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Metropolis - new terrain
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Topic: Metropolis - new terrain (Read 4876 times)
kharille
Colonel
Posts: 370
Metropolis - new terrain
«
on:
June 07, 2014, 04:03:05 am »
https://en.wikipedia.org/wiki/Metropolis
Maybe we should make use of city environments more? It'll be like terror missions and its up to you whether you want to risk populations? Bear in mind that ufos might crash, eh, vertically, maybe you can have em' crash land on a road or parking lot and have civilians?
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CoolKid
Captain
Posts: 89
Re: Metropolis - new terrain
«
Reply #1 on:
June 07, 2014, 11:22:08 am »
Metropolis usually have a lot of skyscraper. Unfortunately there will be no room for that model because too high.
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Solarius Scorch
Global Moderator
Commander
Posts: 11728
WE MUST DISSENT
Re: Metropolis - new terrain
«
Reply #2 on:
June 07, 2014, 04:59:52 pm »
More terrains = good.
This is all I have to say.
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davide
Commander
Posts: 565
Re: Metropolis - new terrain
«
Reply #3 on:
June 07, 2014, 08:51:26 pm »
subway
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CoolKid
Captain
Posts: 89
Re: Metropolis - new terrain
«
Reply #4 on:
June 08, 2014, 01:53:23 am »
Cars, traffic lights, hospital, and bus stop.
«
Last Edit: June 08, 2014, 01:58:07 am by CoolKid
»
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davide
Commander
Posts: 565
Re: Metropolis - new terrain
«
Reply #5 on:
June 09, 2014, 11:29:35 pm »
Quote from: davide on June 07, 2014, 08:51:26 pm
subway
Yes it is an other game ... the unique XCom competitor
The maps are isometric and tiled ....
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Nightwolf
Captain
Posts: 70
Re: Metropolis - new terrain
«
Reply #6 on:
June 10, 2014, 11:18:30 am »
Yeah, more maps are nice. And maps with felling like a big city is a must!
Also could be possible to add citites with monuments that resemble real life? That's one thing I really love to see on OpenXcom, doing some sightseeing
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Metropolis - new terrain