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		<title>Xenonauts Forums - Xenonauts Mapping</title>
		<link>http://www.goldhawkinteractive.com/forums/</link>
		<description>Want to create new maps and levels for Xenonauts? This is the place to do it!</description>
		<language>en</language>
		<lastBuildDate>Thu, 23 May 2013 15:09:42 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>3</ttl>
		<image>
			<url>http://www.goldhawkinteractive.com/forums/images/misc/rss.png</url>
			<title>Xenonauts Forums - Xenonauts Mapping</title>
			<link>http://www.goldhawkinteractive.com/forums/</link>
		</image>
		<item>
			<title>Community Map Pack</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/5156-Community-Map-Pack?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 19:26:26 GMT</pubDate>
			<description>This will be the unholy alliance of community maps thread.  
 
Here I will outline the rules and regulations.  
 
I will update this thread at the...</description>
			<content:encoded><![CDATA[<div>This will be the unholy alliance of community maps thread. <br />
<br />
Here I will outline the rules and regulations. <br />
<br />
I will update this thread at the weekend and put together the first community map pack once I have submissions. Either PM me or reply in this thread with details. <br />
<br />
<br />
<b><u>The rules</u></b><br />
<br />
1) Naming - All files will need a standard naming scheme. <br />
<br />
Maps<br />
<br />
<b>Tileset_MapName_ufoType_modder</b><br />
<br />
E.g. Town_UberTown_Corvette_scout_flash<br />
<br />
Submaps<br />
<br />
<b>Tileset_submapName_Width&amp;Height_modder</b><br />
<br />
E.g. Farm_Crumblingbarn_8x10_flash<br />
<br />
2) Custom Submaps should be placed in a folder that says<br />
<br />
<b>Tileset_submaptype_modder</b><br />
<br />
E.g. Soviet_KGB_flash<br />
<br />
<br />
3) Size and spawns must follow Chris's map guidelines<br />
<br />
<a href="http://www.goldhawkinteractive.com/forums/showthread.php/4829-Mapping-Guidelines" target="_blank">Read here</a><br />
<br />
4) All maps must be tested in game or in quick battle before submission. <br />
<br />
5) All maps must include all custom submaps in the correct folder structure. This also includes fixed spectres. <br />
<br />
6) If your map is put into the game it will be removed from the map pack.<br />
<br />
7) If you create a submap based on an in game version, ensure it is in the matching submap folder.<br />
If it is a new submap type see above<br />
<br />
8) The map must allow for troops and vehicles to get around.<br />
<br />
9) Maps should be of a good standard.<br />
<br />
10) By joining this map pack you give permission for other Xenonauts to use your submaps.</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>flashman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/5156-Community-Map-Pack</guid>
		</item>
		<item>
			<title>fun with stairs</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/5141-fun-with-stairs?goto=newpost</link>
			<pubDate>Mon, 20 May 2013 16:42:05 GMT</pubDate>
			<description>As the title suggests i am having sooo much fun with stairs. I even made a submap just of staircases to find out what is wrong.  
 
After testing i...</description>
			<content:encoded><![CDATA[<div>As the title suggests i am having sooo much fun with stairs. I even made a submap just of staircases to find out what is wrong. <br />
<br />
After testing i now how some staircase rules to ensure that you can get up them. <br />
<br />
1. Avoid building against the edge of submap. Notably the ne and nw sides. <br />
2. Build in an open area in middle of submap.<br />
3. Create an open landing around the top of staircase at least 1 tile deep because of teleport issues when climbing.</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>flashman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/5141-fun-with-stairs</guid>
		</item>
		<item>
			<title>Level Editor Fix</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/5113-Level-Editor-Fix?goto=newpost</link>
			<pubDate>Fri, 17 May 2013 17:20:52 GMT</pubDate>
			<description><![CDATA[Just a quick heads-up so everyone is aware - the current issues with the level editor are caused by the file compression in the archives. We're doing...]]></description>
			<content:encoded><![CDATA[<div>Just a quick heads-up so everyone is aware - the current issues with the level editor are caused by the file compression in the archives. We're doing this to reduce the total number of files in the game down to a reasonable level; the latest versions of the game have about 40,000 files in them instead of 130,000 as the tiles and some of the sprites have been put inside archive files from which the game can read.<br />
<br />
Unfortunately, the level / sub-map editor cannot read or manipulate these files when they are sealed inside the archive, so at the moment the level / sub-map editor isn't working properly.<br />
<br />
Therefore I've put together all the tiles in the game in a 270mb zip for mappers to use here: <a href="https://dl.dropboxusercontent.com/u/26290309/tiles.zip" target="_blank">https://dl.dropboxusercontent.com/u/26290309/tiles.zip</a><br />
 <br />
Simply unzip the contents into the /tiles/ directory in your /assets/ folder (you may have to create this) and the game should use them without any issues, as it will load files from the /tiles/ directory before it loads them from the /tiles/ directory in its archive files.<br />
<br />
It's great to see the community producing maps now, and I plan to sit down and give them a proper play at some point and see if more can be incorporated into the full game (Moxar already has a few in there now).</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>Chris</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/5113-Level-Editor-Fix</guid>
		</item>
		<item>
			<title>New custom submaps</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/5066-New-custom-submaps?goto=newpost</link>
			<pubDate>Wed, 15 May 2013 00:27:50 GMT</pubDate>
			<description>I started by creating Soviet submaps because the tileset is so bare. I had to steal some furniture props from the town tileset and industrial. 
...</description>
			<content:encoded><![CDATA[<div>I started by creating Soviet submaps because the tileset is so bare. I had to steal some furniture props from the town tileset and industrial.<br />
<br />
Soviet_Propaganda with printing press<br />
Soviet_stasi <br />
Soviet_stasi_flash2 with a gaol in the back <br />
Soviet_workshop with a garage and tools with conveyor belt<br />
Soviet_bungalows_pair - as it says, with luxurious ensuite bedroom/bathroom/kitchens<br />
Soviet_bungalow_pair_joined<br />
Soviet_notbungalow_2storey_joined<br />
Soviet_garage<br />
Soviet_garage2<br />
Soviet_records room<br />
Soviet_shop<br />
Soviet_FlatsLR<br />
Soviet_flatsUD<br />
Soviet_gas_station<br />
Soviet_KGB<br />
Soviet_rich house<br />
Soviet_rich_balcony <br />
soviet_wood_office<br />
soviet_wood_store<br />
soviet_wood_outbuilding<br />
2 props 4x4cover<br />
5 props 3x3 cover<br />
Soviet_politburo 2 versions<br />
added factoryLR_flash this is the default sub map with stuff inside it<br />
added factoryLR 5 versions total<br />
<br />
4x sandbag military roadblocks 2NE 2NW<br />
1 large military barracks<br />
1 hospital<br />
4x4 sandbag props - about 12 versions in the sub map folder so it will randomly pick 1<br />
<br />
NEW! Crazy flats based on a real design with an overhang<br />
CRazy looking tech lab with each level increasing in size<br />
Soviet Politburo<br />
<br />
<a href="https://www.dropbox.com/s/rzevi4r7sz0rq9j/flash%20soviet%20%20submaps%20version3.rar?m" target="_blank">Soviet Submaps version 3</a><br />
<br />
<br />
<img src="http://i40.tinypic.com/35b6m1t.jpg" border="0" alt="" /><br />
<br />
<img src="http://i41.tinypic.com/nysbvn.jpg" border="0" alt="" /><br />
<br />
<img src="http://i43.tinypic.com/r1d6s4.jpg" border="0" alt="" /><br />
<br />
<img src="http://i39.tinypic.com/bhnbkh.jpg" border="0" alt="" /><br />
<br />
<img src="http://i43.tinypic.com/24n4heu.jpg" border="0" alt="" /><br />
<br />
<img src="http://i43.tinypic.com/64nxfr.jpg" border="0" alt="" /><br />
<br />
<img src="http://i44.tinypic.com/dztrno.jpg" border="0" alt="" /></div>


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			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>flashman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/5066-New-custom-submaps</guid>
		</item>
		<item>
			<title>MM Maps</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/5027-MM-Maps?goto=newpost</link>
			<pubDate>Mon, 13 May 2013 21:03:00 GMT</pubDate>
			<description><![CDATA[So I played a little with the Level & Submap Editor and these are the results. For now only arctic maps. 
Feel free to comment, anything between...]]></description>
			<content:encoded><![CDATA[<div>So I played a little with the Level &amp; Submap Editor and these are the results. For now only arctic maps.<br />
Feel free to comment, anything between &quot;Worst maps ever&quot; and &quot;A masterful display of map crafting&quot; is welcome :cool:<br />
&quot;Variation&quot; sounds boring but I think in most cases you won't even notice that you have already played the map.<br />
I will have to redo the maps as soon as all UFO are ingame and reorient them accordingly.<br />
There is also a new cabin submap. A picture is included in the zip file.<br />
<br />
Do you like a part of the map (like lakes which are bothersome to make) but want to change other parts? Feel free use the maps as a editing base as you like. <br />
<br />
<b>Arctic 1.0</b><br />
for Xenonauts 18.5<br />
Download: <a href="http://www.share-online.biz/dl/TH2B0SMMPRM" target="_blank">http://www.share-online.biz/dl/TH2B0SMMPRM</a><br />
<br />
<div class="cms_table"><table width="500" class="cms_table_grid" align="left"><tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_lightscout1_MM</td>
<td class="cms_table_grid_td">Rocky with a cabin</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_lightscout2_MM</td>
<td class="cms_table_grid_td">Rocky</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_lightscout3_MM</td>
<td class="cms_table_grid_td">Rocky with forest</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_lightscout4_MM</td>
<td class="cms_table_grid_td">Rocky with lakes</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_lightscout5_MM</td>
<td class="cms_table_grid_td">Big lakes</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_lightscout6_MM</td>
<td class="cms_table_grid_td">Forest with lakes</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_small1_MM</td>
<td class="cms_table_grid_td">Variation of lightscout1</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_small2_MM</td>
<td class="cms_table_grid_td">Variation of lightscout2</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_small3_MM</td>
<td class="cms_table_grid_td">Variation of lightscout3</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_small4_MM</td>
<td class="cms_table_grid_td">Variation of lightscout4</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_small5_MM</td>
<td class="cms_table_grid_td">Variation of lightscout5</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_small6_MM</td>
<td class="cms_table_grid_td">Variation of lightscout6</td>
<td class="cms_table_grid_td">60x60</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_medium1_MM</td>
<td class="cms_table_grid_td">Variation of lightscout1</td>
<td class="cms_table_grid_td">70x70</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_medium2_MM</td>
<td class="cms_table_grid_td">Rocky</td>
<td class="cms_table_grid_td">70x70</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">arctic_medium3_MM</td>
<td class="cms_table_grid_td">Rocks, forest &amp; lakes</td>
<td class="cms_table_grid_td">70x70</td>
</tr>
</table></div>
</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>Mothman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/5027-MM-Maps</guid>
		</item>
		<item>
			<title>Cross tile set props request</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/4983-Cross-tile-set-props-request?goto=newpost</link>
			<pubDate>Sat, 11 May 2013 17:40:01 GMT</pubDate>
			<description>Chris  
 
I am having a major headache with the submap editor constantly crashing. As a result I am unable create submaps or do much with them.  
 
I...</description>
			<content:encoded><![CDATA[<div>Chris <br />
<br />
I am having a major headache with the submap editor constantly crashing. As a result I am unable create submaps or do much with them. <br />
<br />
I would also like to make maps that are universal without the need for anything other than the .xml.<br />
<br />
As a result I would like to request by default that tile sets share/have access to more of the outdoor props. <br />
<br />
Request outdoor props<br />
<br />
Dead body props - civilians - not to be morbid -but we need terrifying terror sites<br />
all vehicles to be on all tile sets - soviets sold to middle east etc.<br />
street lights - highway through the countryside etc<br />
bins<br />
car parks <br />
crates/pipes etc to be on all tilesets<br />
chain fence universal<br />
power station substation submap universal<br />
trees<br />
tree stumps<br />
flowerbeds<br />
guard houses<br />
plant pots - for gardens<br />
waiting chairs for use outside<br />
railroad tracks without base colour- like buffers or with concrete base<br />
fruit stands<br />
park tables<br />
picnic bench<br />
picnic blankets<br />
benches<br />
vents for our secret underground bases<br />
pipelines- oil desert :)<br />
Railway carriages and connectors<br />
buffers<br />
haybales<br />
<br />
I would also like to see <br />
Different grass/concrete colours to be universal - the soviet Union/USA are massive countries and you could create something cool within the set aesthetic using different tones. <br />
<br />
I know you want each tileset to be unique but honestly most of these props would be found world wide and would help to reduce item repetition in maps.</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>flashman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/4983-Cross-tile-set-props-request</guid>
		</item>
		<item>
			<title><![CDATA[Flash's maps]]></title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/4979-Flash-s-maps?goto=newpost</link>
			<pubDate>Sat, 11 May 2013 09:30:47 GMT</pubDate>
			<description><![CDATA[I have combined all my maps and submaps into 1 simple download as It was getting confusing! 
 
Flashman's Combined Map pack 18.5 Compatible 
 
 8...]]></description>
			<content:encoded><![CDATA[<div>I have combined all my maps and submaps into 1 simple download as It was getting confusing!<br />
<br />
<font color="#4B0082">Flashman's Combined Map pack 18.5 Compatible</font><br />
<br />
 8 60x60 maps for scout and corvette<br />
Arctic_flash1v2<br />
desert_flash1v2<br />
Industrial _flash1v2<br />
middleeast_flash1v2<br />
soviet_terror_flash1v2<br />
Town_terror_Flash1v2<br />
Soviet_terror_stockyard<br />
[NEW] soviet_terror_military_barracks<br />
<br />
3x large soviet Terror 70x70- all different with custom submaps<br />
Flashv2<br />
Flashv3<br />
Flashv4<br />
<br />
---------------------------------------------------------------------------------------------------------<br />
<a href="https://www.dropbox.com/s/qzlmwclftl5pwup/Flashmaps%20v4.rar?m" target="_blank">Combined Map pack V5 with all submaps</a><br />
<br />
updated 19/05 13.37<br />
---------------------------------------------------------------------------------------------------------<br />
<br />
<a href="https://www.dropbox.com/s/qzlmwclftl5pwup/Flashmaps%20v4.rar?m" target="_blank">Archived map pack v2</a><br />
<br />
<br />
Below is a rough screen shot collage of part of the military barracks level<br />
<br />
<img src="http://i40.tinypic.com/24lt276.jpg" border="0" alt="" /></div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>flashman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/4979-Flash-s-maps</guid>
		</item>
		<item>
			<title>problem testing soviet terror site</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/4972-problem-testing-soviet-terror-site?goto=newpost</link>
			<pubDate>Fri, 10 May 2013 20:55:41 GMT</pubDate>
			<description>I have created a soviet town site - corvette 
 
i am trying to test it with quick battle but it never selects the map I need 
 
My map is called...</description>
			<content:encoded><![CDATA[<div>I have created a soviet town site - corvette<br />
<br />
i am trying to test it with quick battle but it never selects the map I need<br />
<br />
My map is called &quot;flash&quot;<br />
<br />
Am I doing something wrong in editing quick battle.xml<br />
<br />
thanks</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>flashman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/4972-problem-testing-soviet-terror-site</guid>
		</item>
		<item>
			<title><![CDATA[It's the Stinky's terrible maps thread.]]></title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/4971-It-s-the-Stinky-s-terrible-maps-thread?goto=newpost</link>
			<pubDate>Fri, 10 May 2013 20:23:31 GMT</pubDate>
			<description><![CDATA[I'm having a go at making maps. Today's the first time I've even looked at the level editor. I'm not very good at it. But if you want more maps, you...]]></description>
			<content:encoded><![CDATA[<div>I'm having a go at making maps. Today's the first time I've even looked at the level editor. I'm not very good at it. But if you want more maps, you might as well give these a try. Note that I haven't extensively tested them.<br />
<br />
What I'm doing is making one map, then altering it rather than completely redoing it. As a result, the area around the dropship is the same on all maps. However, the alien's ship moves around (it's always at the top, though), and buildings/scenery changes. Alien spawn points are also different on each map. This is to try and make encounters feel a bit more random than they are at the moment, even if the not-random-placement bug is a major factor in that. It's also to try and prevent the &quot;learning&quot; of levels. It's certainly not because I'm a lazy git.<br />
<br />
If you see any muckups, please post about it here. A screenshot would be great!<br />
<br />
Also, the ground is boring, yes. I'm naff at making it look good. Sorry about that.<br />
----<br />
Edit: I was talking about my ME map 1 levels in this thread (for light scout, scout, and corvette), but I've since gone and made a map pack. The maps are in there. <a href="http://www.mediafire.com/download/xvjqdjezocj97vo/Stinky_Maps.zip" target="_blank">Here's a link.</a> Sorry about broken links!</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator><![CDATA[Ol' Stinky]]></dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/4971-It-s-the-Stinky-s-terrible-maps-thread</guid>
		</item>
		<item>
			<title>Map competition proposal</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/4908-Map-competition-proposal?goto=newpost</link>
			<pubDate>Mon, 06 May 2013 22:34:45 GMT</pubDate>
			<description>@Chris  
The game needs a lot more variety of maps, as stated by you before that means a lot more work. 
 
To this end, I think you should host the...</description>
			<content:encoded><![CDATA[<div>@Chris <br />
The game needs a lot more variety of maps, as stated by you before that means a lot more work.<br />
<br />
To this end, I think you should host the Goldhawk version of the Unreal map competition. Set out the rules, Give say 4 weeks to complete. 1 entry per person. <br />
<br />
All maps once submitted can be freely used by Goldhawk<br />
<br />
Pick a tile set or range for the compo- to help fluff out the emptiest areas.<br />
Set criteria, such as where you want the drop ships located etc, size. <br />
How to upload the map and where to save it. <br />
I would recommend having 2 thread. 1 st is the compo thread, second is the map submission thread where mods delete all non map posts to help yourself stay organised. <br />
There can be 3 stages of rewards. <br />
<br />
Top 5/10 maps are gifted 1 free copy of Xenonauts<br />
Top 3 maps get a chosen name in the game.<br />
Winner gets to put the chosen name to a portrait in the game. <br />
<br />
You could do it as a kickstarter announcement as well to push more interest. <br />
<br />
I know you like to have a certain look/aesthetic, however maps are an area where a range is often better than the vision. This is because one person can become very repetitive in their motions and 5 very different maps can end up feeling very similar. <br />
<br />
Andrew</div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>flashman</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/4908-Map-competition-proposal</guid>
		</item>
		<item>
			<title>Mapping Guidelines</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/4829-Mapping-Guidelines?goto=newpost</link>
			<pubDate>Mon, 29 Apr 2013 11:06:43 GMT</pubDate>
			<description>If you want to make maps that fit in with the official Goldhawk maps (and possibly have a chance of being included in the game), then please follow...</description>
			<content:encoded><![CDATA[<div>If you want to make maps that fit in with the official Goldhawk maps (and possibly have a chance of being included in the game), then please follow the guidelines below. Non-compliant maps won't be included in the game for obvious reasons. If you're just mapping for fun, though, feel free to do whatever you like.<br />
<br />
<u><b>Goldhawk Mapping Guidelines - Crash Sites</b></u><br />
<br />
<ul><li style="">Crash Site maps use the following tilesets: Arctic, Farm, Desert, Middle East</li><li style="">To function in the game, they must include both a dropship spawn point (Chinook / Shrike / Valkyrie) and a UFO spawn area.</li><li style="">Map size is defined by the UFO in the map. Do not mix UFOs from different categories in a map (so don't put a Scout and Light Scout in the same map):<br />
<ul><li style="">Light Scout - Light Scout (~60x60)</li><li style="">Small - Scout / Corvette (~60x60)</li><li style="">Medium - Landing Ship / Cruiser (~70x70)</li><li style="">Large - Carrier / Battleship (as required)</li></ul><br /></li><li style="">You should only place one UFO crash position for each UFO type in each map, and one dropship spawn position for each dropship type. This allows more intelligent placement of alien spawn points, as you know where both the dropship and UFO will be.</li><li style="">UFOs at present always face to the SE, which means that they should be placed on the upper edge or sides of the map rather than on the bottom edge. UFO hulls are not destructible (and often behave a bit strangely) so the doors should be immediately accessible.</li><li style="">Where possible, maps should be divided into at least three &quot;sections&quot; by objects that block line of sight through them (a wall, a building, a thick forest etc). Without this, units can see their full sight range so the maps are dominated by long range sniping, and there's no chance of those X-Com moment where you walk around a corner and find yourself face-to-face with an alien. If you're unsure, look at our maps for examples of how that can be done.</li></ul><br />
 <br />
<u><b>Goldhawk Mapping Guidelines - Terror Sites</b></u><br />
<ul><li style="">Terror Sites use the following tilesets: Town, Soviet Town</li><li style="">The map size is defined by the UFO that spawns the terror site, but the UFO itself does not actually appear on the terror map.</li><li style="">The following UFOs spawn terror maps, and the map size to use is as follows:<br />
<ul><li style="">Corvette (60x60)</li><li style="">Landing Ship (60x60)</li><li style="">Cruiser (70x70)</li><li style="">Carrier (70x70)</li><li style="">Battleship (70x70)</li><li style="">You can therefore share maps between the Corvette / Landingship and the Cruiser / Carrier / Battleship.</li></ul><br /></li><li style="">These maps do not need the &quot;sections&quot; like the crash sites. Rather, they are more about urban warfare.</li><li style="">The buildings should mostly be around the outside of the map, with a central open area (perhaps containing one building if needed) and roads dividing the areas.</li><li style="">These maps need a lot of cover. The flowerbeds are excellent for this.</li><li style="">The lamp posts and traffic lights are excellent for visually filling up open areas beside the road without actually filling it, which makes the maps less cramped. Cars, buses and newspaper stands are good for more meaningful cover.</li></ul></div>

]]></content:encoded>
			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>Chris</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/4829-Mapping-Guidelines</guid>
		</item>
		<item>
			<title>One map per week</title>
			<link>http://www.goldhawkinteractive.com/forums/showthread.php/4768-One-map-per-week?goto=newpost</link>
			<pubDate>Thu, 25 Apr 2013 22:05:27 GMT</pubDate>
			<description>Hi everybody! 
 
We had some discussion about this earlier, but no one seems realy interested due to the alpha stage of the game. Now is beta, now is...</description>
			<content:encoded><![CDATA[<div>Hi everybody!<br />
<br />
We had some discussion about this earlier, but no one seems realy interested due to the alpha stage of the game. Now is beta, now is the time for map creation!<br />
<br />
As we all know, one of the most boring aspect of Xenonauts is the lack of variation between missions due to a lack of variation of maps. Of course, we can't blame Chris (well, actually we can, always blame the project leader, dat's his job!) for spending more time to communicate and dev the game than making new maps for now. This is why I will (try) to propose at least a new map every week to the community.<br />
<br />
To test them, please report to <a href="http://xenowiki.goldhawkinteractive.com/index.php?title=Mapping:_Creating_new_in-game_battlefields#Testing_your_maps:" target="_blank">this article</a><br />
<br />
Feel free to share your feelings about the maps!<br />
<br />
<font color="red"><font size="5">***Updated 18 May 2013***</font></font><br />
<br />
<b><a href="http://www.mediafire.com/?r9jp6b99tm6u992" target="_blank">download full pack (v18.4) (25)</a></b><br />
<b><a href="http://www.mediafire.com/?buw3cs035qpqy5g" target="_blank">download full pack (v18.3.2) (25)</a></b><br />
<br />
<div class="cms_table"><table class="cms_table_grid"><tr valign="top" class="cms_table_grid_tr"><th class="cms_table_grid_th">map name</th>
<th class="cms_table_grid_th">tileset</th>
<th class="cms_table_grid_th">ufo type</th>
<th class="cms_table_grid_th">update</th>
<th class="cms_table_grid_th">version</th>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_industrial_lightscout1.xml</td>
<td class="cms_table_grid_td">industrial</td>
<td class="cms_table_grid_td">lightscout</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_industrial_lightscout2.xml</td>
<td class="cms_table_grid_td">industrial</td>
<td class="cms_table_grid_td">lightscout</td>
<td class="cms_table_grid_td">10-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_industrial_small1.xml</td>
<td class="cms_table_grid_td">industrial</td>
<td class="cms_table_grid_td">corvette, scout</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_industrial_small2.xml</td>
<td class="cms_table_grid_td">industrial</td>
<td class="cms_table_grid_td">corvette, scout</td>
<td class="cms_table_grid_td">10-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_industrial_medium1.xml</td>
<td class="cms_table_grid_td">industrial</td>
<td class="cms_table_grid_td">landingship, cruiser</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_industrial_medium2.xml</td>
<td class="cms_table_grid_td">industrial</td>
<td class="cms_table_grid_td">landingship, cruiser</td>
<td class="cms_table_grid_td">10-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_desert_lightscout1.xml</td>
<td class="cms_table_grid_td">desert</td>
<td class="cms_table_grid_td">lightscout</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_desert_small1.xml</td>
<td class="cms_table_grid_td">desert</td>
<td class="cms_table_grid_td">corvette, scout</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_desert_medium1.xml</td>
<td class="cms_table_grid_td">desert</td>
<td class="cms_table_grid_td">landingship, cruiser</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_middleeast_lightscout1.xml</td>
<td class="cms_table_grid_td">middleeast</td>
<td class="cms_table_grid_td">lightscout</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_middleeast_lightscout2.xml</td>
<td class="cms_table_grid_td">middleeast</td>
<td class="cms_table_grid_td">lightscout</td>
<td class="cms_table_grid_td">11-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_middleeast_small2.xml</td>
<td class="cms_table_grid_td">middleeast</td>
<td class="cms_table_grid_td">corvette, scout</td>
<td class="cms_table_grid_td">11-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_middleeast_small1.xml</td>
<td class="cms_table_grid_td">middleeast</td>
<td class="cms_table_grid_td">corvette, scout</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_middleeast_medium1.xml</td>
<td class="cms_table_grid_td">middleeast</td>
<td class="cms_table_grid_td">landingship, cruiser</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_middleeast_medium2.xml</td>
<td class="cms_table_grid_td">middleeast</td>
<td class="cms_table_grid_td">landingship, cruiser</td>
<td class="cms_table_grid_td">18-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_farm_lightscout1.xml</td>
<td class="cms_table_grid_td">farm</td>
<td class="cms_table_grid_td">lightscout</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_farm_small1.xml</td>
<td class="cms_table_grid_td">farm</td>
<td class="cms_table_grid_td">corvette, scout</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_farm_medium1.xml</td>
<td class="cms_table_grid_td">farm</td>
<td class="cms_table_grid_td">landingship, cruiser</td>
<td class="cms_table_grid_td">03-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_arctic_lightscout1.xml</td>
<td class="cms_table_grid_td">arctic</td>
<td class="cms_table_grid_td">lightscout</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_arctic_small1.xml</td>
<td class="cms_table_grid_td">arctic</td>
<td class="cms_table_grid_td">scout, corvette</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_arctic_medium1.xml</td>
<td class="cms_table_grid_td">arctic</td>
<td class="cms_table_grid_td">landingship, cruiser</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_town_smallterror1.xml</td>
<td class="cms_table_grid_td">town</td>
<td class="cms_table_grid_td">corvette, landingship</td>
<td class="cms_table_grid_td">30-04-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_town_mediumterror1.xml</td>
<td class="cms_table_grid_td">town</td>
<td class="cms_table_grid_td">cruiser, carrier, battleship</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_soviettown_smallterror1.xml</td>
<td class="cms_table_grid_td">soviettown</td>
<td class="cms_table_grid_td">corvette, landingship</td>
<td class="cms_table_grid_td">30-04-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">mox_soviettown_mediumterror1.xml</td>
<td class="cms_table_grid_td">soviettown</td>
<td class="cms_table_grid_td">cruiser, carrier, battleship</td>
<td class="cms_table_grid_td">04-05-2013</td>
<td class="cms_table_grid_td">18.4</td>
</tr>
</table></div>
<br />
Changelog 18 may<br />
<ul><li style="">One new middleeast map for medium slot. It's a map from a previous batch that I forgot to upload.</li></ul><br />
<br />
Changelog 11 may<br />
<ul><li style="">2 more maps for middleeast: lightscout and scout/corvette.</li><li style="">middleeast use now crates props</li><li style="">a new prop has bees designed for middleeast tileset: ruins (15x15). It exists in four variations, and can be placed on any ground.</li><li style="">2 new props have bees designed for middleeast tileset: marketplace (10x10 and 20x20). It can be placed on any ground.</li></ul><br />
<br />
Changelog 10 may<br />
<ul><li style="">3 more maps available for industrial tileset. They are available for download with both map packs.</li></ul><br />
<br />
Changelog 8 may<br />
<ul><li style="">Suppression of some submaps now native of v18.4. If you play v18.3, please use the v18.3.2 pack.</li></ul><br />
<br />
Changelog 4 may<br />
<ul><li style="">2 arctic maps have been added: a small and a medium. Arctical tileset has now chainfences.</li><li style="">2 terror maps (town and soviettown tilesets) have been added for medium terror site (battleship, carrier, cruiser). Soviettown tileset now has industrial concrete, since there is not yet a proper soviet concrete.</li><li style="">lightscout maps have been tweaked a little regarding Chris's comments. There is no more alien spawn spot inside Ufos, and the Chinook no longer face an edge.</li></ul><br />
<br />
Changelog 3 may<br />
<ul><li style="">4 medium maps (landingship and cruiser) and a small have been added to the pack for farm, industrial, middleeast and desert tilesets. All should follow Goldhawk's standarts, but I'm waiting Chris's &quot;validation&quot; (as we so often wait for Desura's!).</li></ul><br />
<br />
Changelog 2 may<br />
<ul><li style="">Corvette maps now share their design with scouts. The files have been renamed. You should probably restaure the Goldhawk's backup before installing/updating this map pack.</li></ul><br />
<br />
Changelog 1 may<br />
<ul><li style="">Addition of a farm map for corvette.</li><li style="">Addition of a industrial map for corvette.</li><li style="">Addition of a desert map for corvette.</li></ul><br />
<br />
Changelog 30 april, later<br />
<ul><li style="">Correction of bugs in two submaps responsible for CTD.</li></ul><br />
<br />
Changelog 30 april<br />
<ul><li style=""><b>mox_industrial_lightscout2</b> and <b>mox_farm_lightscout2</b> have been removed as they did not follow the Goldhawk's standarts.</li><li style="">All maps have now a unique spawn spot for Xenonauts and a unique spawnspot for aliens</li><li style="">All maps are now bound to only one ufo type.</li><li style="">All maps should now be more faithfull with Goldhawk's standarts.</li></ul><br />
<br />
Changelog 29 april, later...<br />
<ul><li style="">New industrial map, lots of rail</li></ul><br />
<br />
Changelog 29 april, late<br />
<ul><li style="">New farm map, more like a forest mal actually</li><li style="">All Ufo maps are now available for scouts and smallscouts.</li></ul><br />
<br />
Changelog 28 april, a little later<br />
<ul><li style="">New soviettown map</li></ul><br />
<br />
Changelog 28 april, early on the morning...<br />
<ul><li style="">all lightcout maps are now 60x60</li><li style="">new submaps added to help leveldesign</li><li style="">individual map links have been removed. Everything is now within the .zip file</li></ul></div>

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			<category domain="http://www.goldhawkinteractive.com/forums/forumdisplay.php/11-Xenonauts-Mapping">Xenonauts Mapping</category>
			<dc:creator>Moxar</dc:creator>
			<guid isPermaLink="true">http://www.goldhawkinteractive.com/forums/showthread.php/4768-One-map-per-week</guid>
		</item>
	</channel>
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