soapmode Posted February 11, 2012 Share Posted February 11, 2012 (edited) After playing around with the map editors a while, I've a couple of simple offerings that will hopefully be of some use: Submaps Orchard Much like the one in the original XCOM game. Size (10x10). Submap Data (Preferred Folder Name: "SMOrchard") SMOrchard XML Farm Storage Shed A single storey concrete and corrugated iron storehouse for fertilizer or diesel. Size (10x10). Submap Data (Preferred Folder Name: "SMFarmstorage") SMFarmstorage XML Grass Field A basic, large grass field for use with constructing larger farm maps. Size (20x20). Submap Data (Preferred Folder Name: "SMGrassfield20x20") SMGrassfield20x20 XML Edited February 14, 2012 by soapmode Quote Link to comment Share on other sites More sharing options...
peren Posted February 11, 2012 Share Posted February 11, 2012 Those look great! I hope they get put into the game. If not, I guess I just learn how to add this stuff. Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted February 11, 2012 Share Posted February 11, 2012 nice! =] the blue half fuel tank looks a little weird though Quote Link to comment Share on other sites More sharing options...
soapmode Posted February 11, 2012 Author Share Posted February 11, 2012 It's supposed to be an above ground diesel tank that's flush with the wall, though I guess if you know the texture map has another half it could look a little weird. I'll see if there's a better replacement. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 11, 2012 Share Posted February 11, 2012 I kinda liked it as it is. and I'm glad to see the barrels inside isnt just arranged to look pretty but looks like it's been thought through from a tactical point of view. What kind of cover does those trees provide? Are those trees placed in the center of a tile or on the edge of a tile? And how easy do they break? Quote Link to comment Share on other sites More sharing options...
Belmakor Posted February 12, 2012 Share Posted February 12, 2012 Did you just take existing sprites to make these? Would like to play around with the map editor but just don't even know where to begin! Quote Link to comment Share on other sites More sharing options...
soapmode Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) What kind of cover does those trees provide? Are those trees placed in the center of a tile or on the edge of a tile? And how easy do they break? Good questions, I'll check the spectre settings in the submap editor and get back to you. The trees are in the centre, btw. Did you just take existing sprites to make these? Would like to play around with the map editor but just don't even know where to begin! Yeah, these were made with the premade spectres in the assets/tiles/ dir of the Xenonauts install. Just read the guide to mapping that's stickied in this forum, it's pretty simple. The submap editor is a tad fussy though and requires a bit of practice. Edited February 13, 2012 by soapmode Quote Link to comment Share on other sites More sharing options...
Chris Posted February 13, 2012 Share Posted February 13, 2012 Nice to see some people playing around with the editor! Those tree tiles won't make it into the final game though - they're a relic from the original Farm tileset and don't really work very well from a game mechanics point of view. Nor is the painting style on them consistent with our new tiles. I might see if we can model up a few trees that fit the current tile dimensions a bit better though. Having an orchard would be nice, even if only for nostalgia purposes. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted February 13, 2012 Share Posted February 13, 2012 Chris is it possible to place any objects (such as Trees) in the corner of a tile? So that they are effectivly placed in the intersection rather then occupying a tile. They would be harder to use as cover for certain angles and wouldnt obstruct pathing as much. IS that possible already? Quote Link to comment Share on other sites More sharing options...
soapmode Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) It's possible to alter the object's place on the tile by changing the pivot settings, so those trees could easily be set up to sit on the corner or edge of a tile. If there's a better tree texture in the next update I'll definitely update the map. I like the nostalgia value as well, but I also recall the orchard submap being one of the more tense tiles to explore, as the trees left a lot of room to hide. Edited February 13, 2012 by soapmode Quote Link to comment Share on other sites More sharing options...
soapmode Posted February 14, 2012 Author Share Posted February 14, 2012 Added a grass field 20 x 20 groundmap to the first post. Would be cool if other people made some more with the other ground tile options, as they can be pretty time consuming to set up. Quote Link to comment Share on other sites More sharing options...
Chris Posted February 14, 2012 Share Posted February 14, 2012 I'll add this to the future builds so it can be used as a base for other maps in the future. Quote Link to comment Share on other sites More sharing options...
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