Author Topic: [MAPS] New Terror Mission Map Blocks  (Read 136378 times)

Offline Solarius Scorch

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #120 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

Offline luke83

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #121 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)...

Offline Warboy1982

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #122 on: June 18, 2014, 11:07:21 pm »
oh my yes, quite well in fact.

Offline luke83

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #123 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

Offline robin

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #124 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).

Offline luke83

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #125 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.

Offline robin

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #126 on: June 28, 2014, 04:45:53 pm »
underground rooms.
oh now I understand. good job!

Offline davide

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #127 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



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

the others will have sewer

::)





Offline arrakis69ct

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #128 on: July 01, 2014, 06:59:53 pm »
How i install????

Offline davide

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #129 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)
« Last Edit: July 01, 2014, 07:36:52 pm by davide »

Offline Aldorn

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #130 on: July 05, 2014, 12:43:37 pm »
How i install????

Do you mean "how to install a mod" ?

Offline TheBigSot

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #131 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
« Last Edit: July 06, 2014, 07:00:56 pm by TheBigSot »

Offline davide

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #132 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  ?
« Last Edit: November 06, 2014, 01:02:01 pm by davide »

Offline Drumsk

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #133 on: January 17, 2015, 11:07:24 am »
current terror sites version CRASH current nightly OpenXCOM build!

Offline volutar

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Re: [MAPS] New Terror Mission Map Blocks
« Reply #134 on: January 17, 2015, 11:11:14 am »
Clear your rulesets folder before update.