Skitso Posted February 15, 2015 Share Posted February 15, 2015 (edited) Skitso's Alien Base Booster Pack The vanilla game has practically only 3 different small and medium sized alien bases where only variations are different race specific rooms. This map pack has 21 completely unique maps and also more than five times the number of unique submap variations for each room. This pack also fixes a few small but annoying graphical tile issues the alien bases had. (some inner corners had ugly gaps and some outer corners didn't tile perfectly. DOWNLOAD INSTALLATION: (important stuff) As all my new maps are named differently compared to vanilla (for reasons), you should delete all three original map files from each folder listed below before installing this pack. /assets/maps/alienbase/basemaps/alienbase.medium.andron /assets/maps/alienbase/basemaps/alienbase.medium.caesan /assets/maps/alienbase/basemaps/alienbase.medium.sebillian /assets/maps/alienbase/basemaps/alienbase.small.andron /assets/maps/alienbase/basemaps/alienbase.small.caesan /assets/maps/alienbase/basemaps/alienbase.small.sebillian After that, just unpack the archive file into install directory/assets/ Edited March 20, 2015 by Skitso Quote Link to comment Share on other sites More sharing options...
drages Posted February 15, 2015 Share Posted February 15, 2015 Yeee! Ilunak should add them to CE! Quote Link to comment Share on other sites More sharing options...
kabill Posted February 15, 2015 Share Posted February 15, 2015 Awesome, I'm just getting to the point in my current game where this will be useful. Look forward to trying them out Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 16, 2015 Author Share Posted February 16, 2015 I found and fixed a couple of small bugs (nothin major) but everyone wanting an optimal experience should probably download the pack again. Sorry. OP link updated. Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 16, 2015 Author Share Posted February 16, 2015 (edited) Also, I forgot to put an important installation information there in the first place. As all my new maps are named differently compared to vanilla, you should delete all three original maps from each folder listed below before installing this pack. /assets/maps/alienbase/basemaps/alienbase.medium.andron /assets/maps/alienbase/basemaps/alienbase.medium.caesan /assets/maps/alienbase/basemaps/alienbase.medium.sebillian /assets/maps/alienbase/basemaps/alienbase.small.andron /assets/maps/alienbase/basemaps/alienbase.small.caesan /assets/maps/alienbase/basemaps/alienbase.small.sebillian Why is this procedure needed? Well, the alien base map names are identical to each other in the vanilla game. (small sebillian and small andron base maps share the same name for example) As the game saves the information about which maps player has visited in the save file, it would have ingnored many of my new maps. In other words, if you had visited a small sebillian base, you would not get small andron or small caesan map with the same running number) Make sense? Edited February 16, 2015 by Skitso Quote Link to comment Share on other sites More sharing options...
podbelski Posted February 25, 2015 Share Posted February 25, 2015 cool! Quote Link to comment Share on other sites More sharing options...
kabill Posted February 27, 2015 Share Posted February 27, 2015 Did my first alien base assault using this pack and I thought the map was really good. Some comments: - I like the corridors with the little side-areas - it makes the corridors a little less death-trap like if there's an alien nearby. - I liked the placement of the base power core and the ability to use vents/locked doors to access it. Getting to the power core using an openly accessible route took me about half way through the base but that could have been cut out by going through vents via a locked-out room. This is something that might prove invaluable when playing Dynamic UFOs as it's an interesting means by which a large base might be defeated with an under-powered squad. - The branching felt pretty good, too. For basically the whole map I was able to run my squad in two teams so it felt there were always multiple approaches to moving through the base. So, don't have any comments for improvement (more, please?). Although I did notice a small bug with a corridor leading up to the command room - one of the wall spectres wasn't aligned properly. Steam wouldn't let me take a screenshot for some reason but I made a save there so will grab one on Bandicam later. Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 27, 2015 Author Share Posted February 27, 2015 Thanks for the comments, glad you liked it! A screenshot of the bug you found would be great! (and a map name from the save?) Quote Link to comment Share on other sites More sharing options...
jedgold Posted March 5, 2015 Share Posted March 5, 2015 Thanks for the comments, glad you liked it! A screenshot of the bug you found would be great! (and a map name from the save?) does this work with x-division? Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 6, 2015 Author Share Posted March 6, 2015 Yeah, should be ok. Quote Link to comment Share on other sites More sharing options...
llunak Posted March 7, 2015 Share Posted March 7, 2015 Well, the alien base map names are identical to each other in the vanilla game. (small sebillian and small andron base maps share the same name for example) As the game saves the information about which maps player has visited in the save file, it would have ingnored many of my new maps. In other words, if you had visited a small sebillian base, you would not get small andron or small caesan map with the same running number) Make sense? Not quite. Can I do something about the vanilla maps in X:CE so that there is no need to delete them? Or adjust the code if that's what the fix would be, I don't quite get what the actual technical problem causing this is meant to be. And the more important question : When get I ship this with X:CE (either mod or directly, I don't particularly care, seeing you haven't created a proper mod for of this)? (Also, is there any special reason why you upload to Mediafire instead of the downloads section here?) Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 7, 2015 Author Share Posted March 7, 2015 And the more important question : When get I ship this with X:CE (either mod or directly, I don't particularly care, seeing you haven't created a proper mod for of this)? I'd love to get this merged into X:CE like my Megamix Map Pack! (Also, is there any special reason why you upload to Mediafire instead of the downloads section here?) No. Quote Link to comment Share on other sites More sharing options...
llunak Posted March 7, 2015 Share Posted March 7, 2015 Great, but in that case I could use an answer to the less important question too. Moreover, X:CE doesn't use atlases, so I would need your changes as actual props rather than the merged atlas files. Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 8, 2015 Author Share Posted March 8, 2015 (edited) There's no technical problem in the map names but more of a slight naming issue. The vanilla game has only 3 maps in each base size and (for example) caesan small base 1 and sebillian small base 1 are identical excluding few unique race specific submaps. So the problem is that if you encountered Caesan small base 1, then you would be locked out of sebillian small base 1 and Andron small base 1, at least until you had gone full cycle through all the numbers. In my pack each map has an unique name so they won't lock other maps out of map pool. The issue is tiny, and if you want to fix it, you can rename my stuff how you see fit. EDIT: regarding the atlases, you don't actually even need those. There are three or four 1 pixel fixes that people won't probably even see. They are there mostly for my own sanity. To be frank, I don't even remember what I changed there. Edited March 8, 2015 by Skitso Quote Link to comment Share on other sites More sharing options...
llunak Posted March 8, 2015 Share Posted March 8, 2015 I think I finally get it. But I still don't get the point of deleting the vanilla maps. If using one kicks out all the other matching ones from other races, deleting them will just kick out all of them immediately. Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 8, 2015 Author Share Posted March 8, 2015 Well, this map pack has also the original maps (slightly enchached) in it but only one of each spread through all the races so if the original maps are not deletedz you could get duplicates. Quote Link to comment Share on other sites More sharing options...
llunak Posted March 12, 2015 Share Posted March 12, 2015 Thinking of it a bit more, I think vanilla alien base maps work the way they should. If all alien_base_small_1 maps are the same except for some rooms being race-specific, then it is correct that playing one of them kicks all the matching ones out of rotation, simply because they are basically the same. So I think the correct way of handling this should be renaming your maps that are based on vanilla ones back to the original name, and only your new maps should have unique names. Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 12, 2015 Author Share Posted March 12, 2015 (edited) Yeah, they do work as intended in the vanilla game. But if I do that, there will be duplicates of certain maps that affect the randomization. ie. original maps have double change to be picked from the pool compared to the new ones. Edited March 12, 2015 by Skitso Quote Link to comment Share on other sites More sharing options...
llunak Posted March 12, 2015 Share Posted March 12, 2015 I'm afraid I'm not following again. There are 3 maps per base size (shared between races), and your pack essentially adds 2 new unique maps per race, so I do not see a problem. Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 12, 2015 Author Share Posted March 12, 2015 (edited) Yeah, I worded myself badly there, but here's the real issue that remains: Here's what this pack has now: Caesan: SkitsomapC1 SkitsomapC2 SkitsomapC3 SkitsomapC4 (renamed and improved vanillamap1) Android: SkitsomapA1 SkitsomapA2 SkitsomapA3 SkitsomapA4 (renamed and improved vanillamap2) Sebillian: SkitsomapS1 SkitsomapS2 SkitsomapS3 SkitsomapS4 (renamed and improved vanillamap3) [/Quote] Okay, here's what this pack would have with your proposal: Caesan: SkitsomapC1 SkitsomapC2 SkitsomapC3 Vanillamap1(renamed SkitsomapC4) Android: SkitsomapA1 SkitsomapA2 SkitsomapA3 Vanillamap2 (renamed SkitsomapA4) Sebillian: SkitsomapS1 SkitsomapS2 SkitsomapS3 Vanillamap3 (renamed skitsomapS4) [/Quote] And here's what the vanilla game has: Caesan: Vanillamap1 Vanillamap2 Vanillamap3 Andron: Vanillamap1 Vanillamap2 Vanillamap3 Sebillian: Vanillamap1 Vanillamap2 Vanillamap3 [/Quote] If you now copy/overwrite your proposal to vanilla files above, you'll get Caesan: SkitsomapC1 SkitsomapC2 SkitsomapC3 Vanillamap1 (renamed SkitsomapC4) Vanillamap2 Vanillamap3 Andron: SkitsomapA1 SkitsomapA2 SkitsomapA3 Vanillamap1 Vanillamap2 (renamed SkitsomapA4) Vanillamap3 Sebillian: SkitsomapS1 SkitsomapS2 SkitsomapS3 Vanillamap1 Vanillamap2 Vanillamap3 (renamed skitsomapS4) [/Quote] So, as you see, there's a possibility that the game rolls a non improved vanilla map with this system (for example sebillian vanillamap1) Sorry this is a bit complicated, but I hope you can see the issue now... Edited March 12, 2015 by Skitso Quote Link to comment Share on other sites More sharing options...
llunak Posted March 13, 2015 Share Posted March 13, 2015 I see, so the concern is there will be still non-improved maps. Fair enough, I'll replace the vanilla maps with these then. Quote Link to comment Share on other sites More sharing options...
llunak Posted March 14, 2015 Share Posted March 14, 2015 Ok, one more question: Why are there duplicates of spawn maps (that aren't used anyway AFAICT)? Quote Link to comment Share on other sites More sharing options...
podbelski Posted March 14, 2015 Share Posted March 14, 2015 (edited) finally, I've raided my first alien base - superb stuff Skitso! I reloaded like 30 times b/c it was surprisingly tricky... command room with a single leader cost me about 10 reloads The layout is made in a way he kept killing my poor guys, either by reacting or by darting out. it would have been easier if the bottom-left gate was not shifted into the wall: Edited March 14, 2015 by podbelski Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 15, 2015 Author Share Posted March 15, 2015 Ok, one more question: Why are there duplicates of spawn maps (that aren't used anyway AFAICT)? http://www.goldhawkinteractive.com/forums/showthread.php/12656-X-CE-0-31-HF1-Alien-base-GC-freeze-while-loading Quote Link to comment Share on other sites More sharing options...
Skitso Posted March 15, 2015 Author Share Posted March 15, 2015 finally, I've raided my first alien base - superb stuff Skitso! I reloaded like 30 times b/c it was surprisingly tricky... command room with a single leader cost me about 10 reloads The layout is made in a way he kept killing my poor guys, either by reacting or by darting out. it would have been easier if the bottom-left gate was not shifted into the wall: [ATTACH=CONFIG]6237[/ATTACH] Thanks, I'll fix the map in the next update. Quote Link to comment Share on other sites More sharing options...
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