Proposition- The generation of Battlescape map size, can be allow to be done in a global variable sort of way for Mapscript instead of Aliendeployment alone. When I mean global Variable sort of way, I mean Mapscript have priority, in deciding the size of the Battlescape map, before Aliendeployment.
Justification-When a UFO crash in a texture, it is their Alien deployment that decide the size of the battlescape map. A small scout can forever crash in a small or certain size map decide upon by its aliendeployment.
If Mapscript can decide upon the Length and width of a battlescape mission map, we can allow random map size for a ufo missionsite or crashsite.
For example, if we have 3 mapscript
One for a Desert Town with
width: 50
length: 50
One for a Desert City with
width: 120
length: 120
One for a Desert volcano with
width: 40
length: 50
Say in the same texture id say 5.
If the ufo crashes in texture id 5, it could use either the town, city or volcano mapscript with varying and unpredictable mapsizes.
The true purpose of my request, is to allow random cities or towns assigned to the texture ID, this allow for town and cities crash sites with varying battlescape map size, instead of solely depending on the Aliendeployment from the ufo.
I am hoping some Terrain Modders who love making terrains and maps to pick up on this idea. Perhaps someone can code it.