These require entirely different MCDs, so they have to be separate from anything compatible with the UFOs we're used to. This is because the MAPs are already written - there's no "tacking new tiles" on the end.
Anyway, if you stick
this in your terrain folder, you can tell MapView to use it with the PSCOUT/PABDUCT/PHARVEST maps. If you get it to show the actual MCD data you'll see it's all pretty much the same tile repeated over and over with different art assigned to each copy (I'll build a "proper" MCD tomorrow evening maybe - getting late here right now), but it'll still give you a good idea as to what art is missing.
- Tiles represented by a question mark aren't actually referred to by any of the current maps. Don't bother messing with them unless you want to create new maps of your own based on the pyramid design.
- Red, numbered tiles have no clues as to what they are other then their position on the map and our best guesses.
- The blood basin art comes from U_DISEC2.PCK (though you've probably noticed that U_DISEC2.MCD doesn't use it). That PCK also contains a blue grill tile that's probably supposed to be in the harvester... somewhere.
- It may be that tile 86, which I've set as an empty vat, should be something else. I'm pretty sure all other tiles I've assigned art to are about right. Feel free to re-draw any of them though.
If you look real close you'll spot some tiles that were obviously present to deal with a slightly different rendering engine. For example, if you put a north wall and a south wall within the same tile, the game automatically crops them to avoid a weird graphical overlap effect. It seems at one stage this auto-crop function didn't exist, as these maps have extra wall tiles for this situation which appear to've been pre-cropped.
If you don't know what I mean about the tile cropping, MapView doesn't do it, so that makes it pretty obvious to see what I'm on about. Have MapView show you some UFO base modules and pay attention to where the walls meet - you don't see that problem in these old maps, because they were pre-built not to have it in the first place.
One day I'd really like to build a MCD for MAP3.MAP and MAP4.MAP, which aren't map modules - they're entire battlescapes! They don't use MCDs like any of the other terrains though, and I can't see any solid clues as to what the general appearance of them would've been like (though I know they contain buildings with staircases and elevators). They'd've either been some sort of urban area, or some sort of base.
Edit:
Oh, and I'm not sure whether you're still interested, but
my toolkit can deal with
InterWin.dat for you (along with pretty much any other image file the game has). I'm not aware of any other tool that will, though as others have mentioned it's a simple format.