OpenXcom Forum

Modding => Released Mods => Topic started by: luke83 on February 02, 2012, 12:19:50 pm

Title: [MAPS] New Terror Mission Map Blocks
Post by: luke83 on February 02, 2012, 12:19:50 pm
Well after almost 20 years i am sick of only seeing the same group of map blocks on terror missions as such i am starting to make my own to add into the mix.

All my mapblocks will have ground level on level 4 allowing me to have plenty of room for the occasional basement for extra variety. Also there will be a few Taller Buildings to make it look more like a city. I want to make a heap of different ones to get me through the next 20 years of my life with OPENXCOM.
 To start with i wont be over decorating the rooms as in the future i need to work out how to add NEW images into the Tile-sets but first i want to have openXcom 1.0 before i even see if there is software to easily do this.

Target for this project is 33 modified map blocks size 10x10 or 20x20 ( this number includes the original map blocks), i have been thinking about adding some 20x30 or even 30x30 blocks but smaller blocks are better for Random map generation so for now i am forcing myself to stick to this ( Yes i have some interesting plans for bigger map blocks but i must resist  :D) . With the Height restriction removed in openXcom it allows me to add basements to some blocks so as such i have added XBase1.PCK to the original Urban .PCK files so i can have a block that represents underground Earth. This extra block will be the only non-original urban PCK blocked used until i figure out ( or get told) what openX will be able to handle ( Worse case if openX never reaches V1.0 it wont be a huge job to make these compatible with the original X-com again).

I already have all the original LIFTED to the new levels so now i just need New ones. Here are my First 3 work in progress ( as usual , what ever i create will be uploaded when done).

You will notice none of these are finished so don't point out flaws yet ;) The plan is to get all blocks roughly designed , then fine tune and details then LAST add all the Nodes for Spawn points and AI movement.


UPDATE:
 Thanks to Warboy keeping the dream alive, these files are now LIVE on the MOD site and working for OXC V1.0, check them out here:https://www.openxcom.com/mod/lukes-expanded-terror-mission
Title: Re: New Terror Mission Map Blocs
Post by: michal on February 02, 2012, 06:31:29 pm
Good work :) I would love to see them ingame.
Title: Re: New Terror Mission Map Blocs
Post by: kkmic on February 02, 2012, 10:57:57 pm
Looking good. Can't wait to try them in-game too.
Title: Re: New Terror Mission Map Blocs
Post by: luke83 on February 03, 2012, 02:31:57 pm
Thanks for the kind words of encouragement.  To use in game we need SupSuper to finish his Rulesets so it knows the correct MCD to use. Also Dalky needs to continue his excellent work ;D

This is a idea i did tonight, to make it look better i will need to make a Better Railing later on but for now the white fencing will need to do.

Added 2 new small houses
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 04, 2012, 12:58:44 pm
Here is the startings of a motel. I still need to Change the rails as it kinda looks like a prison :D

Change to White Fence , just to see if it looks better, i think long term i will need to make a proper railing graphic and stop using fences ::)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 04, 2012, 03:03:29 pm
OK so i now have a few different map blocks but i am finding i need to tweak a few graphics to make everything look good so tonight i duplicate the Furniture file (.Tab, .Mck, .pck) and gave it a different name to see if the Mapview would load both into the same Tile. It all appeared to work until i saved it and then re-opened the map block , at this point it had changed into a different .image >:(  If anyone has any experience with this can you send me a PM :P
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 05, 2012, 10:45:07 am
I did one little test last night with a copy of the furniture files and this is what i found when i jumped back on tonight :( Took me a while but i think i fixed it ( im not sure what i did  but a fresh install of Mapview and reloaded the maps and then it works).
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 11, 2012, 12:12:41 pm
More Houses
Title: Re: New Terror Mission Map Blocks
Post by: Conti-k on February 13, 2012, 09:46:29 pm
I like CF08 and CF15 very much. Would be pretty cool to use them with huge crossroad surrounded by huge amount of small-ish houses, with some backyards, and perhaps small shop(s). I made a quick concept to show what do I mean (see attachment). Is this possible with random building from blocks, or perhaps whole, pre-defined map would be needed?
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 14, 2012, 08:17:32 am
Taken From PM from Daiky "the order the map is built: the UFO is placed first (if any), the XCOM Craft is placed (if any), then the roads are placed, then the rest is filled with small blocks if a large one does not fit, a large OR small block if a large block fits (about 50/50 chance).
2. yes, the map area is not hard coded, currently its limited to 100x100, but needs to change still, so it will be unlimited eventually
"

Above is the placement rules for map generation as per Daiky, so Without any coding , if you remove all unwanted block types from the selection options you should be able to get roughly what you want to achieve. If you or someone else starts doing some custom scripting for map block placement ( once its supported) you should easily be able to achieve what you are after.

My original Target value for this map blocks set was 33 different map block , i am actually almost there so after i finish off the first 33 designs i get to start the spawn nodes ( will take a lot of time to do) i most likely will add more small ones as i love variety.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 14, 2012, 12:44:11 pm
Toying around with some other maps blocks again tonight , not overly happy with these so i am not sure if they will be Keepers, i guess i will see how they finish up ::).
Title: Re: New Terror Mission Map Blocks
Post by: AlienRape on February 14, 2012, 03:25:37 pm
Having a firefight in a cities CBD would be tiresome.... all those elevators that you'd need to use to sweep each floor. ;)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 14, 2012, 08:30:43 pm
Yes i know some people feel this way, so IF you ever use my map block , dont add the large Buildings  :P

What would be cool would be if i could group buildings into groups. Have open/empty blocks as group1,Small house blocks as group2 and Have all the large multi story buildings as group3. Then say to mister map generation i want 30% of map to be group 1, 50% group 2 and and 20% group3.  This way Everyone can tailor a map to there own personal taste.

I dont play a game to finish it , i play for a challenge. That being said if i normally play X-com for one or 2 missions these days , i dont do all nighters any more ( the joys of being a father) so for my style of playing, a CBD could be very challenging and enjoyable map to play (Also note, the Rooms in these larger buildings are very basic and open to minimise searching for a needle in a hay stack). ALso Correct alien generation on these larger buildings will help minimise having all the aliens in the upper levels) . Also worth noting , none of these buildings are any higher than the original game ( i think  :P)

At this point  i still dont like CF09 so he will most likely get scraped as the only thing i like is the car park under the building  :)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 16, 2012, 12:11:56 pm
Redone CF09

Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 16, 2012, 12:21:28 pm
OK i have one more map block to go to reach my target amount , any suggestions ? Another park , More Houses ????

Im open to suggestions  ( especially since my brain is hurting trying to think of one more tonight  :P) so what else do i need to balance out my map set ?
Title: Re: New Terror Mission Map Blocks
Post by: hsbckb on February 16, 2012, 02:24:39 pm
My suggestion:
1) supermarket with a large car park
2) A large square or large car park  for open area fighting
3) park with lakes
4) highway with trees at road sides
Title: Re: New Terror Mission Map Blocks
Post by: michal on February 16, 2012, 03:08:47 pm
Night club ;)
Title: Re: New Terror Mission Map Blocks
Post by: Yankes on February 16, 2012, 06:17:33 pm
3) park with lakes
AFAIK city terrain dont have water, without new titles its impossible.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 16, 2012, 08:14:56 pm
I knew you guys would inspire me, i have a  idea and tonight i will see if it will actually work on map  :P
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 17, 2012, 11:43:40 am
AS yanks mentioned its impossible to do water ( as well as other things) without new tiles and since OpenX cant handle what i have done (YET), i am not in a position to add new tile. ( New tiles are a goal for the future! )

Since a car park and Nightclub where mentioned i attempted to make a underground nightclub and the plan is to have a car park on top.
  hsbckb ,Also Note the Original CF09 was suppost to be a large shopping centre with groundlevel carparks but i really needed the map block to be atleast 30x30 to achieve my vision of this .

I spent 30mins getting it this far and want to know what everyone thinks , it only  basic, as  i don't have the correct Tiles (yet) to finish the job , but would like some feedback on the layout or if i should scrap it and start again.
Title: Re: New Terror Mission Map Blocks
Post by: hsbckb on February 17, 2012, 01:09:29 pm
Please do not use wooden table and chair for it. I will not go to such "cheap" nightclub ;)

Is there any others tables with better quality?
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 17, 2012, 01:28:58 pm
No there is no other tables , YET  . Think of them as  Place holders until i get better tiles :0  Also Metal Fence needs to be changed so its not a Fence but a Rail ::) By having PLaceholders in , i can work out the patrol nodes for aliens and civ.

Once there in game and everything is working, Version1.0 should not be far away and Hopefully then i will know what i can do and what i cant do. THEN we will make it a more upmarket  :P

Is the layout ok?
Title: Re: New Terror Mission Map Blocks
Post by: hsbckb on February 17, 2012, 02:29:46 pm
For the layout, can the dancing area located one level higher?
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 17, 2012, 02:42:21 pm
Sure i could lift it up but then the DJ booth would be on same level. OR i could make it one level but have  everything to levels below ground level to keep DJ booth up.
Title: Re: New Terror Mission Map Blocks
Post by: hsbckb on February 17, 2012, 02:45:39 pm
Yeah, That's great. I feel that I like a nightclub boss.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 21, 2012, 08:05:43 am
The Grand Master of Mapblocks "Hobbes" has done a alpha of new terror site missions also , check them out there pretty cool 8)
https://www.strategycore.co.uk/forums/UFO-Terrain-Mod-t9389.html&st=20
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 23, 2012, 11:56:53 am
Had a thought tonight for multiply levels of destruction on terrain. So instead of just switching to the destroy tiles,, have some form of Equation decide how  damaged a tile got and switch to that first before you end up at the completely destroyed tiles. Also at each "level of destruction" have a random selection of tile to choose so you dont end up with rows of identical tiles along a house wall.

For the Levels of Destruction , maybe - Undamaged - light damage -heavy damaged- destroyed. and say 6 different sprites for each level of destruction.

Proof of concept below  :P

Please note , i am only thinking about doing House walls , i am not thinking about doing this for every little sprite : :P
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 25, 2012, 01:56:15 pm
OK , so i have been alittle distracted lately as BombBloke from the Strategy Core site build me alittle application to Mix and Match MCD files without having to work out any of that pesky HEX . As such i have built/modded a few new sprites as a test run of his software ( and how well Mapview handles all my tweaks) so far its looking really promising :P

Sorry hsbckb i have not re-built your nightclub yet , but i hope you like the new tables ( From TFTD ) 8)

When i work out how to cycle through a few different sprites , i want that dance floor to change colours ;D
Title: Re: New Terror Mission Map Blocks
Post by: hsbckb on February 26, 2012, 04:29:28 am
I like this new table and it fit into the nightclub atmosphere.

You have done a really good job and I hope I can play with these map ASAP.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 26, 2012, 10:55:25 am
OK so i am about 2/3 of the way through adding all the Spawn Points Then we need to wait for Daiky to finish his work on Terror SItes so i can actually test them first and make sure everything is working , i am sure there will be a few errors as this is my first map block set and its actually more time consuming than i first thought it would be.   Once this Terror Site one is finished and everyone is happy with it i want to add some more detail to the jungle maps , i guess i am just a sucker for punishment :P
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on February 26, 2012, 12:39:02 pm
Nice work indeed luke83. I think map variation is a good thing to keep the game interesting and keep people from getting bored, I can't wait to play openxcom with hundreds of new challenging maps of all kinds.
Also, it would be nice to see experiments with new tileset combinations (for example urban with farm or forest), as this is a unique feature in openxcom that was not possible in the original.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 02, 2012, 12:51:04 pm
Ok so i have been playing around with some new tiles to add to the battlefield and i now have the idea for my set ( some graphics still need to be improved -especially my park bench and Dance floor tiles) but i have decide this is enough for my battlescape.

With these additional tiles there will be a few more map blocks than i originally aimed for but that's ok  ;)

Now these are done i need to finish my spawn points and patrol nodes for all existing maps in anticipation for being able to test these in game soon ( i hope), Then i will make a few new map blocks.
Title: Re: New Terror Mission Map Blocks
Post by: Conti-k on March 03, 2012, 12:55:31 pm
If will be possible to dig holes in basement level I'd add death tiles to 24 voxels object to keep progression 24->16->8->0, instead of 24->0. Also, maybe make ground level tiles not possible to destroy (because hilly stuff cause only a problems)?. Or maybe OpenXcom will act like original in this aspect (which means that there will be blanks at ground level)? I'm curious how this is going to work, especially with crashed UFOs at basement level maps.

As for the keeping correct camera angles for new objects either use grid as reference, or grab any 3d package, create an object, render it, and next paint it over. Seems like default perspective viewport (https://img607.imageshack.us/img607/6097/viewport.jpg) (with orthographic projection) will be ok. Art with incorrect camera angles is eyes burning in 2d games :P

~ just some thoughts
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 03, 2012, 01:56:18 pm
Hey i had thought about digging holes in underground , honestly wouldn't be much use in this map block set as i have kept basement levels to a min as i am unsure what will be happening when the 3d explosions take place. I am still not sure what happens if you shoot through a Floor tile in a house , Do you fall to the lower level and get stuck or do you just float over the hole. I am pretty new to this ( modding games/adding content) so i just want to take things one step at a time.

Out of my custom tiles , the only one that should ( and actually does) have the wrong camera angle is the park benches ( these are the only one i have completely drawn from scratch). The images i attached ( of the benches)  are not actually my newest ones as i spent some time last night adjusting the angle on them to see IF i could make them look correct , so far there better but i am still not happy - it appears i am really not a artist  ;) Most of the new tiles have not been added into  the 33 map blocks as i want to make sure i get them right before i go any further. Originally the only extra Tile image i wanted to have in my set was the underground one but i kinda got carried away with "MCDADD" ;D

FYI: i have not ever modded a MCD-entry before so i may need someone who is experienced with this side of the thing either show me what i need to do OR team up with me for the mapset. Honestly i don't think it will be a very hard job with this map set as i have tried to keep things similar to the original maps.  Maybe you would like to offer your services Conti-K as you seem very precise when your testing something.

Just to keep you all informed , i only have 2 more mapblocks patrol routes/spawn points to add then i will be entering stage 3 fine tuning everything, tonight i noticed a basement with no floor tiles , stage 3 SHOULD find these issues ::)

Title: Re: New Terror Mission Map Blocks
Post by: Conti-k on March 03, 2012, 03:24:17 pm
I am still not sure what happens if you shoot through a Floor tile in a house , Do you fall to the lower level and get stuck or do you just float over the hole.

If it will work like with hilly stuff, then yeah, in extreme situations unit may stuck in 24 voxels deep hole, and that's why I've suggested 24->16->8->0 to minimize it. Besides this will look better, than big, badass hole in the ground :P

I've already made 24->16->8->0 basement tiles (they're based on that XBASE tile), as a part of enhancing original maps, and preparations* for basement level (see attachment).

FYI: i have not ever modded a MCD-entry before so i may need someone who is experienced with this side of the thing either show me what i need to do OR team up with me for the mapset. Honestly i don't think it will be a very hard job with this map set as i have tried to keep things similar to the original maps.  Maybe you would like to offer your services Conti-K as you seem very precise when your testing something.

Personally I'd keep new frames somewhat organized. Like not mixing ground stuff with furniture. This way will be easier to work with files, like enhancing sets further. Small size, organized files vs. nasty giants full of mess. Keep in mind that all hardcoded limitations of original engine will be gone, and that means number of sets used per map as well (or at least I think so :P).

OpenXcom has hardcoded to use only original number of MCDs record, so it's not possible to add new stuff right now. Your new tiles (including "basement" one) will be replaced with something else (and after loading savegame OpenXcom will crash) thus there's no way to perform any reliable tests.

On a side note: of course, adding new entries to binary MCDs is annoying. Much easier would be to work with some human readable format, so you could easily copy&paste one record, and then quickly assign new frames/SCANG.DATs/lofts without using MCDEdit, or hexeditor. The same goes for .MAPs, RMPs, and PCKs. I hope that OpenXcom at some point will get its own format(s), with batch tool that will allow to convert original files with just-one-click :P

* better to make things slowly before you'll get full engine support :P
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 04, 2012, 12:01:06 am
Yes i am not overly happy about the Mixed FRNITURE set either , the hope was i could tweak the Rules somewhere soon to allow these extra tiles into the game so i could  test these in the coming months ( Plan B was to send all my work to Daiky once finished and say " How do i make these work " :P . I would prefer to move all these into a separate MCD record later leaving the original MCD data unchanged as this would make it easier to allow people to MIx and Match later on.  There is no rush in using these as just like all my Sprite mods i cant use them correctly ingame until all the rulesets come out anyway, i am just getting ready for the BIG DAY  ;)

All these have been added using "MCDADD" Basically you copy and past from another MCD record , and change the picture through PCKview. You can download MCDADD from the strategy Core site. Every table in my set has the MCD data of another table , same goes with chairs , this way 95% of the tile should still work the same.

At a later date , i want to build a heap of destructable terrain as shown in my picture above but OpenX 1.0 will be out before i start that project.
Title: Re: New Terror Mission Map Blocks
Post by: Bomb Bloke on March 04, 2012, 04:52:19 am
OpenXcom has hardcoded to use only original number of MCDs record, so it's not possible to add new stuff right now. Your new tiles (including "basement" one) will be replaced with something else (and after loading savegame OpenXcom will crash) thus there's no way to perform any reliable tests.
I understand if it only loads the original number of MCD files, as the only way to make that dynamic would be via an ini file or something. But hardcoding the record counts...?! Why would anyone go to all the work of adding such a pointless restriction when it would've been way, WAY easier to make it dynamic, like it is in the original game?!

(Yes, I signed up just to rant about this. I'm hoping you're mistaken, as I cringe at the idea of someone copying all those numbers into a great big pointless array.)

If will be possible to dig holes in basement level I'd add death tiles to 24 voxels object to keep progression 24->16->8->0, instead of 24->0. Also, maybe make ground level tiles not possible to destroy (because hilly stuff cause only a problems)?. Or maybe OpenXcom will act like original in this aspect (which means that there will be blanks at ground level)? I'm curious how this is going to work, especially with crashed UFOs at basement level maps.
Curved craters at blast sites! This is a really good idea. It may be better to go 24->22->16->8->0 though, as stray bullets hitting the ground should only take a slight chunk out (if any), and that'd reduce the chance of them creating giant pits everywhere.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 04, 2012, 06:27:36 am
Hey BombBloke welcome to the site :)

I am waiting to here from Daiky on the official ruling as i figure he coded it :)   Even if it is hardcode , i am sure its only a temp thing ;)
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on March 04, 2012, 10:47:51 am
Welcome Bomb Bloke :-)
I can assure you (and others) that OpenXCom loads an MCD file record per record in a vector of objects... there is nowhere defined or hardcoded how many records are to be found in each of the MCD files.
You can add new objects to MCD files to be used in your maps or you can create your own MCD files and define them to be used in your maps,....

Only restriction is, if you would insert MCD records in the middle of an original MCD file, all the records behind it would shift and original MAPS that are based on this MCD file would become invalid. But this is only normal I think. (I don't see a reason why someone MUST insert records in the middle of an MCD file)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 04, 2012, 11:27:19 am
Thanks for confirming that Daiky, for now i will stick to my MIXED frniture.MCD , later ( when i start working on multilevel of destruction) i will move all these out into different object types as it would be better for people in the future if they only want my furniture not everything i created.
Title: Re: New Terror Mission Map Blocks
Post by: Conti-k on March 04, 2012, 12:06:10 pm
I've said right now :P

Currently I can't use new stuff in OpenXcom. I've added new pieces to the map - it's working nicely in original engine, but in OpenXcom new pieces are replaced with default ones. Once I was browsing through Rulesets, and I've found this:

Code: [Select]
https:// Add mapdatafiles
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("AVENGER",new MapDataSet("AVENGER",59)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("BARN",new MapDataSet("BARN",29)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("BLANKS",new MapDataSet("BLANKS",2)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("BRAIN",new MapDataSet("BRAIN",4)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("CULTIVAT",new MapDataSet("CULTIVAT",37)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("DESERT",new MapDataSet("DESERT",66)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("FOREST",new MapDataSet("FOREST",83)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("FRNITURE",new MapDataSet("FRNITURE",26)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("JUNGLE",new MapDataSet("JUNGLE",82)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("LIGHTNIN",new MapDataSet("LIGHTNIN",42)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("MARS",new MapDataSet("MARS",36)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("MOUNT",new MapDataSet("MOUNT",78)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("PLANE",new MapDataSet("PLANE",65)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("POLAR",new MapDataSet("POLAR",81)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("ROADS",new MapDataSet("ROADS",23)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("UFO1",new MapDataSet("UFO1",20)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("URBAN",new MapDataSet("URBAN",112)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("URBITS",new MapDataSet("URBITS",25)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("U_BASE",new MapDataSet("U_BASE",67)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("U_BITS",new MapDataSet("U_BITS",8)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("U_DISEC2",new MapDataSet("U_DISEC2",17)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("U_EXT02",new MapDataSet("U_EXT02",34)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("U_OPER2",new MapDataSet("U_OPER2",15)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("U_PODS",new MapDataSet("U_PODS",11)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("U_WALL02",new MapDataSet("U_WALL02",47)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("XBASE1",new MapDataSet("XBASE1",97)));
_mapDataSets.insert(std::pair<std::string, MapDataSet*>("XBASE2",new MapDataSet("XBASE2",62)));

this does look like MCD record count to me. That would explain why new records aren't loaded. ATM this file is stored in exe, which means is hardcoded. But again, right now. If I did a mistake in reasoning, sorry about that, and please correct me.
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on March 04, 2012, 12:34:56 pm
Hmm, thanks for pointing that out Conti-k. That is indeed currently defined in there ... but the good news is - I tried with removing that and having a dynamic "size" function which retuns that actualy objects in the MapDataSet (=MCD file) and everything works... UFO crash sites/loading/saving ...
These numbers must have been left-overs from an early system of terrain building where I first build the map without loading the MCD files (so I did not know their size, and I had to define it up front).

I will take care that these numbers are gone now, before we externalizing this to configuration files.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 11, 2012, 01:00:39 pm
Above ground for the night club 8)
 I wanted to keep the above ground more open on this block to try to balance out the set.
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on March 18, 2012, 12:12:30 pm
Good news luke, I can load your custom maps, with custom tilesets and all in openxcom - only by modifying rulesets.
You only probably need to check your spawnpoints - I did see a cyberdisc spawn on a place where he was split in half by a fence.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 18, 2012, 12:16:19 pm
OK so spawn point question , A spawn point is only 1 square, a cyberdisc is 4 , which square is  of the cyberdisc is located on the spawn point?
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on March 18, 2012, 12:27:09 pm
easy, the first and topmost square. See example of a spawnpoint where big units can spawn
Notice how the spawnpoints stay one square away from the walls in the south/east and stick to the wall in north/west
Title: Re: New Terror Mission Map Blocks
Post by: michal on March 19, 2012, 11:11:18 am
Good news luke, I can load your custom maps, with custom tilesets and all in openxcom - only by modifying rulesets.
You only probably need to check your spawnpoints - I did see a cyberdisc spawn on a place where he was split in half by a fence.

If i understand correctly, this allows to create new maps and tilesets? Instead of replacing them? So this was not possible in original engine? If so, maybe those screens could be posted on main page with nice information? ;)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 19, 2012, 11:14:31 am
I understand your enthusiasm but can we hold off until the rule sets to use these are made public ( only Dev team can do it at the moment) and until i fine tune these maps. Then i will upload them for everyone.

New Tileset can be added/created  by "MCDADD" Written by BombBloke - You can create NEW sets OR expand existing sets ( that's what i did)
Dashiva is working on a OpenX version of Mapview as there is a few bugs in it currently ( i hope he doesn't mind me posting that publicly)

 Yes its a pretty cool step, i HOPE that alot more Modders will start taking openX seriously after these go public. I was talking to Hobbes a few weeks back and mentioned what i was doing and he was surprised OpenX has come so far already :P

What i still want to see in the rule sets is custom size map blocks, i still have a few designs i would like to bring into these , for example map blocks 30x10 for long rows of units ( kind of expired from  "Hobbes" new map block set). https://www.strategycore.co.uk/forums/UFO-Terrain-Mod-t9389.html
Title: Re: New Terror Mission Map Blocks
Post by: SupSuper on March 19, 2012, 01:32:41 pm
I never really highlighted this "modding" aspect because I figured most people are only interested in fancy things like 32-bit graphics, brand new resource formats, etc, which are far far away. If you don't mind sticking to the X-Com formats though, the engine is as flexible as you want it to be.

And you can specify custom block size in rulesets, this will all be exposed pretty soon. ;)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 20, 2012, 11:36:40 am
Who needs fancy graphics  :-\

I would like to see the resolution increased as shown here : https://openxcom.org/forum/index.php/topic,183.0.html    OR scalers incorporated : https://openxcom.org/forum/index.php/topic,118.msg706.html#msg706
Adding both of these into openX would handle most peoples graphic requirement.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 23, 2012, 06:00:16 pm
OK since the IT department at my workplace are lazy ( most likely too busy :P ) i need to immerse myself in excel so i can do a major spreadsheet for work :-[   ( Any excel masters want to offer some advice PM me , i am starting from scratch)

ANYWAY , this means i wont be so active for a week or 2 so just in case i miss the rule sets update to allow my city fight maps to work , please test them for me hopefully i will be back in time.

*Spawn points SHOULD be fixed
*IF you are graphically talented and FIX some of my images ( Disco Tiles suck and park benches are only ok ) please send me the image back also so i can update my game :P
* any problems on a map block let me know and i will fix it - if you fixed it , send me a update

https://www.mediafire.com/?t368t64yv91avp6

I wont be gone for long , i have to much work to do for my version of openxcom

        TAKEN FROM MY MAPS AND CITY SCAPE THREAD
1: Human helpers on earth  ( My Red Coat gang) To be use in Upper level of Alien base defence and Special Terrorist missions .   : DONE
2: Civilian sprites that can hold weapons : DONE
3: Training Room for xcom agents using simular rules to X-com apocalypse
4: Sectoid human hybrids ( enemy version and x-com version): To HArd to get the right look - on HOLD
5: Alien reproduction item , that can be recovered in mission ( can be used to quickly heal you units when returning to base OR breed our own Sectoid/human hybrid) :Started
6: Egg sacks for Snakeman to lay ( use as Spawn point during special missions) HOLD
7: New ufo layouts for variety : still planning WHAT i am going to do -- See my UFO thread in Mod section
8: New Terrain versions of existing types for more variety ( New expanded Urban maps almost finished V1.0 )
Title: Re: New Terror Mission Map Blocks
Post by: SupSuper on March 26, 2012, 03:25:21 am
Just a heads up, terrain data (and probably more) has been moved to the external ruleset, so this is your chance to let me know how horribly broken it probably is! :P (although with Daiky out for a week I probably can't field all the questions)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 28, 2012, 01:46:48 pm
Its official , you can now TEST my maps in game , you just need to mod the openxcom Ruleset and load in my Maps,Routes&frniture set.

I only had a quick go ( as i am already running late for bed) but please give them a go. There was a few issues that i am hopping are related to the OpenXcom and not my maps ( as its less work for me then  :P)

SupSUper can you confirm the MAP CODES within the rule sets , i thought i had it set right for roads and landing zones untill i landed my skyranger within a house ::)

NOW i can test these maps , i will go through each map again this weekend looking for errors ( Like missing floors) and release the next version.
Title: Re: New Terror Mission Map Blocks
Post by: SupSuper on March 28, 2012, 04:38:38 pm
SupSUper can you confirm the MAP CODES within the rule sets , i thought i had it set right for roads and landing zones untill i landed my skyranger within a house ::)

From MapBlock.cpp:

Code: [Select]
enum MapBlockType
{ MT_DEFAULT = 0,
  MT_LANDINGZONE = 1,
  MT_EWROAD = 2,
  MT_NSROAD = 3,
  MT_CROSSING = 4,
  MT_DIRT = 5,
  MT_XCOMSPAWN = 6,
  MT_UBASECOMM = 7,
  MT_FINALCOMM = 8 };

We will document this kind of stuff on the wiki when it becomes official.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 29, 2012, 08:54:29 am
{ MT_DEFAULT = 0,
  MT_LANDINGZONE = 1,
  MT_EWROAD = 2,
  MT_NSROAD = 3,
  MT_CROSSING = 4,
  MT_DIRT = 5,
  MT_XCOMSPAWN = 6,
  MT_UBASECOMM = 7,
  MT_FINALCOMM = 8 };

What is DIRT used for?
Title: Re: New Terror Mission Map Blocks
Post by: SupSuper on March 29, 2012, 03:33:42 pm
Filling the empty spaces in X-Com bases.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on March 30, 2012, 03:06:45 pm
OK  so i spent a few hours fixing some issues that i could see in the map files and  playing a few terror missions just to try them out , must say i really enjoyed myself ;D

as such City Fight V1.1 v1.2 is ready for download, package includes both the maps and routes file, the enlarged furniture terrain file plus a updated ruleset to suit build https://openxcom.ninex.info/git_builds/openxcom_git_master_2012_03_29_0140.zip (this should make it idiot proof for anyone to test these maps)


Still to be done , i need to fix my disco floor tile with something that looks good OR just switch it to a different floor tile and be done with it (not sure what to do yet) but apart from that i am hoping the map set is complete. i will most likely add a few more maps blocks in the future as well as add some new PCk as some objects are not in use in any map block but i want to start working on my other 2 projects ( sailors sprites and new ufo layouts).

Currently map set consists of 37 map blocks , i hope you all enjoy them.

https://www.mediafire.com/?tlk727a0v0h53aa CF_VERSION 1.2

It feels so good after 2 months to see these working in game. I want to thank everyone who helped me bring my terror site dreams to life, you know who you are ;)
 
Title: Re: New Terror Mission Map Blocks
Post by: kkmic on March 30, 2012, 05:49:33 pm
Nice one Luke!

I can't test them now, but I must congratulate you for a job well done.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on April 10, 2012, 03:03:28 am
Any Feedback on these map to the entire 5 people that have tried them  :P

Things you like , things you don't like, things i must fix ( EG Stupid disco tiles)

Just wanting some feedback
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on April 12, 2012, 02:44:18 pm
luke83, I like the disco tiles :p Animated tiles make the map more alive.

I would also like to return a question of feedback - since you are currently an openxcom map and objects creator/modder. How was it modding for openxcom, are there many limitations giving you problems?
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on April 13, 2012, 06:51:03 am
Problems with Openxcom OR problems with other tools i use?

With Other tools , there is a few bugs with
Mapview doenst save new map types  MCD after you close and reopen mapview
PCKview has a few issues with some graphic file
and MCDedit ... i have not figured that one out yet.
MCDADD is awesome ;)
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on April 13, 2012, 10:19:20 am
with openxcom :p
for the tools you probably need to contact Daishiva
I can imagine there are problems with the tools, as some things like you said may be hardcoded to xcom limits, while openxcom can handle things more flexible

The reason I ask is, there seems to be a rumour that there will be a new openxcom map type, probably after a discussion about the theoretical limits of the current xcom map file format.
But if there is someone who would know whether the current xcom map type has limits that prevents modders from creating new terrains,objects and maps, then it would be you.

I know the theoretical limits of the current xcom map format. But they can be easely worked around. Probably much easier than inventing a new map format, which implies you either need to convert all the old maps, or make a confusing mix of different map formats...

Title: Re: New Terror Mission Map Blocks
Post by: luke83 on April 13, 2012, 03:03:49 pm
I have already mentioned the flaws/bugs in Daishiva software to him and he was going to work on a Openxcom version because ( going off your previous comments) were sticking to the same format.

Only limitation i have found so far was with UFOs. For the small UFOs i wanted to allow doors on the back 2 sides as well, this causes a few issues with triggering the door correctly and sprites walking through walls. This is the only limitation that has really stopped me. I started experimenting with this again the other night and i found a work around. 

Since i was only going to do rotated UFO for the 3 small ufo sets , i can create a separate Tileset just  for them. Here is a picture of my work in progress.

Introducing my SMALL UFO tileset,   All back walls are now WALLS and the front 2 walls sets are now OBJECTS ( basically reversed from the originals).
The sprites DONT walk through any walls, the door trigger correctly and as far as i can tell everything works. Best of all my door is still 3D ( has the outer Hull radius on the back)

Still a work in progress , if anyone has any things that will  cause it to crash and burn please let me know  ::)

The thing about using the old format is it has been around for ever and there are plenty of maps floating around the internet you could try so why change it.  I understand long term this may be on the agenda but currently i am not seeing any major reasons to make the change.
Title: Re: New Terror Mission Map Blocks
Post by: Daiky on April 14, 2012, 12:15:57 am
luke83, I was thinking... your current "map package" overwrites the original FRNITURE.PCK and FRNITURE.MCD, which might make people afraid their original data gets messed up.
You could add your own PCK/MCD with your new objects, and add it in the list of mapdatasets:
  - name: URBAN
    mapDataSets:
      - BLANKS
      - ROADS
      - URBITS
      - URBAN
      - FRNITURE
      - LUKE83

Title: Re: New Terror Mission Map Blocks
Post by: luke83 on April 14, 2012, 12:48:06 am
Yes i want to move the to a  separate MCD so the original data remains unchanged, however there is a bug in the version of mapview i use that wont save NEW MCD names after mapview is reloaded. Dashiva has been informed about this bug.

I thing i have not checked is IF i make all the changes whilst leaving the program open IF it actually works, i may be able to work around this bug to separate it. ( The bug lets you laod up a new MCD and make the changes to all your mapsets and save it, however if you close Mapview and reopen it it forgets that you told it to use a new MCD)
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on April 18, 2012, 10:21:30 am
It occurs to me, Since i overwrite the original Frniture MCD set couldnt i just change the name of my file to something different and save myself any additional work ( this would leave the original file unchanged incase someone else needs the original.

      - BLANKS
      - ROADS
      - URBITS
      - URBAN
      - FRNL83  ( my version of frniture )

If that willl work i will do a addional version when V0.4 is done.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on September 28, 2012, 03:51:48 pm
Been fixing a few errors i have found in this map set, having the instant battle option and DEBUG mode makes finding errors so fast, should have a Updated version out tomorrow night.

Also been playing around with a New mission idea , Save the science lab from the alien attack , Underground base , some scientists and security still on site ( security should be armed) aliens control the facility and Xcom needs to save the scientists.  Started recolouring some terrain and building a MCD set for it, if it leads to anything i will make a new topic for it but for now give me some feedback on the colours ( i am trying to make the different to the other maps).


Title: Re: New Terror Mission Map Blocks
Post by: Leflair on September 28, 2012, 08:22:55 pm
Looks rather good!

Maybe try a variant with whit(ish)/black tile floor outside to have the interior lab floor and outside floor mesh a little better?

You could take a look at something like Theme Hospital (not a lab but similar enough) for some ideas.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on September 29, 2012, 12:51:27 am
One of Hobbes maps uses black and white tiles like this, that is why i was looking for another colour, i do agree though the tiles don't mesh really well with the carpet in the room so i will need to doo something.
Title: Re: New Terror Mission Map Blocks
Post by: Leflair on September 29, 2012, 12:59:30 am
Maybe make both a lighter shade of blue? Or go for a more "concrete military research outpost, location classified" feel. Or a delightfully rusty Soviet-era bunker complex.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on September 29, 2012, 04:03:53 pm
Version 1.5 of the terror maps is uploaded on the MOD site.
https://openxcommods.weebly.com

UPDATE:
Short Youtube video added
https://www.youtube.com/watch?v=iw6_7PWVsdo
Title: Re: New Terror Mission Map Blocks
Post by: Leflair on September 30, 2012, 10:59:08 am
Pretty cool!

I imagine we could eventually do some cool shit with region/country tied tile-sets - like some Asian/European inspired terror site map blocks.
Title: Re: New Terror Mission Map Blocks
Post by: zpmorgan on February 24, 2013, 08:51:19 am
Hi Luke

I've packaged this mod as a branch on github. All of your extra files, as well as the necessary ruleset changes, are in bin/data. I had to change some filenames because of case sensitivity on Linux.

Do you have the MCD file for extended terror version 1.5? It wasn't in the download, so I grabbed one from 1.0. It seems to work :)

https://github.com/zpmorgan/OpenXcom/tree/Mod-luke83-Expanded-Terror
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on February 24, 2013, 09:54:33 am
Well , look at that , it appears i added the wrong file to that set ;) i will try to get the other one up tonight however from memory there was not many changes within the MCD between 1.4 and 1.5 it was mostly map fixes...


OK, my data is ALL OVER THE PLACE , next weekend i will clean everything up and work out what is the BEST set to be using, tonight , i must study for my test tomorrow... For now, there is a NEW folder uploaded to the MOD site which includes 2 different versions , next weekend i will sort it properly.
Title: Re: New Terror Mission Map Blocks
Post by: zpmorgan on February 24, 2013, 01:33:05 pm
I don't know that I'm able to mess with MCDs; it'll wait. Good luck on your test.
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on April 09, 2014, 12:31:23 am
So i have been away for some time (and will soon leave again) any one have a working update for these?
Title: Re: New Terror Mission Map Blocks
Post by: luke83 on April 09, 2014, 02:13:21 pm
Thanks to Warboy, this is once again playable, please enjoy:)

Also, as for Modding these map, i can open them using a old version of Mapview(from stratergy core site) there just all messed up and i am not sure why (yet)...

Should this now be moved to completed Mods???
Title: Re: New Terror Mission Map Blocks
Post by: Warboy1982 on April 09, 2014, 04:24:07 pm
please attach the file download to the opening post.

as for the maps themselves not loading or looking weird in the map editor, it may be because the mcd file is from your 1.0 release and the maps are from the \most recent\ folder in the 1.5 version
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: TurkishSwede on April 09, 2014, 07:30:04 pm
I want to test the crap out of these. I got the old MapView you were talking about, I can now open these maps for viewing routes but I can't see a tile list.

Thanks Warboy for making a ruleset for this, I had not the first idea how to do that.

Has PMPROG made any progress on getting the good Mapview to behave better?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: TurkishSwede on April 09, 2014, 09:47:49 pm
I figured it out. It was totally my bad. I forgot to change image.dat to account for the new terrain sets. Works fine now,  I will begin to look at these maps to see what I can do.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on April 10, 2014, 12:52:08 am
You are a Hero, Turkish. I'll make sure I'll add you as one of my operatives in my games. Least I can do
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Angelus_EV on April 10, 2014, 04:25:28 am
this mod crashes the game, will be upgrade?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on April 10, 2014, 05:26:03 am
worked fine for me, make sure you're using the latest build
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on April 10, 2014, 05:30:24 am
Luke, I noticed you included alien equipment loadouts in the ruleset. Is it really necessary? I think not, and I'd rather remove them as they conflict with some equipment mods; still I may be wrong, haven't made any proper tests yet.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Angelus_EV on April 10, 2014, 05:38:51 am
im using built 2014-04-09 19:26
gives me this error

Edit:
[09-04-2014 23:39:38]   [INFO]   Data folder is:
[09-04-2014 23:39:38]   [INFO]   Data search is:
[09-04-2014 23:39:38]   [INFO]   - D:\User\Documents\OpenXcom\data\
[09-04-2014 23:39:38]   [INFO]   - C:\Program Files\OpenXcom\data\
[09-04-2014 23:39:38]   [INFO]   - c:\Program Files\OpenXcom\data\
[09-04-2014 23:39:38]   [INFO]   User folder is: D:\User\Documents\OpenXcom\
[09-04-2014 23:39:38]   [INFO]   Config folder is: D:\User\Documents\OpenXcom\
[09-04-2014 23:39:38]   [INFO]   Options loaded successfully.
[09-04-2014 23:39:38]   [INFO]   SDL initialized successfully.
[09-04-2014 23:39:39]   [INFO]   SDL_mixer initialized successfully.
[09-04-2014 23:39:39]   [INFO]   Attempting to set display to 1360x768x32...
[09-04-2014 23:39:40]   [INFO]   Display set to 1360x768x32.
[09-04-2014 23:39:40]   [INFO]   Loading ruleset...
[09-04-2014 23:39:41]   [INFO]   Ruleset loaded successfully.
[09-04-2014 23:39:41]   [INFO]   Loading resources...
[09-04-2014 23:39:41]   [INFO]   Loading extra resources from ruleset...
[09-04-2014 23:39:42]   [INFO]   Resources loaded successfully.
[09-04-2014 23:39:42]   [INFO]   Loading language...
[09-04-2014 23:39:42]   [INFO]   Language loaded successfully.
[09-04-2014 23:39:42]   [INFO]   OpenXcom started successfully!
[09-04-2014 23:39:45]   [WARN]   STR_MIB_SMALL_SCOUT not found in es-419
[09-04-2014 23:39:45]   [WARN]   STR_MIB_MEDIUM_SCOUT not found in es-419
[09-04-2014 23:39:45]   [WARN]   STR_MIB_LARGE_SCOUT not found in es-419
[09-04-2014 23:39:45]   [WARN]   STR_MIB_TERROR not found in es-419
[09-04-2014 23:39:45]   [WARN]   STR_URBANA not found in es-419
[09-04-2014 23:39:45]   [WARN]   STR_WASPITE not found in es-419
[09-04-2014 23:39:45]   [WARN]   STR_MIB not found in es-419
[09-04-2014 23:40:11]   [FATAL]   vector::_M_range_check
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on April 10, 2014, 07:22:01 am
i managed to trigger one or two crashes, i hope this update fixes it for you.

i took the liberty of attaching an updated version to the opening post that won't mess with your loadout data, and it will actually use the larger map blocks this time, i'll attach it here too for archival purposes.

edit:

if i were more familiar with the maps i'd have sorted them a bit, so you'd have commercial and residential districts seperated, and then further subdivided by their overall theme, ie: suburbs, with cheap affordable housing, plenty of variance in the buildings, and the occasional motel, or housing estates, where only 1 or 2 types of house are used and there are vacant lots and construction sites, or a commercial district with supermarkets and gas stations, or the "uptown" region with hotels and restaraunts, and so on...

additional to this... i'd like to see civilians themed to their environment, like say at a port or cargo ship you'd have sailors everywhere, but at an island resort or cruise ship it would be mostly chicks in bikinis and fat guys in speedos. oh wait... that's my job, and that sounds like something i might actually have to do at some point... (additional edit: this is now done)

i guess it wouldn't hurt to give them (optional) weapon loadouts and adjust the neutral AI to help XCom if it's armed (unless XCom kills a neutral, at which point they are seen as a threat as well)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Shoes on April 10, 2014, 12:28:42 pm
Warboy, do these civilians have ranks like "Sailor" and "Fat Cat", or are they still rankless?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on April 10, 2014, 12:47:56 pm
it refers to a unit type, rank is defined by that. also, what sailors? we only have males and females here in ufo defense.
i merely added the capacity to define the civilians according to the terrain set.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Angelus_EV on April 10, 2014, 06:40:33 pm
working now! thx Warboy1982
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Dioxine on April 11, 2014, 12:26:00 am
i guess it wouldn't hurt to give them (optional) weapon loadouts and adjust the neutral AI to help XCom if it's armed (unless XCom kills a neutral, at which point they are seen as a threat as well)

Do... want... :)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on April 11, 2014, 01:25:59 am
Do... want... :)

+1! :D
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on April 11, 2014, 03:02:09 am
Our thanks as always Warboy!! We need to focus on making more tilesets. I wish we had money, so we can put up a competition for people to make tilesets. We'll have a long list of awesome maps to look forward to. The best one gets 10,000, that'd motivate people.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on April 11, 2014, 03:29:19 am
I wish we had money, so we can put up a competition for people to make tilesets.

We can, uh... add their real names to the name files. :D
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on April 11, 2014, 05:08:25 am
yeah that could work, unless they learn how to do that themselves.

I just had my first Night Terror Mission with this map. I thought I was gonna lose! The map was huge and each turn moving out, I kept losing someone. That dragonskin doesn't do much on Superhuman >< It's a great tileset though, I can't wait to see the rest of the mapblocks!

Also I see you add those plasma sniper rifles in the early game, Solarius... My guys are easy kills now.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on April 11, 2014, 05:50:32 am
I just had my first Night Terror Mission with this map. I thought I was gonna lose! The map was huge and each turn moving out, I kept losing someone. That dragonskin doesn't do much on Superhuman >< It's a great tileset though, I can't wait to see the rest of the mapblocks!

What can I say? I can't wait to see it myself!

Also I see you add those plasma sniper rifles in the early game, Solarius... My guys are easy kills now.

At least they have no auto shot... And are still weaker than heavy plasma.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on April 12, 2014, 10:16:22 pm
These Terror Missions are awesome... Just went through my second mission and they're always huge! Debriefing showed I went up against 23 aliens wtfffff! Lost half of my operatives and even lost my Captain, but none of my ops lose any morale from him dying.

I couldn't get into the basement the normal way, I was able to go down by destroying the southern wall. The basement I'm talking about has t.v. on the left side of the entrance on the surface.

Also found a reaper on the second floor of the tall apartment building, uselessly hiding inside a room. He was helpless to my Breacher's shotgun to his face lol
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: luke83 on April 13, 2014, 11:06:07 am
These Terror Missions are awesome... Just went through my second mission and they're always huge! Debriefing showed I went up against 23 aliens wtfffff! Lost half of my operatives and even lost my Captain, but none of my ops lose any morale from him dying.

I couldn't get into the basement the normal way, I was able to go down by destroying the southern wall. The basement I'm talking about has t.v. on the left side of the entrance on the surface.

Also found a reaper on the second floor of the tall apartment building, uselessly hiding inside a room. He was helpless to my Breacher's shotgun to his face lol

Glad to see these maps getting some play, they have been sitting around gathering some Dust for some time... I know they may be Too big and complex for some players but if your like me, the game is no fun if your not getting slaughterer by the enemy.
As for the bugs, see if you can manage a screenshot, this makes this easier for someone to do a fix...
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on April 13, 2014, 11:14:49 pm
Hey Luke, I agree.
Also want to say your maps are top quality, I won't be removing your mod for a long time. I take over 30 minutes fighting those evil aliens in your maps. Intense :) and hope you and others can continue fixing this mods.

I'm not sure if it's this mod or the latest nightly build as of right now, but I cannot get into a terror mission in New Battle on the main menu. The game will CTD without an error window. The other maps work fine, but not TERROR MISSION. Anyone having this issue with or without this mod?

I'll get a picture next time I get into another Terror Mission in my campaign, since it doesn't work in "New Battle" right now.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: harry on April 14, 2014, 04:26:33 am
I'm not sure if it's this mod or the latest nightly build as of right now, but I cannot get into a terror mission in New Battle on the main menu. The game will CTD without an error window.

It is the opposite for me.

New Battle works with those maps but OXCom crashes before starting a terror mission during a campaign.

I only noticed a warning "[WARN]   yaml-cpp: error at line 0, column 0: bad file" in the log.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on April 14, 2014, 04:51:44 am
Wow I see. How the heck do we solve this then :\

Anyways, I forgot to take screenshots just so others can see what they're gonna get themselves into, but I was going against Sectoids and it's really tough, but this time I only went against 18 of them with Cyberdiscs. I saw some basement floor areas from shooting a rocket into a building, but I didn't attempt to go down because I probably will get my guy stuck inside that hole. Strange it's April in my campaign and I've only had 1 normal mission each month before I get a Terror Mission, but I'm not complaining, I really just want to keep playing on them ;) all my time is spent organizing my operatives, suiting them up, and setting them up in squads before watching them scatter >< I wish I can get them to work together in separate teams, but I lose guys quickly and I end up mixing them up to cover the nearest operative.

I had a lot of mods installed, so my problem might be involved with a certain mod causing this.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on April 14, 2014, 07:36:11 am
sounds to me like one or more of the map blocks cause problems, and the randomness of the maps means it's not always showing up, leading to some people having it fail in new battle and some in campaign. the question is which one(s) and why.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: harry on April 14, 2014, 02:42:00 pm
sounds to me like one or more of the map blocks cause problems

Further info, the terror mission crash only if I'm using a lightning or an avenger.
The skyranger and a mod added skyranger don't crash the map.

I deactivated the alloy craft mod and tried a new battle mission with an avenger but the problem remains.

So there is something wrong about the lightning and avenger in my game setup.
But the thing is I don't remember using a mod for the lightning or the avenger...
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: yrizoud on April 14, 2014, 06:13:09 pm
sounds to me like one or more of the map blocks cause problems, and the randomness of the maps means it's not always showing up, leading to some people having it fail in new battle and some in campaign. the question is which one(s) and why.
It would be nice to be able to force a specific random seed for the generator.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: SupSuper on April 14, 2014, 09:52:52 pm
It would be nice to be able to force a specific random seed for the generator.
If you have a campaign save beforehand, it should always generate the same map. Nice idea for the skirmish mode though.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on April 15, 2014, 12:50:52 am
You got it right harry! I had the Lightning selected, but switched to Skyranger and it worked. Warboy plzzzzzz :)

Also by random seed generator, you mean grab all the mapblocks from every map set and mix them up, right? That would be really neat.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: yrizoud on April 15, 2014, 11:01:30 am
Mr Quiet: The seed of a random number generator is the "first number", which determines all future numbers. If the skirmish screen could show this number and let you modify it, people could report "I generated map 12345 and I got this and this problem".
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on April 15, 2014, 02:23:38 pm
Seconded!

This is the best way us non-coders can help with real work around here...
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on April 15, 2014, 04:25:31 pm
got it, the deployment layouts for the avenger and lightning needed to account for the difference in height
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: civilian on April 24, 2014, 12:13:55 pm
Well, does that mean we will se a fix or a new working version?  ;D
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on April 24, 2014, 06:39:06 pm
I tried a New Battle with the new terror mission terrain... It crashed, giving me the error: M range check (which normally happens when loftemps are not defined). Not sure why it wouldn't fork for me, while it works for others... Oh, and it was a Skyranger deployment.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: civilian on April 25, 2014, 11:44:25 am
Cool, it works again for me with the latest (24.4.2014) git! I love those maps, it is so nice to explore an UNKNOWN terrain at night for a change.  ;)

edit: I merged all known (atm) terrain mods in one big file: https://openxcom.org/forum/index.php?topic=2047.0
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on April 26, 2014, 08:20:05 pm
Great news!

Also, the mod works for me now, after the update.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: civilian on April 27, 2014, 01:03:06 pm
Great news!

Also, the mod works for me now, after the update.

Good to hear that!  :) Interestingly when i tried to add the ruleset directly to the main Xcom1 ruleset, the game started to have those "mapsize too big" errors again, not sure why, but there you have it. Works flawlessly as a custom ruleset, though.

Update: It seems the newest OpenXcom version no longer works with this mod (or vice versa)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Aldorn on May 19, 2014, 10:35:16 pm
In order to have both mission available (original Terror and this new version), will it work if I replace in attached ruleset
Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    height: 10
    terrains:
      - URBAN2
with
Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION2
    height: 10
    terrains:
      - URBAN2
?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: civilian on May 20, 2014, 11:53:47 am
No. The maps themselves are the problem, no ruleset can change that, sry.  :-\
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on May 20, 2014, 12:13:09 pm
to get them BOTH active, simply use the following:
Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    height: 10
    terrains:
      - URBAN
      - URBAN2

and it will randomly select one or the other.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Aldorn on May 20, 2014, 02:17:09 pm
Excellent !! :)

1) I should have first asked : is there any interest to do so ?
In other words, does this mod only add features, or does it replace some of them ?

2) Another question : why a height of 10 ?
Given that 2 levels are reserved for "underworld", does it means some features will be of 5,6 or 7 floors ?

3) Finally, not directly linked with Terror mod :

3a) Are there any constraints regarding map size specification ?

I guess this will not work
Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    width: 15
    length: 25
    height: 4

Constraints like :
- multiple of 20 ?
- at minimum 20 ?
- at maximum 200 ?
- ...

3b) Is there any possibility to make map size varying ?

Idea would be to randomize map size, as for example, having possibility to sometimes have

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    width: 20
    length: 40
    height: 4

and othertimes
Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    width: 40
    length: 40
    height: 4

Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on May 21, 2014, 06:36:00 pm
No. The maps themselves are the problem, no ruleset can change that, sry.  :-\

Today I compiled source code succesfully :)

Do you have a savegame that reproduce the problem ?
 
I could try to debug the issues, 8)
 sometimes it could be identify some problems and allow to fix them ... :P
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on May 26, 2014, 09:21:00 am
2) Another question : why a height of 10 ?
Given that 2 levels are reserved for "underworld", does it means some features will be of 5,6 or 7 floors ?

because in luke's terror set,there is a hotel that is 10 tall, unless the map height is set to match, it causes a crash.

3) Finally, not directly linked with Terror mod :

3a) Are there any constraints regarding map size specification ?

yes, maps MUST BE at least big enough to fit the ufo and the landing craft, and  a multiple of 10.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on June 03, 2014, 12:39:00 pm
In the basements you could insert a metro/subway and the sewer ;)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on June 03, 2014, 12:41:51 pm
In the basements you could insert a metro/subway and the sewer ;)

Metro might be too big, but sewers are a great idea! What's an alien invasion without some sewer infestation?

There's more comin' every day
And they just won't go away
Now they're reproducing in the sewers

They got slimy lizard skin
And an evil lookin' grin
And they sure could use some manicures


- Weird Al Yankovic
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: luke83 on June 18, 2014, 01:49:29 pm
I always planned on doing sewers, was going to borrow some sprites from TFTD, recolour and hey presto, new sewer level for OXC... oneday maybe

SO does this Expanded Terror Maps work anymore, its been a LOOOONNNG time since I successfuly run them in OXC (many ,many versions ago)...
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on June 18, 2014, 11:07:21 pm
oh my yes, quite well in fact.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: luke83 on June 28, 2014, 04:02:36 pm
these are now on the Modsite, thank you to the community for keeping them alive in my absence :)

https://www.openxcom.com/mod/lukes-expanded-terror-mission
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: robin on June 28, 2014, 04:36:06 pm
I'm looking at the screenshots: you placed those 3 levels of 'dirt' under each map by hand?
(when I open maps with mapview I don't have those IIRC)
If yes: why?
(probably a question already answered before, sorry for being slowpoke).
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: luke83 on June 28, 2014, 04:39:52 pm
I'm looking at the screenshots: you placed those 3 levels of 'dirt' under each map by hand?
(when I open maps with mapview I don't have those IIRC)
If yes: why?
(probably a question already answered before, sorry for being slowpoke).

Yes, the Terror blocks were manually lifted 3 levels, as to why, i wanted something different from Vanilla, i wanted underground rooms.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: robin on June 28, 2014, 04:45:53 pm
underground rooms.
oh now I understand. good job!
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on July 01, 2014, 02:25:42 pm
Yes, the Terror blocks were manually lifted 3 levels, as to why, i wanted something different from Vanilla, i wanted underground rooms.

I vote for sewer and subway

(https://www.just-rpg.com/upload/pics/dir4/SCREEN001.jpg)

The maps with underground rails has to be marked as street maps

the others will have sewer

::)




Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: arrakis69ct on July 01, 2014, 06:59:53 pm
How i install????
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on July 01, 2014, 07:33:57 pm
It is a joke ;D

There is nothing, unfortunately. :'(

The screen derived by Urban Chaos, a mod of Jagged Alliance 2,
a game and a community of fans, similar that to XCom.

I post it for try to ispire some expert map maker to do it. :-[
(two tiles of height)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Aldorn on July 05, 2014, 12:43:37 pm
How i install????

Do you mean "how to install a mod" ?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: TheBigSot on July 06, 2014, 08:20:46 am
 :D ;D ;D >:( :( >:(

Hi there, I'm having trouble when I hit a muton with a rocket,
it opens the ground and he falls from level 3 to level 0 and survives with 3+- fatal wounds and like 50hp.
Then i have to wait for him to bleed out, takes like 10 to 20 turns or kill him in the save file.

Is there a fix? or is it me that is doing something wrong?

-------
Edit: Im looking at some of the maps and
1- Note: I use height 2 for explosions, that explains why the ground breaks
2- The underground have content but doesnt have "Grd" this might be the reason why they keep falling.
3- I cant load 'FRNl83' into the MapView
4- Ill try to create a program to fill up the "Grd" of blocks that have a specific content, so I can test the theory and play without problems
5- I think the stairs need 2 open grounds over them to work correctly
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on November 03, 2014, 04:36:21 pm
Hi Luke

I tried to landing on Storm Mountain and Siberia that are Ufo2000 terrains

In my ruleset I described them as terror sites.

These terrains are  ground level on level 4 such as your URBAN2

I have a strange issue:

The XCom craft land on top of maps ((x=*, y=*, z=4) but it is empty,
the XCom units appears on first maps level at coordinate (x=*, y=0, z=0),  the West side.

Any suggestion/hints about this  ?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Drumsk on January 17, 2015, 11:07:24 am
current terror sites version CRASH current nightly OpenXCOM build!
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: volutar on January 17, 2015, 11:11:14 am
Clear your rulesets folder before update.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Drumsk on January 17, 2015, 11:14:59 am
what do you mean by clearing? if starting new game - it was done; if to delete content of the directory - then there are other rules too, so what to delete then... could you clarify on that?

Clear your rulesets folder before update.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: volutar on January 17, 2015, 11:29:59 am
Remove contents from rulesets folder. Then extract nightly. There are all necessary rulesets already. If that won't help - remove options.cfg. Yes you'll have to setup all options again. And mods, if any.  It's the price of splitting rulesets without proper migration mechanism.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Drumsk on January 17, 2015, 01:23:31 pm
well, have tested 01-12, 01-10 and 01-03 nightly builds with only TerrorSites mod (previous options.cfg were always deleted) - all of them CRASH game and would advice everyone for now to restrain from using (this years) nightly builds with TerrorSites.
Wonder, if BattleSprites would crash recovery missions too  8)

Strange, that log file doesn't provide any useful info on crash position/reason/details for further debugging  >:(
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 17, 2015, 03:11:07 pm
well, have tested 01-12, 01-10 and 01-03 nightly builds with only TerrorSites mod (previous options.cfg were always deleted) - all of them CRASH game and would advice everyone for now to restrain from using (this years) nightly builds with TerrorSites.
Wonder, if BattleSprites would crash recovery missions too  8)

Strange, that log file doesn't provide any useful info on crash position/reason/details for further debugging  >:(

The ruleset of this mod needs to be updated to the latest nightly, otherwise it will always crash on Terror Sites if played on the nightly.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: ivandogovich on January 17, 2015, 03:51:25 pm
The ruleset of this mod needs to be updated to the latest nightly, otherwise it will always crash on Terror Sites if played on the nightly.

@Hobbes: I've seen you mention this a few times.... What exactly needs to be updated in these rulesets that breaks?  (I've probably seen in a thread, but forgotten it.)  Maybe Create a thread with the fix clearly stated, so modders can update their rulesets?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 17, 2015, 04:05:00 pm
@Hobbes: I've seen you mention this a few times.... What exactly needs to be updated in these rulesets that breaks?  (I've probably seen in a thread, but forgotten it.)  Maybe Create a thread with the fix clearly stated, so modders can update their rulesets?

On the latest nightlies the terrain generation rules were moved from the terrains section of the ruleset to a separate mapScripts section, to both avoid unnecessary repetition and to allow more specialized terrain rules.

Before you had:

Code: [Select]
terrains:
  - name: CULTA
    mapDataSets:
      - BLANKS
      - CULTIVAT
      - BARN
    textures: [1, 2, 3, 4]
    mapBlocks:
      - name: CULTA00
        width: 10
        length: 10
        type: 1
        subType: 0
        maxCount: 3

But on the nightlies the format has been changed to:

Code: [Select]
terrains:
  - name: CULTA
    script: FARM
    mapDataSets:
      - BLANKS
      - CULTIVAT
      - BARN
    textures: [1, 2, 3, 4]
    mapBlocks:
      - name: CULTA00
        width: 10
        length: 10
        groups: 1
(...)
mapScripts:
  - type: FARM
    commands:
    - type: addUFO
    - type: addCraft
    - type: fillArea
      blocks: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18]
      maxUses: [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]

The reason for the crashes with the nightly is that the engine fails to find the Farm mapScript on outdated mods, and thus it is unable to generate the terrain.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on January 21, 2015, 08:58:08 am
i'll update these in due time, but if i recall, these maps have been mostly integrated into Hobbes' terrain pack (please correct me if i'm wrong)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 21, 2015, 05:38:22 pm
i'll update these in due time, but if i recall, these maps have been mostly integrated into Hobbes' terrain pack (please correct me if i'm wrong)

They're not on the Terrain Pack because this terrain has a lot of issues: sewers never got implemented (and they would prolong missions in finding the last alien); explosions can create craters and get units stuck; and some maps are very TFTD like in design (i.e. too complicated with a lot of rooms to search for the last alien).

Previously it was a major pain to covert them by removing the lower levels, since I'd have to redesign the entire route nodes, due to MapView issues when deleting levels (although MapView issues just got recently solved by an upgrade to it).

Terrains should simply be designed with the 50x50x4 original dimensions in mind, to prevent missions from dragging too long, with exceptions possible but they need to be justified (i.e. my Dawn City terrain is 6 levels height but all the buildings are designed so that the floor of each building actually consists of 2 levels), and avoiding TFTD's mistakes of a lot of compartments.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on January 21, 2015, 08:42:43 pm
ah, my mistake.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on January 25, 2015, 02:39:19 pm
And if I want to take a city terrain (any of them) and assign it for normal UFO missions under one map texture, what should I do besides adding the addUFO to the scripts? Because when I do this, the map starts fine, but the UFO is not spawned. I assume I should add something to the groups, but what? I can't find any guide on this.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 25, 2015, 04:37:46 pm
And if I want to take a city terrain (any of them) and assign it for normal UFO missions under one map texture, what should I do besides adding the addUFO to the scripts? Because when I do this, the map starts fine, but the UFO is not spawned. I assume I should add something to the groups, but what? I can't find any guide on this.

What nightly are you using?

With nightly built 2015-01-18 03:22, you need to create 2 sets of a terrains plus script, one sets for the Terror Site, the other for the UFO.

Code: [Select]
terrains:
  - name: NATIVEURBAN
    mapDataSets:
    script: NATIVEURBAN
    civilianTypes:
    mapBlocks:
  - name: NATIVEUFO
    mapDataSets:
    textures: [4]
    hemisphere: 1
    script: NATIVEUFO
    mapBlocks:
mapScripts:
  - type: NATIVEURBAN
    commands:
    - type: addCraft
    - type: addBlock
    - type: fillArea
  - type: NATIVEUFO
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
    - type: fillArea

Later it will be unnecessary to have 2 scripts but I don't know if Warboy has fixed the issue that was preventing this.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on January 25, 2015, 05:06:59 pm
Yeah, Falko helped me with this. Turned out it was the fault of the basic urban map (for the terror), which had a global texture assigned and therefore was hijacking the role. It works now.

On a different note Hobbes, I know this mod is supposed to be closed, but I made a few new houses - interested? :)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 25, 2015, 05:13:15 pm
On a different note Hobbes, I know this mod is supposed to be closed, but I made a few new houses - interested? :)

Can you post pics of both maps? Easier for me than to be adding them to MapView.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on January 25, 2015, 05:32:14 pm
Can you post pics of both maps? Easier for me than to be adding them to MapView.

Sure. Right now I have two:

Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 25, 2015, 05:41:46 pm
You're using the wrong wall corner tile on the grey building.

At the moment I'm focusing on the expansion but if I ever add this terrain to the Terrain Pack I'll include these maps.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on January 25, 2015, 05:54:49 pm
You're using the wrong wall corner tile on the grey building.

At the moment I'm focusing on the expansion but if I ever add this terrain to the Terrain Pack I'll include these maps.

Fixed.

All right, leaving it here for now. There may be more, but I'm not satisfied with them for now.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on January 28, 2015, 03:18:21 pm
I Solarious,

I notice that some Ufo2000 maps are compatible to Industrial and Port terrain tilesets (PORTROADS PORTURBITS)
If you like some of them, you could consider to complete them.

(They are the Airfield package, it is on Hobbes's site, but today https://area51.xcomufo.com/ is down)

bye
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on January 28, 2015, 03:54:50 pm
Thanks Davide. It's certainly interesting and I feel we really need more maps (almost as much as we need more aliens), but I think it wouldn't be okay to work on them while not being Hobbes, considering he's still very much alive and kicking in the community. :) But I also hope to see this stuff in the game one day.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on January 28, 2015, 05:03:08 pm
You are right ::)

I read that Hobbes is very busy on his new very interesting project and I wont distract him.   :P

I see that you design new map (SOLFAN40) , therefore I added the post. 8)

Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on January 29, 2015, 10:37:03 am
a last question .... :-[

with night version could Railyard10.map be used ?

 it is 30x30 sized

thanks
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on January 29, 2015, 02:22:41 pm
a last question .... :-[

with night version could Railyard10.map be used ?

 it is 30x30 sized

thanks

Actually, I'd like to know this too. :)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 29, 2015, 07:40:21 pm
I notice that some Ufo2000 maps are compatible to Industrial and Port terrain tilesets (PORTROADS PORTURBITS)
If you like some of them, you could consider to complete them.

Those maps from Airfield actually look better than I remembered them. I just might recycle that terrain for the mod I'm currently working at, since an airbase terrain would be nice for the new missions, but I'll change the tilesets to use Area51's instead - there are already enough terrains that use the Port tilesets.

it is 30x30 sized

You can use 30x30 or larger maps on the nightlies.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on January 29, 2015, 08:36:03 pm
You can use 30x30 or larger maps on the nightlies.

Are you interested in adding your currently unused "station" 30x30 map to the Railyard tileset?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 30, 2015, 04:24:36 am
Are you interested in adding your currently unused "station" 30x30 map to the Railyard tileset?

Nope.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on January 30, 2015, 08:51:22 am
It could be a complement map into FMP  ::)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on January 30, 2015, 09:12:17 am
It could be a complement map into FMP  ::)

You guys must really enjoy trainspotting ;)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on January 30, 2015, 10:53:33 am
Yes i like it ! ;D

(https://www.lionel.com/products/ProductNavigator/_ProductImages_590/6-19681_501.jpg)

Subway too ...  ;)

https://openxcom.org/forum/index.php/topic,2227.msg22243.html#msg22243 (https://openxcom.org/forum/index.php/topic,2227.msg22243.html#msg22243)

Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on January 30, 2015, 11:00:27 am
For Solarious

Into FMP pack rel 9.8 there is a map named MADURBAN39 but it is not used into ruleset  :o
Terrain pack rel 3 does not contain/reference it
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Warboy1982 on January 30, 2015, 04:16:30 pm
Later it will be unnecessary to have 2 scripts but I don't know if Warboy has fixed the issue that was preventing this.

yeah, i took care of that.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Ridаn on February 25, 2015, 12:09:14 am
I just got one awesome landing with this mod on the latest nightly, it is probably a result of messing something up, but a result is hilarious nonetheless.
Mods I had turned on:
XenoOperations
LukesextraUFOs
Terrain_Pack_Nightly (3.1.4)
Expanded_UBase_Nightly (got an attachement by hellrazor and put a Hobbex fix on top of it)
TerrorSites
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 25, 2015, 07:10:07 am
Whooooooooo jeah! That's one kind of landing.

It looks like the script for the maggenerating is messed up here also :D
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 26, 2015, 11:14:04 am
I will take the freedom in the next days and see if i can get these maps working on the nightly version.
Sorry for the spam.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Arthanor on February 26, 2015, 05:16:19 pm
How would these interact with Hobbes' terrain pack? New maps? New blocks that get added to his maps?

If both mods have their own mapscripts, I guess new maps? Hopefully they don't conflict.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Ridаn on February 26, 2015, 07:49:04 pm
Looks like they do conflict, on a 2nd Terror mission I got a Skyranger stuck in the building with both TerrainPack and TerrorPack enabled.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 26, 2015, 10:59:52 pm
Looks like they do conflict, on a 2nd Terror mission I got a Skyranger stuck in the building with both TerrainPack and TerrorPack enabled.

Essentially you could use both. You would need something like
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
      - NAME_1
      - NAME_2
      - NAME_3...
Which includes all terrains from both, and select from them randomly.
And is loaded as last Ruleset file.
Which Version did you try (Openxcom and the mods).
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Ridаn on February 26, 2015, 11:21:58 pm
openxcom_git_master_2015_02_22_0621 nightly
Hobbes Terrain Pack v3.1.4
luke Expanded Terror v2.2(1) from mod portal page

The roof landing I got on the previous page had the same mods enabled (and also XOps, but I do not think it has anything to do with mapscripts, and Expanded U_Base, but it was a Terror Mission, not a base assault) and it was a 1st month terror mission. When I got a second one, a Skyranger exit was blocked by a building wall, and most of the Skyranger was inside said building.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 26, 2015, 11:35:44 pm
openxcom_git_master_2015_02_22_0621 nightly
Hobbes Terrain Pack v3.1.4
luke Expanded Terror v2.2(1) from mod portal page

The roof landing I got on the previous page had the same mods enabled (and also XOps, but I do not think it has anything to do with mapscripts, and Expanded U_Base, but it was a Terror Mission, not a base assault) and it was a 1st month terror mission. When I got a second one, a Skyranger exit was blocked by a building wall, and most of the Skyranger was inside said building.
I also had that once with the terrainpack, actually disabled most of the Terrormission terrain which comes with it and only use Urban, Madurban and Industrial.

luke's expanded Terror will not work correctly i think with the newest nightly because of the mapscript stuff. I didn't had time to test this.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on February 27, 2015, 03:03:56 am
The roof landing I got on the previous page had the same mods enabled (and also XOps, but I do not think it has anything to do with mapscripts, and Expanded U_Base, but it was a Terror Mission, not a base assault) and it was a 1st month terror mission. When I got a second one, a Skyranger exit was blocked by a building wall, and most of the Skyranger was inside said building.

The issue is how Luke83 designed these maps with unnecessary underground levels, which made it impossible for craft to land since level 0 was dirt blocks. Warboy1982 had to create custom code to place the craft on empty space above the dirt blocks (that's why you get roof landings) but it seems that it needs some tuning.

I also had that once with the terrainpack, actually disabled most of the Terrormission terrain which comes with it and only use Urban, Madurban and Industrial.

luke's expanded Terror will not work correctly i think with the newest nightly because of the mapscript stuff. I didn't had time to test this.

Did you report that bug for the Terrain Pack? IIRC I fixed something similar a while ago. I've just check the ruleset and this situation shouldn't happen on the Pack since all terror site terrains have a map block designated for craft landings.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: volutar on February 27, 2015, 04:42:16 am
Warboy1982 had to create custom code to place the craft on empty space above the dirt blocks (that's why you get roof landings) but it seems that it needs some tuning.
No need to. Terrain just need to have proper usage of group 1.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 27, 2015, 09:29:11 am
Did you report that bug for the Terrain Pack? IIRC I fixed something similar a while ago. I've just check the ruleset and this situation shouldn't happen on the Pack since all terror site terrains have a map block designated for craft landings.

Oh well it happened when i was not really registered on the forum. So... and i couldn't reproduce it it.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 27, 2015, 09:32:59 am
No need to. Terrain just need to have proper usage of group 1.

Well yes groups: 1 is assigned to landing points for xcom craft in case of a terrormission.

Code: [Select]
Guidelines/Tips

All maps with an XCOM/Alien craft require at least one map block assigned to Group 1. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed.

All Terror terrains (listed under STR_TERROR_MISSION) require the Groups of Types 2, 3 and 4 (for a total of 3 maps, which are required to place roads).

So what will happen if all other map types to have 2 additional layers of dirt under them, like lukes terrormaps?
I will see what happens once i write a proper script to test.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on March 02, 2015, 01:54:46 pm
Sooo who test out luke83 modules with the newest nightly might do so, with following Terror_Sites_Nightly.rul (see attachement)

For testing purposes i turned off Hobbes Terrain Pack, i will try to experiment a little bit and get these two working parallel.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: tollworkout on March 02, 2015, 06:28:37 pm
can't download modsite offline. would someone be kind enough to put it on the forum instead?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Ridаn on March 02, 2015, 06:32:16 pm
Sure thing
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on March 02, 2015, 08:04:57 pm
The issue is how Luke83 designed these maps with unnecessary underground levels, which made it impossible for craft to land since level 0 was dirt blocks. Warboy1982 had to create custom code to place the craft on empty space above the dirt blocks (that's why you get roof landings) but it seems that it needs some tuning.

In regard to those dirt block levels i am kinda thinking if there is a way to resize the maps, remove the underground dirt levels and maybe integrate the then usuable map tiles into your terrain pack. Since both active at the same doesn't work because of terrain definitions.
Except adding a third rulesetfile which has all terrains from specified and is loaded after both of them, which is kinda ugly like hell.

But that is just a suggestion...
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on March 02, 2015, 08:10:18 pm
In regard to those dirt block levels i am kinda thinking if there is a way to resize the maps, remove the underground dirt levels and maybe integrate the then usuable map tiles into your terrain pack. Since both active at the same doesn't work because of terrain definitions.
Except adding a third rulesetfile which has all terrains from specified and is loaded after both of them, which is kinda ugly like hell.

But that is just a suggestion...

You can resize the map blocks using MapView but you'll need to redesign the tiles and the route nodes of all the maps.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: tollworkout on March 02, 2015, 08:43:31 pm
honestly I LIKE the idea of landing on the roof. :)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on March 02, 2015, 09:30:58 pm
honestly I LIKE the idea of landing on the roof. :)

The idea may sound nice but IRL pilots wouldn't dare it unless they were sure that the roof (and the whole building) could withstand the several tons weight of a jet plane otherwise the whole roof might just collapse.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on March 02, 2015, 11:43:47 pm
You can resize the map blocks using MapView but you'll need to redesign the tiles and the route nodes of all the maps.

Hm.. does that mean i have to redo them all by hand... well we will see. Gonna give it a try throu the week or next weekend.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on March 03, 2015, 12:05:39 am
Hm.. does that mean i have to redo them all by hand... 

Yes, it does. Welcome to the wonderful world of map design :)

If you're having problems adapting the ruleset, try the one attached below.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on March 03, 2015, 12:08:23 am
Yes, it does. Welcome to the wonderful world of map design :)

If you're having problems adapting the ruleset, try the one attached below.

Uhh fancy you added block occurances. GIMME! GIMME!

I solved this myself today -> https://openxcom.org/forum/index.php/topic,389.msg39635.html#msg39635 (https://openxcom.org/forum/index.php/topic,389.msg39635.html#msg39635)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: tollworkout on March 03, 2015, 02:52:41 am
i like the building designs and that is bigger than default but the 3 levels below are not that good. i sometimes damage the terrain and fall into a hole that i can never escape unless im flying. also i tested it out you never use last 2 levels of underground and sometimes there is no underground. only 1 or 2 houses have a basement. why add 3 layers? realistically no building can have basement below groundwater due to regulations. so 1 layer of dirt is all you needed . but maybe is better with no 3 levels of dirt.

metro and sewers are the only exception but you can make a 2 part mission first clear above then clear below if you want to
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on March 03, 2015, 08:32:51 am
metro and sewers are the only exception but you can make a 2 part mission first clear above then clear below if you want to

How devilish of you to bring this thought into this room! Hm... Chryssalid infested Subwaystations at rush hour time... brrrrr.....

Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: tollworkout on March 03, 2015, 10:02:19 am
oh shiet! 2 part TERROR missions???? above regular...sewers below using ship/cargo TFTD terrains  ?? once you clear top you can go below. once new nightly comes about that should be one of the random small chance terror mission
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on July 25, 2015, 08:35:42 pm
For reference and all the people coming from thew Modportal:
I made a Version of Lukes Expanded Terror Mission which is compatible with the latest Nightlies,
the new Mapscripting standard and the new Modformat.

It is attached here, Maps and Routes are the same as on the modportal.
Which means they are buggy.

It needs: openxcom_git_master_2015_06_30_0026 or NEWER.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: new_civilian on July 26, 2015, 03:29:48 pm
I made something like this for myself, too, but the performance of my PC dropped enormously and I talk about 90% plus....  :o

Gonna test your version, maybe I did something wrong.... :)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on July 26, 2015, 03:48:29 pm
I made something like this for myself, too, but the performance of my PC dropped enormously and I talk about 90% plus....  :o

Gonna test your version, maybe I did something wrong.... :)

Its not my Version... i only added a metadata.yml and the new Mapscript thats all. As Modauthor i put in luke83 in the yml file.
But we should discuss this somewere else. Because sadla i can't make posts sticky :-/
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: new_civilian on July 28, 2015, 11:03:02 am
I meant YOUR version of this mod  :)
And yes, the performance dropped with this version, too, I guess its about time to replace my old single-core xp system... soon...

About the Expanded Terror mod: Sadly only 3 or 4 of the mapblocks even use the lower cellar levels, which is a shame.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on August 04, 2015, 09:26:19 am
I meant YOUR version of this mod  :)
And yes, the performance dropped with this version, too, I guess its about time to replace my old single-core xp system... soon...

About the Expanded Terror mod: Sadly only 3 or 4 of the mapblocks even use the lower cellar levels, which is a shame.

Hm.. i am just fixing the routes on the Maps for my Hardmode Expansion Mod, and i will also give them to Solarius for the FMP.
An those Maptiles will become part of the Terrainpack once i finished reworking them (to intermix with MADURBAN terain).
I will probably open up a new thread for my Version, since it misses the cellars.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: new_civilian on August 04, 2015, 02:23:07 pm
Yes, the cellars are not needed, the "dance club/disco" block could also be on the surface and still would look interesting, not sure if you planned on adding it as a seperate building maybe....
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on August 18, 2015, 07:06:01 am
Well i published the Reworked Version of the Maps on the Modportal,

See here: Lukes Expanded Terror Reworked (https://www.openxcom.com/mod/lukes-expanded-terror-reworked)

I guess it is ok to let people post stuff in here or?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: tollworkout on August 18, 2015, 07:18:25 am
just downloaded it first one
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Mr. Quiet on August 19, 2015, 02:45:20 am
Damn, this is awesome! Hellrazor, is is compatible with Hobbes's UFO Redux?
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: tollworkout on August 19, 2015, 03:43:04 am
game crashes on my system not sure exactly why. new battle TERROR mission has 2 terrains if i choose luke's expanded game crashes to desktop but if i chose default  works
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on August 19, 2015, 07:45:15 am
game crashes on my system not sure exactly why. new battle TERROR mission has 2 terrains if i choose luke's expanded game crashes to desktop but if i chose default  works

Jeah i forgot to remove the additional Civilians from the Terrain definition, so it would crash trying to add those in a vanilla game.
Clumsy me...

I uploaded a corrected Version to the Modportal.

See here Lukes Expanded Terror Reworked 1.1 (https://www.openxcom.com/mod/lukes-expanded-terror-reworked)

--- posts merged ---

Damn, this is awesome! Hellrazor, is is compatible with Hobbes's UFO Redux?

Well i guess they are not, since this mod has his own terrain definition and also overwrites a section
of the Terrorsite alienDeployment stuff, otherwise it won't work correctly.
So you probably need to Adapt it so they work together. Or ask Hobbes, if he puts those Maps in UFO Redux.

EDIT: Just tested, and as i stated, no not compatible.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: tollworkout on August 19, 2015, 08:01:47 am
thanks hellrazor
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 06, 2016, 11:22:40 pm
thanks hellrazor

No problem, i was half asleep when putting it together, so i totally forget removing the civilians from the terrain pack.
Oh well that happens if you Mod while you should better be sleeping.

I hope Luke doesn't mind me posting my Stuff here.

--- posts merged ---

I totally forget to post this here...

Lukes Expanded Terror Reworked v1.2


Changelog:

Version 1.2
 - Fix Route Node on EXPANDEDTERROR21
 - Fix missing LOFTS for some Tiles in MADDECOR.MCD
 - Fix some minor Errors with wrong placed Tiles
 - Replaced Tiles due to MCD conversion
 - Removed FRNL83.MCD and replaced with FRNITURE and MADDECOR
 - Removed Copies of vanilla Maps
 - Reworked Mapscript

Downloadlinks:
Modportal (https://www.openxcom.com/content/files/6cegwaXO/Expanded_Terror_Reworked_v1.2.zip)
Dropbox (https://www.dropbox.com/s/2rfvz536dqt1ld4/Expanded_Terror_Reworked_v1.2.zip?dl=0)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on February 07, 2016, 11:17:39 am
Good,

How many free tile slot remaining on this terrain tilesets ?
 (I am thinking about tall building showed in other thread)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Solarius Scorch on February 07, 2016, 11:42:09 am
Good,

How many free tile slot remaining on this terrain tilesets ?
 (I am thinking about tall building showed in other thread)

I highly doubt adding this to any existing terrain would give good results.

I'd rather take some city theme, change the old walls to new (office building) walls, change street tiles if necessary (should look posh), then browse all the objects and decide which are unnecessary, and finally make a list of objects that should be in and add them by overwriting the unwanted objects.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on February 07, 2016, 11:51:02 am
I highly doubt adding this to any existing terrain would give good results.

I'd rather take some city theme, change the old walls to new (office building) walls, change street tiles if necessary (should look posh), then browse all the objects and decide which are unnecessary, and finally make a list of objects that should be in and add them by overwriting the unwanted objects.

I guess that is the way to go Solarius.
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on February 07, 2016, 03:53:13 pm
Hobbes's school ...  ;D ;D ;D
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: luke83 on April 25, 2016, 05:58:32 am
"I hope Luke doesn't mind me posting my Stuff here."

 I want to say a big THANKYOU to all the modders that have taken on my work and Fixed & Expanded it over the years, it great to see all the many hours i spent creating maps on here has not been lost, Keep up the good work guys i am very impressed with everything i see  ;D
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: new_civilian on April 25, 2016, 01:57:16 pm
Does this mean we gonna see more maps from you soon?  ;D

Nice to have you back, luke83!

Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: davide on April 25, 2016, 04:32:34 pm
Hello Luke, welcome back !!!

 :D :D :D
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: Hobbes on April 25, 2016, 05:43:41 pm
"I hope Luke doesn't mind me posting my Stuff here."

 I want to say a big THANKYOU to all the modders that have taken on my work and Fixed & Expanded it over the years, it great to see all the many hours i spent creating maps on here has not been lost, Keep up the good work guys i am very impressed with everything i see  ;D

Hey Luke, thanks for getting me addicted again to map making ;)
Title: Re: [MAPS] New Terror Mission Map Blocks
Post by: hellrazor on April 29, 2016, 08:55:43 am
"I hope Luke doesn't mind me posting my Stuff here."

 I want to say a big THANKYOU to all the modders that have taken on my work and Fixed & Expanded it over the years, it great to see all the many hours i spent creating maps on here has not been lost, Keep up the good work guys i am very impressed with everything i see  ;D

Thats a great relief for me. Currently i am going over the Expanded Ubase once again.