum.
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Changelog:
Version 1.3
- Added turned Versions for: UBASE_00
- Added turned Versions for: UBASE_01
- Added alternate/turned Version 1 for: UBASE_01
- Added alternate/turned Version 2 for: UBASE_01
- Added turned Versions for: UBASE_02
- Added turned Versions for: UBASE_03
- Added turned Versions for: UBASE_04
- Added turned Versions for: UBASE_05
- Added turned Versions for: UBASE_06
- Added turned Versions for: UBASE_08
- Added turned Versions for: UBASE_11
- Added turned Versions for: UBASE_15
- Added turned Versions for: EXPANDEDUBASE16
- Added turned Versions for: EXPANDEDUBASE17
- Added turned Versions for: EXPANDEDUBASE18 (Fake Brain Room)
- Added turned Versions for: EXPANDEDUBASE_19 (Food Processing)
- Added turned Versions for: EXPANDEDUBASE_20 (Scout Ship Module)
- Added turned Versions for: EXPANDEDUBASE_21 (Clone Lab)
- Optimized Mapscript for Alien Bases
- Optimized Mapscript for Cydonia Final Assault
- Rechecked some Routes and Nodes
- Adjusted Ruleset to lastest changes in : openxcom_git_master_2019_02_04_1901
Version 1.2
- Converted Ruleset to directory structure
- Slight redesign of UBASE_2c
Version 1.1
- Fix South Double Door and some minor error for UBASE_21
- Fix wrong Spawnasignment UBASE_21 (large unit in labroom)
- Repacked Mod for: openxcom_git_master_2015_05_07_1605
- added metadat.yml
- added README.TXT
- added CHANGELOG.TXT
Version 1.0
- Converted old Ruleset to new mapscripting standard
- UBASE_2.MCD corruption fix (thanks to Hobbes)
- MAP routing/nodes check, fix and rework where neccessary
- Fix wrong placed tiles in a varienty of MAPs
- Added replace for former clone Lab for modified Clone lab (UBASE_21)
Please report errors, suggestions etc.. in this thread.
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Nice! Thanks for updating this :) I'll use them and let you know how it goes.
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Nice! Thanks for updating this :) I'll use them and let you know how it goes.
Every form of feedback is good :)
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Time to get this on the modportal, also update for new file and
directory handling needed.
Version 1.1
- Fix South Double Door and some minor error for UBASE_21
- Fix wrong Spawnasignment UBASE_21 (large unit in labroom)
- Repacked Mod for: openxcom_git_master_2015_05_07_1605
- added metadat.yml
- added README.TXT
- added CHANGELOG.TXT
Modportal Link (https://www.openxcom.com/mod/expanded-ubase-reworked)
Readme and new Version also attached here (https://openxcom.org/forum/index.php/topic,3580.msg43217.html#msg43217)
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Nice! Sorry for the lack of feedback, I migrated to Piratez shortly after and my hands are tied now. As soon as I get back to my mod (probably a while to finish Piratez..) I'll be using this too. It is appreciated work even though I am not using it right now!
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Found some time and did some slight redesign of UBASE_2c, because some people found it to sterile.
I hope this Version gets better reviews :)
Version 1.2
- Converted Ruleset to directory structure
- Slight redesign of UBASE_2c
Modportal Link (https://www.openxcom.com/mod/expanded-ubase-reworked)
Readme and new Version also attached here (https://openxcom.org/forum/index.php/topic,3580.msg43217.html#msg43217)
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Hi there. As I am unable to understand the mapscripting part I can't enable my old mappacks again. May I offer/beg you to include my Ubase maps to your selection? https://www.openxcom.com/mod/big-addon-map-pack I would be really happy to see them again and would see it as an honor if you added them to your very good mod. I really like the new upper "science lab" maps especially, really good work here. :)
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Hi there. As I am unable to understand the mapscripting part I can't enable my old mappacks again. May I offer/beg you to include my Ubase maps to your selection? https://www.openxcom.com/mod/big-addon-map-pack I would be really happy to see them again and would see it as an honor if you added them to your very good mod. I really like the new upper "science lab" maps especially, really good work here. :)
Well thanks for the praise :)
I so far did not had a proper look at your Alien Base Modules. But i think i will find some time soon to take a proper look.
And btw this is not my mod, it is basically a bugfixed Version of Luke83's former work.
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Thanks nonetheless! Sometimes keeping mods alive is MUCH more work than releasing them.... :)
Can't praise you enough for that!
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Bump this, so i find it again.
ToDo List:
- Maps to make:
- Medium Scout docked for Service
- Large Scout docked for Service
- Fighter docked for Service
- Sentry Ship docked for Service
- Recheck Civilians Alien Base Addon Maps and Rework integrate those.
- Some more Alien Brain Maps (no more T-Shape only ^^)
Ideas for possible additional alien base maps:
- A Sectopod/Cyberdisc factory 20x20 map module
- Power Source/UFO Navigation Production line
- Alien Armory
uhhhh...
Feel free to enlighten me with further ideas.
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Suggestion, could you please rename the filenames to a new format instead of UBASE_XX ? If this can be played as a separate terrain from vanilla base, then it shouldn't use that filename format because it can conflict with other mods.
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Feel free to enlighten me with further ideas.
I wish to recycle a shareable opinion of an other man 8):
Replace purple ground tile on floor with normal ground tile.
Thanks
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Suggestion, could you please rename the filenames to a new format instead of UBASE_XX ? If this can be played as a separate terrain from vanilla base, then it shouldn't use that filename format because it can conflict with other mods.
Sure can do for the next Version of this, EXPUBASE_XX (and then from 1 or 0 counting up) would be ok as name?
I wish to recycle a shareable opinion of an other man 8):
Replace purple ground tile on floor with normal ground tile.
Thanks
I can remove/reduce those on the custom tiles, but not on the turned versions of the vanilla tiles.
Also those purple tiles are marked as a lightsource in the MCD file so i see why it is used, problem is what can be used instead?
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Indeed vanilla UBASE00.map and UBASE11.map have purple floor ...
On new maps, instead of remove all purple tiles,
perhaps you could reduce the purple tile number and obtain a more dark environment too
or
Add to tileset a new tile as light source with an other color
About light source, It will be instructive study new Hobbes's terrain tile set into Redux 0.8.
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Indeed vanilla UBASE00.map and UBASE11.map have purple floor ...
I will definitly not change the turned Version of vanilla Map modules, that is for sure!
On new maps, instead of remove all purple tiles,
perhaps you could reduce the purple tile number and obtain a more dark environment too
or
Add to tileset a new tile as light source with an other color
About light source, It will be instructive study new Hobbes's terrain tile set into Redux 0.8.
Removing reducing them on non vanilla tiles isn't a issue could be done easily.
But we are tlaking future here, since it will take a while until i can properly work on this (exams).
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Hotfix to make Mod compatible with : openxcom_git_master_2016_06_15_0013
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I started working on this mod again and i found the need to produce proper turned versions of all available Alien Base Modules.
I started with the Alien Command Center which now also has turned Versions for South and East.
More to come.
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Proceding with UBASE_02 turned Versions:
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Alternate Version for UBASE_02 also gets turned Versions of course:
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UBASE_03:
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More UBASE_03:
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I decided to make a altered Version of UBASE_03 Frist concept:
EDIT: Decided to stick with the concept, but redesigned routes totally added turned Versions.
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More Alternate UBASE_03.
Next up entrance modules...
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Excellent. Keep up the good work!
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Excellent. Keep up the good work!
Thx your the first to comment :)
Btw I plan to do the same for Expanded Terror and also for the Globe Terrain Maps (Forest, Desert, etc..)
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Entrances:
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More Entrances:
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More Entrances:
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Last Entrances:
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Small Storage UBASE_05:
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More Small Storage UBASE_05:
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Awesome, this mod is definitivly a must.
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Bunkers UBASE_06:
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More Bunkers:
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Some more Bunkers:
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ok made some progress:
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More UBASE_08 and some entertainment room variations:
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Some more Bunkers:
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Even more bunkers:
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And Voila the Cydonia Brain Room has also gotten some turned Versions:
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More turned Brain Room:
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Another Small Storage Module turned:
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The last Small Storage and the Fake Brain Room, yes you will hate it and love it. There will only one real brain, but also up to 2 Fake Brains :P
Whats is left todo:
- Add turned Versions of Large Garden Maps
- Overwork Mapscript
Currently finished 83 Maps (including error corrections for some vanilla route files)
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The fake brain actually makes some tactical sense :)
Not on a strategical level (as the aliens should really decide to have several backup brains ELSEWHERE)... ;D
That said: Looking forward to the new version!
oh, btw, did you fix the missing wall tile on the second level of Ubase21 I wrote about some months/years ago? I don't remember anymore.... :P On the screenshot (first in this thread) it looks like you fixed it...
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The fake brain actually makes some tactical sense :)
Not on a strategical level (as the aliens should really decide to have several backup brains ELSEWHERE)... ;D
That said: Looking forward to the new version!
oh, btw, did you fix the missing wall tile on the second level of Ubase21 I wrote about some months/years ago? I don't remember anymore.... :P On the screenshot (first in this thread) it looks like you fixed it...
hehe its just to basically mislead the player into false security, the fake brain I mean.
I rechecked all the maps and routes and the error you mentioned was actually fixed a long time ago.
Once i finish the Todo list i posted above there will be a new version, which will kick ass.
Alien bases will be basically reborn ^^
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Nice! Great to get more variety!
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Nice! Great to get more variety!
Of course :)
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That fake brain is a wicked idea.
Totally below the belt, but I like it.
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That fake brain is a wicked idea.
Totally below the belt, but I like it.
Aren't my Ideas always in this direction? I mean to be send the player in the enjoyment of alien encounters... ^^
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That fake brain is a wicked idea.
Totally below the belt, but I like it.
Aren't my Ideas always in this direction? I mean to be send the player in the enjoyment of alien encounters... ^^
There's a reason your mod is the "alien hard on" mod for me, this is exactly it. :P
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There's a reason your mod is the "alien hard on" mod for me, this is exactly it. :P
Ok, may i ask what you exactly mean with "alien hard on"? I am not a native english speaker, so i may miss out on some of fine language things.
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Ok, may i ask what you exactly mean with "alien hard on"? I am not a native english speaker, so i may miss out on some of fine language things.
I am probably the one responsible for this joke, so I'll explain: "hard on" means an erection.
I deliberately misspelt "hardmode" as "hard-on mode" once, and apparently it stuck.
I can't say I'm terribly sorry though, it's still funny. :)
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I am probably the one responsible for this joke, so I'll explain: "hard on" means an erection.
I deliberately misspelt "hardmode" as "hard-on mode" once, and apparently it stuck.
I can't say I'm terribly sorry though, it's still funny. :)
You know that once i visit prague, you are obliged to pay me a beer for that, right?
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You know that once i visit prague, you are obliged to pay me a beer for that, right?
No problem, but you'll have to go to Cracow to collect it! :)
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No problem, but you'll have to go to Cracow to collect it! :)
Lol right! I totally forgot! Then Cracow.
I will check if Cracow is on my globe in Hardmode and will give it a special terrain asignment for terrormissions ^^
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I will check if Cracow is on my globe in Hardmode and will give it a special terrain asignment for terrormissions ^^
That would be so rad.
I suggest the MARS terrain, recoloured to dirty brown. :P
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That would be so rad.
I suggest the MARS terrain, recoloured to dirty brown. :P
Hm... sounds neat. I think about it.
EDIT: I couldl put in special civilians called "Solarius Scorch". So you may die until infinity :P
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Hm... sounds neat. I think about it.
EDIT: I couldl put in special civilians called "Solarius Scorch". So you may die until infinity :P
Hey, all I did was making your mod sexier! :P
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Hey, all I did was making your mod sexier! :P
Ok your right, sexy it is indeed ^^
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is V 1.3 unreleased too, right ?
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is V 1.3 unreleased too, right ?
Its not released, because it is not finished. I am currently only modding sporadically since a roof over my head is obviously more important.
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.... since a roof over my head is obviously more important.
I understand you very well ...sigh
Take your time
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I understand you very well ...sigh
Take your time
I have some time scheduled tomorrow for mapmaking.
So i will post some progress.
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Two more Turned Versions done for UBASE_01.
Now there are only 16 Maps left to make until this is finally complete (took me too long).
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The last turned Version for UBASE_01:
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So we finally have come to one of the non vanilla gardens.
Had to recheck the routes and the map, since there were errors, which i so far not noticed.
In any case here the first two versions (2 more to follow):
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Nearly completely done :)
Some more turned gardens and a new nasty garden design.
Just missing turned versions for the new garden and turning the scout module.
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More alien base maps? I'll have some, please!
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More alien base maps? I'll have some, please!
We are talking here about a total of 97 Maps for alien bases including vanilla tiles. ;)
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That's awesome.
Do they use custom terrain? Or just standard Alien Base?
I also made a number of mapblocks if you are interested, but they require custom tiles.
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That's awesome.
Do they use custom terrain? Or just standard Alien Base?
I also made a number of mapblocks if you are interested, but they require custom tiles.
Maybe for a extra set? I wanted mainly to improve the players experience for vanilla bases. So most of the maps are turned versions of vanilla tiles and some additional ones for satisfying my sadism, ähm.. meaning for a better play experience ;)
Yes using custom tileset, UBASE_2 is custom.
Here is the terrain definition:
###BEGIN EXPANDED UBASE
- name: UBASE
mapDataSets:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
- U_BASE2
- U_DISEC2
- U_OPER2
mapBlocks:
- name: UBASE_00 #01 #Command Center W
width: 20
length: 20
groups: 3
- name: EXPANDEDUBASE_00b #02 #Command Center N
width: 20
length: 20
groups: 3
- name: EXPANDEDUBASE_00c #03 #Command Center E
width: 20
length: 20
groups: 3
- name: EXPANDEDUBASE_00d #04 #Command Center S
width: 20
length: 20
groups: 3
- name: UBASE_01 #05 #Large Garden W
width: 20
length: 20
- name: EXPANDEDUBASE_01b #06 #Large Garden N
width: 20
length: 20
- name: EXPANDEDUBASE_01c #07 #Large Garden E
width: 20
length: 20
- name: EXPANDEDUBASE_01d #08 #Large Garden S
width: 20
length: 20
- name: EXPANDEDUBASE_01e #09 #Large Garden Center W
width: 20
length: 20
- name: EXPANDEDUBASE_01f #10 #Large Garden Center N
width: 20
length: 20
- name: EXPANDEDUBASE_01g #11 #Large Garden Center E
width: 20
length: 20
- name: EXPANDEDUBASE_01h #12 #Large Garden Center S
width: 20
length: 20
- name: EXPANDEDUBASE_01i #13 #Large Garden Tower E
width: 20
length: 20
- name: EXPANDEDUBASE_01j #14 #Large Garden Tower S
width: 20
length: 20
- name: EXPANDEDUBASE_01k #15 #Large Garden Tower W
width: 20
length: 20
- name: EXPANDEDUBASE_01l #16 #Large Garden Tower N
width: 20
length: 20
- name: UBASE_02 #17 #Large Storage E
width: 20
length: 20
- name: EXPANDEDUBASE_02b #18 #Large Storage S
width: 20
length: 20
- name: EXPANDEDUBASE_02c #19 #Large Storage W
width: 20
length: 20
- name: EXPANDEDUBASE_02d #20 #Large Storage N
width: 20
length: 20
- name: EXPANDEDUBASE_02e #21 #Large Storage Runway E
width: 20
length: 20
- name: EXPANDEDUBASE_02f #22 #Large Storage Runway S
width: 20
length: 20
- name: EXPANDEDUBASE_02g #23 #Large Storage Runway W
width: 20
length: 20
- name: EXPANDEDUBASE_02h #24 #Large Storage Runway N
width: 20
length: 20
- name: UBASE_03 #25 #Power Source Storage S
width: 20
length: 20
- name: EXPANDEDUBASE_03b #26 #Power Source Storage W
width: 20
length: 20
- name: EXPANDEDUBASE_03c #27 #Power Source Storage N
width: 20
length: 20
- name: EXPANDEDUBASE_03d #28 #Power Source Storage S
width: 20
length: 20
- name: EXPANDEDUBASE_03e #29 #Power Source Storage Alternate SW
width: 20
length: 20
- name: EXPANDEDUBASE_03f #30 #Power Source Storage Alternate WS
width: 20
length: 20
- name: EXPANDEDUBASE_03g #31 #Power Source Storage Alternate NW
width: 20
length: 20
- name: EXPANDEDUBASE_03h #32 #Power Source Storage Alternate NE
width: 20
length: 20
- name: UBASE_04 #33 #Entrance NW
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: EXPANDEDUBASE_04b #34 #Entrance NE
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: EXPANDEDUBASE_04c #35 #Entrance SE
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: EXPANDEDUBASE_04d #36 #Entrance SW
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: EXPANDEDUBASE_04e #37 #Entrance Light NW
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: EXPANDEDUBASE_04f #38 #Entrance Light NE
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: EXPANDEDUBASE_04g #39 #Entrance Light SE
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: EXPANDEDUBASE_04h #40 #Entrance Light SW
width: 10
length: 10
groups: 2
revealedFloors: 1
- name: UBASE_05 #41 #Small Storage U S
width: 10
length: 10
- name: EXPANDEDUBASE_05b #42 #Small Storage U W
width: 10
length: 10
- name: EXPANDEDUBASE_05c #43 #Small Storage U N
width: 10
length: 10
- name: EXPANDEDUBASE_05d #44 #Small Storage U E
width: 10
length: 10
- name: UBASE_06 #45 #Small Bunker U E
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_06b #46 #Small Bunker U S
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_06c #47 #Small Bunker U W
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_06d #48 #Small Bunker U N
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_06e #49 #Small Bunker Checkpoint E
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_06f #50 #Small Bunker Checkpoint S
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_06g #51 #Small Bunker Checkpoint W
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_06h #52 #Small Bunker Checkpoint N
width: 10
length: 10
groups: 8
- name: UBASE_07 #53 #Tunnel Cross
width: 10
length: 10
groups: 1
- name: EXPANDEDUBASE_07b #54 #Tunnel Cross Corners
width: 10
length: 10
groups: 1
- name: EXPANDEDUBASE_07c #55 #Tunnel Cross Corners Pillar
width: 10
length: 10
groups: 1
- name: UBASE_08 #56 #Small Bunker Storage E
width: 10
length: 10
- name: EXPANDEDUBASE_08b #57 #Small Bunker Storage S
width: 10
length: 10
- name: EXPANDEDUBASE_08c #58 #Small Bunker Storage W
width: 10
length: 10
- name: EXPANDEDUBASE_08d #59 #Small Bunker Storage N
width: 10
length: 10
- name: UBASE_09 #60 #Small Garden
width: 10
length: 10
- name: EXPANDEDUBASE_09b #61 #Small Garden 2th Floor
width: 10
length: 10
- name: EXPANDEDUBASE_09c #62 #Small Garden High
width: 10
length: 10
- name: EXPANDEDUBASE_09d #63 #Small Garden Light
width: 10
length: 10
- name: UBASE_10 #64 #Tunnel Cross Pods
width: 10
length: 10
groups: 1
- name: UBASE_11 #65 #Entertainment Room Dual Color
width: 10
length: 10
groups: 7
- name: EXPANDEDUBASE_11b #66 #Entertainment Room Color Switched
width: 10
length: 10
groups: 7
- name: EXPANDEDUBASE_11c #67 #Entertainment Room Pods
width: 10
length: 10
groups: 7
- name: EXPANDEDUBASE_11d #68 #Entertainment Room Pods Color Switched
width: 10
length: 10
groups: 7
- name: UBASE_12 #69 #Small Power Source Pods #Air only
width: 10
length: 10
groups: 9
- name: EXPANDEDUBASE_12b #70 #Small Power Source Pods Window #Air only
width: 10
length: 10
groups: 9
- name: UBASE_13 #71 #Crossing Food Pods
width: 10
length: 10
- name: UBASE_14 #72 #Small Garden #Inaccessible
width: 10
length: 10
- name: UBASE_15 #73 #Brain Room W
width: 20
length: 20
groups: 4
- name: EXPANDEDUBASE_15b #74 #Brain Room N
width: 20
length: 20
groups: 4
- name: EXPANDEDUBASE_15c #75 #Brain Room E
width: 20
length: 20
groups: 4
- name: EXPANDEDUBASE_15d #76 #Brain Room S
width: 20
length: 20
groups: 4
- name: EXPANDEDUBASE_16 #77 #Small Bunker Windows E
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_16b #78 #Small Bunker Windows S
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_16c #79 #Small Bunker Windows W
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_16d #80 #Small Bunker Windows N
width: 10
length: 10
groups: 8
- name: EXPANDEDUBASE_17 #81 #Small Storage W
width: 10
length: 10
- name: EXPANDEDUBASE_17b #82 #Small Storage N
width: 10
length: 10
- name: EXPANDEDUBASE_17c #83 #Small Storage E
width: 10
length: 10
- name: EXPANDEDUBASE_17d #84 #Small Storage S
width: 10
length: 10
- name: EXPANDEDUBASE_18 #85 #Fake Brain Room W
width: 20
length: 20
groups: 5
- name: EXPANDEDUBASE_18b #86 #Fake Brain Room N
width: 20
length: 20
groups: 5
- name: EXPANDEDUBASE_18c #87 #Fake Brain Room E
width: 20
length: 20
groups: 5
- name: EXPANDEDUBASE_18d #88 #Fake Brain Room S
width: 20
length: 20
groups: 5
- name: EXPANDEDUBASE_19 #89 #Food Processing W
width: 20
length: 20
- name: EXPANDEDUBASE_19b #90 #Food Processing N
width: 20
length: 20
- name: EXPANDEDUBASE_19c #91 #Food Processing S
width: 20
length: 20
- name: EXPANDEDUBASE_19d #92 #Food Processing E
width: 20
length: 20
- name: EXPANDEDUBASE_20 #93 #Small Scout Module W
width: 20
length: 20
- name: EXPANDEDUBASE_20b #94 #Small Scout Module N
width: 20
length: 20
- name: EXPANDEDUBASE_20c #95 #Small Scout Module E
width: 20
length: 20
- name: EXPANDEDUBASE_20d #96 #Small Scout Module S
width: 20
length: 20
- name: EXPANDEDUBASE_21 #97 #Clone Lab
width: 20
length: 20
groups: 6
###END EXPANDED UBASE
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Last large Alien garden maps:
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Nice!
And I'm attaching my doodles as well.
Tilesets are:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
- U_BASE2
- U_FRN
- U_EXT02
- U_BITS
- U_FLOOR
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Nice!
And I'm attaching my doodles as well.
Tilesets are:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
- U_BASE2
- U_FRN
- U_EXT02
- U_BITS
- U_FLOOR
Thanks i am gonna check it out on the next map making session. :)
Also enjoy a fight in an alien base, with the new turned and expanded maps: https://www.youtube.com/watch?v=KL7hHUfuBiM
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Nice!
And I'm attaching my doodles as well.
Tilesets are:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
- U_BASE2
- U_FRN
- U_EXT02
- U_BITS
- U_FLOOR
Solarius, unfortunately your new maps are not compatible with mine, because we use different TERRAINS MCD sets.
It would require to rework your maps and make them compatible with my terrain set order (i am not gonna overwork ~100 maps again, to time consuming).
Even thou looking at the TERRAIN files you provided, there are some tiles which really could be used to increase the players suffering... ähhh i mean the tactical variety greatly. Especially the stairs and the half high walls.
I still have some space in my MCD entries (currently at 181) so putting them together, reworking your maps and integrating them is definitely a possibility.
You would need to change to MCD set order as follows:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
- U_BASE2
- U_DISEC2
- U_OPER2
- U_FRN
And addept the maps accordingly.
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Some more progress in regard of turned version.
EXPANDEDUBASE_19 - Food processing is now avaible with a sligth redesign.
See pictures attached.
I am nearly done, EXPANDEDUBASE_20 - Scout Modul is a symmetric map, so i will just add some different routes for the turned version.
Last map which needs turned versions is EXPANDEDUBASE_21 - The clone lab. Gonna work on that in the next days.
After the i will update the mod accordingly.
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Solarius, unfortunately your new maps are not compatible with mine, because we use different TERRAINS MCD sets.
It would require to rework your maps and make them compatible with my terrain set order (i am not gonna overwork ~100 maps again, to time consuming).
Even thou looking at the TERRAIN files you provided, there are some tiles which really could be used to increase the players suffering... ähhh i mean the tactical variety greatly. Especially the stairs and the half high walls.
I still have some space in my MCD entries (currently at 181) so putting them together, reworking your maps and integrating them is definitely a possibility.
You would need to change to MCD set order as follows:
- BLANKS
- U_BASE
- U_WALL02
- U_PODS
- BRAIN
- U_BASE2
- U_DISEC2
- U_OPER2
- U_FRN
And addept the maps accordingly.
Glad you like them. I've always wanted to have UFOs in alien bases.
I don't think they can be converted, though... There probably aren't enough tiles. Your list doesn't contain all the UFO tiles, for example.
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Glad you like them. I've always wanted to have UFOs in alien bases.
I don't think they can be converted, though... There probably aren't enough tiles. Your list doesn't contain all the UFO tiles, for example.
I was just pointing out that i can not change the MCD ordner of the files. It would mean that i would have to go over all 100 maps just to get 6-8 more. Btw do have pictures of those maps?
Didn't had time so far to look at the maps in mapview.
It is easier to overwork 6-8 more mpas, then nearly 100 or?
I check how many MCD set your additional tiles need. But if you include all the UFO ones then we would reach more then 253, which is the maximum. Right? Long time.
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Yes, of course I agree it would be easier to redo 8 maps.
Attached some pics.
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If the only issue is the MCD order in the terrains, I can write you a script to convert a map from one set to another.
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Yes, of course I agree it would be easier to redo 8 maps.
Attached some pics.
Thanks. Now i am officially hooked. So you made Medium Scout and Large Scout in the alien base.
I am going to take a look at the maps properly.
I am not sure if we have enouh MCD entries left to actually have the ufo walls here.
I need to check. I f thats the case, then those will definitely have to be integrated into a future version (not the current release).
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Good to see this Mapset is still getting bigger :)
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Enjoy the Clonelab, also turned.
Do not ask for the Routes they are redesigned ;)
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Also the Scout map module was slightly modified and got a route redesign.
Guess there is no way around then, i have to release a new version of the mod.
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Ok get ready for the new tactical maze that alien bases now represent.
Adding turned versions to vanilla maps and some nice new map modules for alien bases.
Total count with vanilla 100 maps, with a overworked mapScript.
Slap it on, enjoy the pain... ähm.. fun to fight in alien bases!
Changelog:
Version 1.3
- Added turned Versions for: UBASE_00
- Added turned Versions for: UBASE_01
- Added alternate/turned Version 1 for: UBASE_01
- Added alternate/turned Version 2 for: UBASE_01
- Added turned Versions for: UBASE_02
- Added turned Versions for: UBASE_03
- Added turned Versions for: UBASE_04
- Added turned Versions for: UBASE_05
- Added turned Versions for: UBASE_06
- Added turned Versions for: UBASE_08
- Added turned Versions for: UBASE_11
- Added turned Versions for: UBASE_15
- Added turned Versions for: EXPANDEDUBASE16
- Added turned Versions for: EXPANDEDUBASE17
- Added turned Versions for: EXPANDEDUBASE18 (Fake Brain Room)
- Added turned Versions for: EXPANDEDUBASE_19 (Food Processing)
- Added turned Versions for: EXPANDEDUBASE_20 (Scout Ship Module)
- Added turned Versions for: EXPANDEDUBASE_21 (Clone Lab)
- Optimized Mapscript for Alien Bases
- Optimized Mapscript for Cydonia Final Assault
- Rechecked some Routes and Nodes
- Adjusted Ruleset to lastest changes in : openxcom_git_master_2019_02_04_1901
Github Download Link (https://github.com/hellrazor4223/expanded_ubase_reworked/archive/v1.3.zip)
Readme and new Version also attached here (https://openxcom.org/forum/index.php/topic,3580.msg43217.html#msg43217)
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Thanks :P
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Thanks :P
Sorry for the long wait. My perfectionism sometimes can be bothersome.
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Great job, I like these designs.
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Great job, I like these designs.
Feel free to use them as you see fit.
If given time i will also rebuild the modules with the landed ships.
Shouldn't take too long.
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I am actually wondering, if i somehow increase the map height to 4 Levels, i could actually also spawn all UFO's as a map part in a hangar. Imagine that!
Especially on Mars. Having parked Battleships in one section of the map or on earth you find a docked supply ship inside alien base.
I am not really sure how to increase the levels, i could just add two layers of dirt. Adding those to the ground level would also require to change the layer of the routes (would have to be manually....), or maybe on Top is better...
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I am not really sure how to increase the levels, i could just add two layers of dirt. Adding those to the ground level would also require to change the layer of the routes (would have to be manually....), or maybe on Top is better...
if you're using Mv2, the levels of routenodes should change automatically, whether adding levels to the top or bottom of a Map.
ironically, it's when adding levels to the top of a map that the levels of the nodes need to change. Because level 0 is actually the toplevel of a map (in code, but what's displayed in the ui as the "level" is translated what we expect -- with level 1 as groundlevel, going up).
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if you're using Mv2, the levels of routenodes should change automatically, whether adding levels to the top or bottom of a Map.
ironically, it's when adding levels to the top of a map that the levels of the nodes need to change. Because level 0 is actually the toplevel of a map (in code, but what's displayed in the ui as the "level" is translated what we expect -- with level 1 as groundlevel, going up).
Does MapView two now actually run under Linux? Or would i still we stuck with the Win 7VM i so far used for map making.
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well, Stoddard does automated builds against Mono (linked at the top of the Mv2 Distribution page at github) ... but osd_daedalus had issues until he built the codebase against Mono natively.
I'm just a windows guy so ... that stuff is pretty much in the court of Linux users
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well, Stoddard does automated builds against Mono (linked at the top of the Mv2 Distribution page at github) ... but osd_daedalus had issues until he built the codebase against Mono natively.
I'm just a windows guy so ... that stuff is pretty much in the court of Linux users
I don't mind using the VM. Its working even thou i am actually using a really old version of mapview.
Guess its time to start using up to date.
Configuration is done in YAML right?
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definitely use the latest version of Mv2 if you're gonna go the Mv2 route ... (has bugfixes etc.)
backup yer stuff, and install from scratch.
The screenshot below shows my /settings folder, that gets created on install. Those files are YAML except MapOptions.cfg, which uses an Mv1 routine.
if you have to convert an Mv1 config to Mv2, well that's on a case by case basis,
(btw, MapTilesets~piratez.yml is (a backup of) a successful conversion from Piratez using the RulesetConverter)
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I am actually wondering, if i somehow increase the map height to 4 Levels, i could actually also spawn all UFO's as a map part in a hangar. Imagine that!
Not that hard to imagine :)
(https://i.imgur.com/mcrYUX1.png)
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It is an interesting proposal but a little overwhelming. I would vote adding dirt on top. And the alien hangar section can be a spawn point, as on player base defenses.
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It is an interesting proposal but a little overwhelming. I would vote adding dirt on top. And the alien hangar section can be a spawn point, as on player base defenses.
Interesting idea but that would require a lot of work. Maybe its not so hard with Mapview2