OpenXcom Forum
Modding => Released Mods => Topic started by: new_civilian on April 21, 2016, 02:07:25 pm
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There can never be enough UFO layouts, can there?
The idea behind this layout was to surprise the player, who from the first look suspects nothing, and then realizes he gets attacked from above. And there is no central lift!
Feel free to use these files in any way you see fit.
The nodes should be working, I took great care when editing them, however the BB map has ~90 nodes so.... ;)
the coordinates for the elerium are
13, 13 0
13, 15, 0
15, 15, 0
15, 13, 0
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Nice.
Does it have darkened walls, so you can't see the inside from the outside?
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Nice.
Does it have darkened walls, so you can't see the inside from the outside?
Ahhh, no. :-[
Can you give me a short tutorial or link on how to do that? ???
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Ahhh, no. :-[
Can you give me a short tutorial or link on how to do that? ???
Actually we both should ask Hellrazor.
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I did that too. Basically line N and E outer walls with N and E interior walls from the inside. Not much else.
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Many thanks, Dioxine. I will take a look at my new layout^ and see if it is possible without redoing the whole thing. :)
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I did that too. Basically line N and E outer walls with N and E interior walls from the inside. Not much else.
If you also want to have them blastproof, you need to replace west columns with the ones from my UFOL83.MCD file.
Here are the MCD files from Darkened Vanilla UFO Variants. Some tiles also do have added HE Block for blastproofness :>
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Thanks, hellrazor! I am however not sure if I ever will do Terrain/map editing again, I got so fed up when trying to make a new Farm terrain.... :D
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Thanks, hellrazor! I am however not sure if I ever will do Terrain/map editing again, I got so fed up when trying to make a new Farm terrain.... :D
Did the harvester cows start hunting you in your dreams or what?
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No, but the tiny changes I made took SOOOOOO much time and even then the results were meager... I guess I am somewhat impatient these days... :D
Fwiw, I tried to add the double-walls and your mcd's to the bb layout^ but again... so much work for so little change... *runs off and plays XPiratez*
Is it just me or is modding OXC becoming really work-intensive lately? I had to waste 1 and a half hour trying to find a tiny bug in my difficulty-rul file this day. Oh and don't get me started on mapscripting... :o :)
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Is it just me or is modding OXC becoming really work-intensive lately? I had to waste 1 and a half hour trying to find a tiny bug in my difficulty-rul file this day. Oh and don't get me started on mapscripting... :o :)
I don't think it takes more time than before, I guess you just might be more ambitious. :)
As for the mapScripts, I generally keep it as simple as possible. Generate the terrain, spawn the craft, spawn UFO.
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As for the mapScripts, I generally keep it as simple as possible. Generate the terrain, spawn the craft, spawn UFO.
The safest way: spawn the craft, spawn the UFO and then generate the terrain
Otherwise you might get issues if the game isn't able to spawn the craft/UFO because the terrain occupies all the required space
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The safest way: spawn the craft, spawn the UFO and then generate the terrain
Otherwise you might get issues if the game isn't able to spawn the craft/UFO because the terrain occupies all the required space
Oh yes, very much so. I didn't really pay attention to the order. :P
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Here the updated version, darkened (added inner walls), blast-proof (used special stuff from hellrazor), and I also added some objects and changed the layout slightly.
This version should now be en-par with the other UFOs of the darkened-ufo-mod. I will leave the default vanilla version in post 1. hf and thanks to Dioxine, Solarius Scorch and hellrazor.
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Will be absorned aftre rechecking.
also i will make a nornal version of the darkened ones.