aliens

Author Topic: New Terrains Contest - See inside for details  (Read 32401 times)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2101
  • Infiltration subroutine in progress
    • View Profile
Re: New Terrains Contest - See inside for details
« Reply #15 on: April 22, 2015, 05:55:41 pm »
Founds some time did some work on Expanded Ubase maps, which i wanna use for my mod.

First the cloning facility (UBASE21.MAP)
Looks now like the following:

And we have our first contest entry :D

Are you planning on designing more maps?

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: New Terrains Contest - See inside for details
« Reply #16 on: April 22, 2015, 06:04:51 pm »
And we have our first contest entry :D

Are you planning on designing more maps?

Well there 2 more maps from the expanded ubase (UBASE18 and UBASE19 if i recall correctly), which have no purpose now and which i wanna give some. Maybe a alien Hyperwave decoder (useing the xcom graphics or so).

There is definitly a pyramid map (80x80x6) which will be a static indoor map, which the player has to fight throu to get to the last stage on cydonia (adding a third stage).

That is something i wanna do.
Btw i added those maps to Expanded Ubase Rework Nightly, so you can download and test. I also did rework all routes for expanded ubase except 3 maps which i considered ok.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2101
  • Infiltration subroutine in progress
    • View Profile
Re: New Terrains Contest - See inside for details
« Reply #17 on: April 22, 2015, 06:21:57 pm »
Well there 2 more maps from the expanded ubase (UBASE18 and UBASE19 if i recall correctly), which have no purpose now and which i wanna give some. Maybe a alien Hyperwave decoder (useing the xcom graphics or so).

There is definitly a pyramid map (80x80x6) which will be a static indoor map, which the player has to fight throu to get to the last stage on cydonia (adding a third stage).

That is something i wanna do.
Btw i added those maps to Expanded Ubase Rework Nightly, so you can download and test. I also did rework all routes for expanded ubase except 3 maps which i considered ok.

I'm not going to examine any entries until after the deadline expires, so you've got plenty of time for designing and testing new stuff.

Static map layouts for Cydonia remind me a lot of TFTD's T'Leth, which had them for the 2nd and 3rd part.

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: New Terrains Contest - See inside for details
« Reply #18 on: April 22, 2015, 06:43:30 pm »
Static map layouts for Cydonia remind me a lot of TFTD's T'Leth, which had them for the 2nd and 3rd part.

And.. They were hugely grindy. :P  Knowing Hellrazor, these will be 10 times worse. ;)

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: New Terrains Contest - See inside for details
« Reply #19 on: April 22, 2015, 06:53:27 pm »
And.. They were hugely grindy. :P  Knowing Hellrazor, these will be 10 times worse. ;)

Oh there will only be an army of Muton Brain Guards mostly armed with Plasma Shotguns and Blaster Launchers and 4 Ethereal Commanders, to wreck up your troops with there superior PSI attacks. So no big deal there. :)

It will not be grindy, it will be more like WTF those guys aren't dying and oneshoting my dudes :D

Offline Hobbes

  • Commander
  • *****
  • Posts: 2101
  • Infiltration subroutine in progress
    • View Profile
Re: New Terrains Contest - See inside for details
« Reply #20 on: April 22, 2015, 07:03:52 pm »
Oh there will only be an army of Muton Brain Guards mostly armed with Plasma Shotguns and Blaster Launchers and 4 Ethereal Commanders, to wreck up your troops with there superior PSI attacks. So no big deal there. :)

It will not be grindy, it will be more like WTF those guys aren't dying and oneshoting my dudes :D

Will this stage work with the vanilla units?
« Last Edit: April 22, 2015, 07:27:19 pm by Hobbes »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: New Terrains Contest - See inside for details
« Reply #21 on: April 22, 2015, 07:17:18 pm »
Will this stage work with the vanilla units?
[/quote

Why not? it only will need vanilla units in the alienRaces definition instead of the ones i put in there.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2101
  • Infiltration subroutine in progress
    • View Profile
Re: New Terrains Contest - See inside for details
« Reply #22 on: April 22, 2015, 07:30:58 pm »
Why not? it only will need vanilla units in the alienRaces definition instead of the ones i put in there.

Adding new units/items is not the propose of the Terrain Pack, so if you're designing a 3rd stage it needs to use the vanilla units/items.

I also have questions about the whole concept of a 3rd stage: you're essentially redesigning the entire Cydonia mission, and I've removed my own personal changes (new missions such as Alien Raid, Hive, Hunt) from the Terrain Pack a while ago because I considered that I was changing too much the gameplay with those additions, and it would be better to include them on a separate mod (UFO Redux).

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: New Terrains Contest - See inside for details
« Reply #23 on: April 25, 2015, 12:27:53 am »
Just to show you I'm actually doing stuff. :D

Offline Hobbes

  • Commander
  • *****
  • Posts: 2101
  • Infiltration subroutine in progress
    • View Profile
Re: New Terrains Contest - See inside for details
« Reply #24 on: April 25, 2015, 12:53:43 am »
Just to show you I'm actually doing stuff. :D

How many tiles do those roofs require? 6?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: New Terrains Contest - See inside for details
« Reply #25 on: April 25, 2015, 12:19:22 pm »
How many tiles do those roofs require? 6?

Exactly, using 4 different PCK - 3 regular ones and one that creates the bottom edge.
« Last Edit: April 25, 2015, 12:21:10 pm by Solarius Scorch »

Offline Hobbes

  • Commander
  • *****
  • Posts: 2101
  • Infiltration subroutine in progress
    • View Profile
Re: New Terrains Contest - See inside for details
« Reply #26 on: April 28, 2015, 08:06:22 pm »
Exactly, using 4 different PCK - 3 regular ones and one that creates the bottom edge.

Have you tried designing a barn with those roofs?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: New Terrains Contest - See inside for details
« Reply #27 on: April 28, 2015, 10:14:26 pm »
Have you tried designing a barn with those roofs?

Not yet, I just made two houses. I'm thinking of making a tiled roof version too, but not sure I have the skills.

Offline davide

  • Commander
  • *****
  • Posts: 565
    • View Profile
Re: New Terrains Contest - See inside for details
« Reply #28 on: April 28, 2015, 10:47:42 pm »
Hi friends

Do I feel barn and roof ?

On my hdd I found some files downloaded from https://www.xcomufo.com/

about it





Offline hellrazor

  • Commander
  • *****
  • Posts: 2013
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: New Terrains Contest - See inside for details
« Reply #29 on: April 29, 2015, 10:36:09 pm »
Hi friends

Do I feel barn and roof ?

On my hdd I found some files downloaded from https://www.xcomufo.com/

about it

This looks awesome! Wanna have this in the terrain pack ASAP!