WalrusJones Posted July 6, 2013 Share Posted July 6, 2013 You would be pleased to hear that I am now using these packs (I set my testing base in an area that allows for literally constant combat..... But its always the same spot, leading to great deals of map redundancy, so I greatly appreciate these new maps.) Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 6, 2013 Author Share Posted July 6, 2013 Cool! I hope you enjoy them. Just bear in mind that some of the map pack 1 stuff is pretty rough, as I was learning by doing. Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 6, 2013 Share Posted July 6, 2013 Cool! I hope you enjoy them. Just bear in mind that some of the map pack 1 stuff is pretty rough' date=' as I was learning by doing.[/quote']Its exactly what I am doing, too. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 6, 2013 Author Share Posted July 6, 2013 Its exactly what I am doing, too. haha (; In less happy news, I must have cocked up the upload of the new farmhouses. You can either re-download map pack 2/community review to fix it, or unzip this file into your Xenonauts folder. Otherwise farm houses will look as though a hurricane hit them, when they should look something like this: Quote Link to comment Share on other sites More sharing options...
flashman Posted July 6, 2013 Share Posted July 6, 2013 ok your shapes just get weirder stinky I think your window placement needs to be a little different, coz that looks like a lot of brown The window on the top left also doesnt seem to blend in very well Otherwise keep being weird Quote Link to comment Share on other sites More sharing options...
thothkins Posted July 6, 2013 Share Posted July 6, 2013 I passed by a building like that earlier today, with an oddly placed window. The reason it's there is to prevent anyone else building adjacently, as it would then completely block off the light into the window, so they wouldn't get planning permission. Cunning. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 6, 2013 Author Share Posted July 6, 2013 Otherwise keep being weird You say that like I could stop! I'll probably place a few windows along that wall, and include the updated version when I put up more maps. Apart from the pivot issue, I think the reason that window looks out of place is because it's so very alone up there. I passed by a building like that earlier today, with an oddly placed window. The reason it's there is to prevent anyone else building adjacently, as it would then completely block off the light into the window, so they wouldn't get planning permission. Cunning. You learn something new every day. Quote Link to comment Share on other sites More sharing options...
thothkins Posted July 6, 2013 Share Posted July 6, 2013 You learn something new every day. I like to think that's why I'm here. To help ejducaht others Quote Link to comment Share on other sites More sharing options...
Name Posted July 6, 2013 Share Posted July 6, 2013 Hi. Love your maps. In this submap the blue storage thing apears to be bigger than the room. Thanks for reading. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 6, 2013 Author Share Posted July 6, 2013 Thanks for that, I'll upload the fix next time I have new maps. Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 7, 2013 Share Posted July 7, 2013 Alright. I have some feedback for a map that may be yours, It was a 3.5 lane map from the chinook to a light scout: with the middle lane being some offices and storage houses, the left lane being a road, and the right lane being a trainyard. The middle lane is good. The Left lane needs some cover, trashcans, cars, whatever. The Right lane is mostly good, but it is awkward closer to the alien end, where if you head down the wrong side of the trains, you cannot go back without backtracking. Creating a separation where the green and red train cars meet would help alleviate this issue. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 7, 2013 Author Share Posted July 7, 2013 (edited) I'd kill for a simple command that printed the name of the current map on screen somewhere. I don't need anything fancy, just some sort of way to determine the map I'm playing - it's irritating now, just imagine what it's going to be like when more maps get put in! Was it one of these? Start: Map: Start: The layout of the level's like this, the trains being the large horizontal blocks in the south: Edited July 7, 2013 by Ol' Stinky Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 7, 2013 Share Posted July 7, 2013 This one. Albiet, I have seen multiple versions of it now, and the newer looking one appears to have fixed my issues. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 7, 2013 Author Share Posted July 7, 2013 (edited) I'm guessing the scout/corvette variation worked better for you? If not, there's something odd going on with the default train submaps, as there's no intentional random elements in the lightscout version. Fun fact about the default industrial tileset: the only road suitable props are vertical cars. I'd set down the ground for the map before I discovered this; you can probably picture my expression. That's why the top road is so bare. Now that I have submap editor power, I guess I should go back and tune up Stinky Maps 1, maybe include custom stuff and merge those maps with Stinky 2. Edit: actually, I think I know what it is. I didn't realise it at the time, but there's a bug where the pillared up-facing walls can be down facing instead. I'm guessing that caused a wall to jump down towards the trains and sealed off the path, or something. If you want to fix this, you'll have to go to Xenonauts\assets\maps\industrial\walls\pillarwall_U5 and delete pillarwall_D5, and do the same in \walls\pillarwall_U5_endL and \walls\pillarwall_U5_endR as well. As it's a matter of removing files from the base game, I can't make a .zip that fixes it for people, sorry. Edited July 7, 2013 by Ol' Stinky Quote Link to comment Share on other sites More sharing options...
Waladil Posted July 29, 2013 Share Posted July 29, 2013 One of your farm maps has insufficient room between Chinook and end-of-map for the Hunter to leave the Chinook. http://i.imgur.com/iqw1CTE.jpg Can you identify the map from that picture? It's got a big hayfield to the NE, a farmhouse to the SW, and a couple barns to the S and SE. Map Pack 2, I'm pretty sure: I don't think I downloaded pack 1. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 29, 2013 Author Share Posted July 29, 2013 (edited) That's definately map pack 2, and I can find out which one it is from the dropsite screenie. Thanks for reporting this! Here's a temporary fix. Extract into your Xeno install dir. I'll include the fix in the map packs soonish, I want to have at least one new map to go with an update, though. Edited July 29, 2013 by Ol' Stinky Quote Link to comment Share on other sites More sharing options...
ThatSwoleGuy Posted July 29, 2013 Share Posted July 29, 2013 I'll be home soon from work and I'd love to take a crack at your new maps, two questions however if you don't mind. How will I install the map packs? Are they save game compatible? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 29, 2013 Author Share Posted July 29, 2013 (edited) They should be save game compatible. To install, extract the contents of the .zip files into your xenonauts directory (for example: C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\ ). It should put everything in the right place after that. Happy xenonauting! I've also uploaded the fixed FarmStink 7 lightscout map to the CMP/Stink Maps 2. Edited July 29, 2013 by Ol' Stinky Quote Link to comment Share on other sites More sharing options...
Waladil Posted July 29, 2013 Share Posted July 29, 2013 Thanks for the fix. Really enjoy the extra maps, by the by. Although it's a little disconcerting -- you can tell which ones you made, and which are GI-made (aside from the fact that I can remember which were around before I installed the pack). Yours have a lot more props and more complicated buildings. Which is cool artistically, but they can sometimes get in the way tactically. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 30, 2013 Author Share Posted July 30, 2013 Yeah, I kinda have an addiction to props. I'm trying to cut down on the outdoor props, but I find it so hard...! Particularly with desert maps. Have you played the desert maps in Stinky 2, and if so, do you think there are too many boulders, rocks and shrubs around? Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted September 2, 2013 Author Share Posted September 2, 2013 (edited) I've done six sets of desert maps now, a set being one of each UFO size. (Light scout, scout/corv, lship/cru, carrier, bship.) Since you guys had the lsct and sct/corv from Sandstink 1, that means 28 new maps. However, overwrite those two current Sandstink maps, since I made a couple of changes to the submaps used: the old version of those two will still load, but the submaps won't all be there, giving you a large expanse of nothing in the map. Stinky map pack 2 download. These aren't in the CMP review yet, since although I've tested them in quickbattle, I want to be sure there aren't any issues such as clipping. The first three sets of maps are "tiny, scruffy base surrounded by desert", the next two are "small airstrip in the middle of nowhere", and the last is a tiny border checkpoint. Are they too samey? Not random enough? Just plain naff? Feel free to let me know. Edited September 2, 2013 by Ol' Stinky Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 2, 2013 Share Posted September 2, 2013 Just downloaded them and installed them. Is there a way I can tell what map I'm on? Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted September 2, 2013 Author Share Posted September 2, 2013 If only! Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted March 26, 2014 Author Share Posted March 26, 2014 (edited) So! Hello again, thread. It's been a while. For those who don't know, Stinky Map Pack 2 will work with v21 stable, but some maps don't match the official guidelines. You do not need to download Stinky Maps 2 if you have the community pack, all of Stinky 2 is in there. If you use the map pack and don't like a particular map, please tell me. It would be really, really helpful if you could remember the UFO involved, or provide a screenshot, or both: saying "it was a map with a farm in it, maybe some roads" doesn't really narrow the problem map down for me. I'm starting to map again now that v21 is out and the new guidelines seem to be sticking around, and also with asset consolidation looming on the horizon there'll be a need for future-proofed maps. I never produced many industrial maps, so I figured I'd pick up with some of those. Right now I've only got a light scout and scout/corv map going, but what the hey. If people like them, I'll do other UFOs using the same sort of layout, but there's no point doing a full set if the map's bad. Stinky Maps 3.zip The SmogStink3 maps take place in an industrial region skirting a dual carriageway. Issues I know about: The left/down road corner has no road markings. I'll need to make custom tiles for this, but figured people would rather play the map than wait for those. Some cars may be a little oddly aligned. The default mazda spectres are kind of a mess, and on top of that I've made NW mazda sprites and spectres ("made" might be a strong word, I simply flipped an existing image horizontally). The cars in general are a WIP. Rubble covers up movement squares. Is this a problem or do people not mind? The damaged warehouse doesn't have its randomness in right now. Skitso, I've future-proofed and, frankly, improved the pillarwalls (for a mapper). They come in 1, 2 and 5 tiles pieces, easily workable corner pieces, and damaged/destroyed flavours. The submaps are in assets\maps\industrial\walls\, the tiles and spectres are in assets\tiles\industrial\Stinky industrial\Imported walls\. Edited March 26, 2014 by Ol' Stinky Quote Link to comment Share on other sites More sharing options...
Chris Posted March 26, 2014 Share Posted March 26, 2014 Sooo....have I reviewed some of these before? I'll get round to checking them, but if I have reviewed them before is there any way to only see the ones I've not already looked at? Quote Link to comment Share on other sites More sharing options...
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