Author Topic: [SUBMOD][MAPS]Expanded Ubase Reworked - Version 1.3 - New and Turned Maps  (Read 15731 times)

Offline hellrazor

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Expanded Ubase Reworked

Download: Expanded Ubase Reworked v1.3

Also on: mod.io

#Expanded Ubase Reworked by hellrazor
#Based upon and inspired of the work of luke83

Credits go to:
 - luke83 the original maker of this mod
 - Hobbes for fixing the MCD files, and alot of answer to my mapscripting Questions.
 - Solarius Scorch for UBASE_09d modules which he so generously commited ;)

Requiered: openxcom_git_master_2019_02_04_1901 or newer

README for Version 1.3:

luke83 original work inspired me to rework and bugfix his original maps.
After that the collection of maps grew over time and now including the vanilla UBASE maps,
this mods generates alien base and final assault mission maps from 100 map modules.

Those include N, S, W, E turned versions of all maptiles, also for vanilla ones.
New facilities like Clonelabs, Scout Ship Docking Bays and Food Processing have been added
and a lot of smaller maps for more variety as well. You can and will explore a bigger variety
of alien gardens, small bunkers with good ambush points.

This mod increases the mapsize for Alien Base Missions to 60x60 and Final game mission to 80x80.
Also i am using shade setting 10. Still night for your soldiers but you can actually see something.

If you have any feedback for me, want suggest our own maptiles or ideas added, please let me know.
Easiest way is to post in the forum.

---
Changelog:

Version 1.3
 - Added turned Versions for: UBASE_00
 - Added turned Versions for: UBASE_01
 - Added alternate/turned Version 1 for: UBASE_01
 - Added alternate/turned Version 2 for: UBASE_01
 - Added turned Versions for: UBASE_02
 - Added turned Versions for: UBASE_03
 - Added turned Versions for: UBASE_04
 - Added turned Versions for: UBASE_05
 - Added turned Versions for: UBASE_06
 - Added turned Versions for: UBASE_08
 - Added turned Versions for: UBASE_11
 - Added turned Versions for: UBASE_15
 - Added turned Versions for: EXPANDEDUBASE16
 - Added turned Versions for: EXPANDEDUBASE17
 - Added turned Versions for: EXPANDEDUBASE18 (Fake Brain Room)
 - Added turned Versions for: EXPANDEDUBASE_19 (Food Processing)
 - Added turned Versions for: EXPANDEDUBASE_20 (Scout Ship Module)
 - Added turned Versions for: EXPANDEDUBASE_21 (Clone Lab)
 - Optimized Mapscript for Alien Bases
 - Optimized Mapscript for Cydonia Final Assault
 - Rechecked some Routes and Nodes
 - Adjusted Ruleset to lastest changes in : openxcom_git_master_2019_02_04_1901

Version 1.2
 - Converted Ruleset to directory structure
 - Slight redesign of UBASE_2c

Version 1.1
 - Fix South Double Door and some minor error for UBASE_21
 - Fix wrong Spawnasignment UBASE_21 (large unit in labroom)
 - Repacked Mod for: openxcom_git_master_2015_05_07_1605
 - added metadat.yml
 - added README.TXT
 - added CHANGELOG.TXT

Version 1.0
 - Converted old Ruleset to new mapscripting standard
 - UBASE_2.MCD corruption fix (thanks to Hobbes)
 - MAP routing/nodes check, fix and rework where neccessary
 - Fix wrong placed tiles in a varienty of MAPs
 - Added replace for former clone Lab for modified Clone lab (UBASE_21)
Please report errors, suggestions etc.. in this thread.
« Last Edit: February 10, 2019, 02:31:06 pm by hellrazor »

Offline Arthanor

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Nice! Thanks for updating this :) I'll use them and let you know how it goes.

Offline hellrazor

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Nice! Thanks for updating this :) I'll use them and let you know how it goes.

Every form of feedback is good :)

Offline hellrazor

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.1 mod repack and Bugfixes
« Reply #3 on: May 13, 2015, 10:57:16 pm »
Time to get this on the modportal, also update for new file and
directory handling needed.

Version 1.1
 - Fix South Double Door and some minor error for UBASE_21
 - Fix wrong Spawnasignment UBASE_21 (large unit in labroom)
 - Repacked Mod for: openxcom_git_master_2015_05_07_1605
 - added metadat.yml
 - added README.TXT
 - added CHANGELOG.TXT

Modportal Link

Readme and new Version also attached here
« Last Edit: October 06, 2016, 05:23:37 am by hellrazor »

Offline Arthanor

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.1 mod repack and Bugfixes
« Reply #4 on: May 14, 2015, 02:44:31 am »
Nice! Sorry for the lack of feedback, I migrated to Piratez shortly after and my hands are tied now. As soon as I get back to my mod (probably a while to finish Piratez..) I'll be using this too. It is appreciated work even though I am not using it right now!

Offline hellrazor

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #5 on: May 29, 2015, 03:23:55 pm »
Found some time and did some slight redesign of UBASE_2c, because some people found it to sterile.

I hope this Version gets better reviews :)

Version 1.2
 - Converted Ruleset to directory structure
 - Slight redesign of UBASE_2c

Modportal Link

Readme and new Version also attached here
« Last Edit: October 06, 2016, 05:23:52 am by hellrazor »

Offline new_civilian

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #6 on: June 11, 2015, 01:32:36 pm »
Hi there. As I am unable to understand the mapscripting part I can't enable my old mappacks again. May I offer/beg you to include my Ubase maps to your selection? https://www.openxcom.com/mod/big-addon-map-pack I would be really happy to see them again and would see it as an honor if you added them to your very good mod. I really like the new upper "science lab" maps especially, really good work here.  :)

Offline hellrazor

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #7 on: June 11, 2015, 01:55:13 pm »
Hi there. As I am unable to understand the mapscripting part I can't enable my old mappacks again. May I offer/beg you to include my Ubase maps to your selection? https://www.openxcom.com/mod/big-addon-map-pack I would be really happy to see them again and would see it as an honor if you added them to your very good mod. I really like the new upper "science lab" maps especially, really good work here.  :)

Well thanks for the praise :)
I so far did not had a proper look at your Alien Base Modules. But i think i will find some time soon to take a proper look.
And btw this is not my mod, it is basically a bugfixed Version of Luke83's former work.

Offline new_civilian

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #8 on: June 17, 2015, 01:03:09 pm »
Thanks nonetheless! Sometimes keeping mods alive is MUCH more work than releasing them....  :)
Can't praise you enough for that!

Offline hellrazor

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #9 on: November 10, 2015, 08:20:17 pm »
Bump this, so i find it again.

ToDo List:
- Maps to make:
  - Medium Scout docked for Service
  - Large Scout docked for Service
  - Fighter docked for Service
  - Sentry Ship docked for Service

- Recheck Civilians Alien Base Addon Maps and Rework integrate those.
- Some more Alien Brain Maps (no more T-Shape only ^^)

Ideas for possible additional alien base maps:
- A Sectopod/Cyberdisc factory 20x20 map module
- Power Source/UFO Navigation Production line
- Alien Armory

uhhhh...
Feel free to enlighten me with further ideas.


Offline Hobbes

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #10 on: November 11, 2015, 06:09:05 am »
Suggestion, could you please rename the filenames to a new format instead of UBASE_XX ? If this can be played as a separate terrain from vanilla base, then it shouldn't use that filename format because it can conflict with other mods.

Offline davide

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #11 on: November 11, 2015, 10:40:39 am »
Feel free to enlighten me with further ideas.

I wish to recycle a shareable opinion of an other man  8):
Replace purple ground tile on floor with normal ground tile.

Thanks

Offline hellrazor

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #12 on: November 12, 2015, 08:35:57 am »
Suggestion, could you please rename the filenames to a new format instead of UBASE_XX ? If this can be played as a separate terrain from vanilla base, then it shouldn't use that filename format because it can conflict with other mods.
Sure can do for the next Version of this, EXPUBASE_XX (and then from 1 or 0 counting up) would be ok as name?

I wish to recycle a shareable opinion of an other man  8):
Replace purple ground tile on floor with normal ground tile.

Thanks

I can remove/reduce those on the custom tiles, but not on the turned versions of the vanilla tiles.
Also those purple tiles are marked as a lightsource in the MCD file so i see why it is used, problem is what can be used instead?

Offline davide

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #13 on: November 12, 2015, 10:51:12 am »
Indeed vanilla UBASE00.map and UBASE11.map have purple floor ...

On new maps, instead of remove all purple tiles,
perhaps you could reduce the purple tile number and obtain a more dark environment too
or
Add to tileset a new tile as light source with an other color

About light source, It will be instructive study new Hobbes's terrain tile set into Redux 0.8.






Offline hellrazor

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Re: [REWORK][WIP]Expanded Ubase Rework v 1.2 UBASE_2c redesign
« Reply #14 on: November 13, 2015, 04:21:44 pm »
Indeed vanilla UBASE00.map and UBASE11.map have purple floor ...

I will definitly not change the turned Version of vanilla Map modules, that is for sure!

On new maps, instead of remove all purple tiles,
perhaps you could reduce the purple tile number and obtain a more dark environment too
or
Add to tileset a new tile as light source with an other color

About light source, It will be instructive study new Hobbes's terrain tile set into Redux 0.8.

Removing reducing them on non vanilla tiles isn't a issue could be done easily.
But we are tlaking future here, since it will take a while until i can properly work on this (exams).