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Community Map Pack


flashman

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Community Map Pack Version 2 (This is out of date and currently not compatible with Xenonauts V1.0 onwards!)

This map pack contains a wide range of custom maps and submaps for use in Xenonauts

I have been out of the loop for 6 months due to family issues so I have combined all the maps into the community map pack 3. It now includes Stinky's asset fix for version 20. Hopefully nothing else is broken. Report if it is and will try to fix.

Download Community Map Pack 3 HERE (This is out of date and currently not compatible with Xenonauts V1.0 onwards!)

Current authors Flashman, Moxar and Ol' Stinky

To install

Extract to your xenonauts\assets folder

or steam\steamapps\common\xenonauts\assets

Click merge with any folders already present and overwrite files (including previous map packs)

There is at least 1 map for every tileset. Primarily light scout / scout, Corvette / landing ship/cruiser versions.

This project is being hosted and compiled on dropbox. Please PM if you are creating maps for the CMP and need access to the dropbox folder.

____________________________________________________________________________

To join this map pack, please follow these rules.

The rules

1) Naming - All files will need a standard naming scheme.

Maps

Tileset_MapName_ufoType_modder

E.g. Town_UberTown_Corvette_scout_flash

Submaps

Tileset_submapName_Width&Height_modder

E.g. Farm_Crumblingbarn_8x10_flash

2) Custom Submaps should be placed in a folder that says

Tileset_submaptype_modder

E.g. Soviet_KGB_flash

3) Size and spawns must follow Aarons map guidelines

Read here

*edited by Gauddlike, changed link to the new mapping guidelines by Aaron, hope you don't mind flash*

4) All maps must be tested in game or in quick battle before submission.

5) All maps must include all custom submaps in the correct folder structure. This also includes fixed spectres.

6) If your map is put into the game it will be removed from the map pack.

7) If you create a submap based on an in game version, ensure it is in the matching submap folder.

If it is a new submap type see above

8) The map must allow for troops and vehicles to get around.

9) Maps should be of a good standard.

10) By joining this map pack you give permission for other Xenonauts to use your submaps.

Edited by Gauddlike
Changed link destination
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[table=width: 500, class: grid, align: center]

[tr]

[td]Map Name[/td]

[td]Tileset[/td]

[td]UFO Type[/td]

[td]Modified[/td]

[/tr]

[tr]

[td]Fearland[/td]

[td]Town[/td]

[td]Corvette/Landingship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Hot Hot[/td]

[td]Middle East[/td]

[td]Corvette/Scout & Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Road Complex[/td]

[td]Industrial[/td]

[td]Corvette/Scout & Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Dropped A Big One[/td]

[td]Industrial[/td]

[td]Battleship/Carrier[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Military Base[/td]

[td]Desert[/td]

[td]Corvette/Scout & Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Arctic Freezer[/td]

[td]Arctic[/td]

[td]Corvette/Scout &Light Scout & Cruiser/Landing ship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Barneo Base[/td]

[td]Arctic[/td]

[td]Corvette/Scout 7 Light scout & cruiser/landing ship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Coldstink 1[/td]

[td]Arctic[/td]

[td]Cruiser/Landing ship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Cold Stink 1[/td]

[td] Arctic[/td]

[td]Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Cold Stink 1[/td]

[td]Arctic[/td]

[td]Scout/Corvette[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Cold Stink 3[/td]

[td]Arctic[/td]

[td]Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Cold Stink 3[/td]

[td]Arctic[/td]

[td]Corvette/Scout[/td]

[td][/td]

[/tr]

[tr]

[td]KGB Defense 2[/td]

[td]Soviet Town[/td]

[td]Cruiser/Carrier/Battleship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Urban War 2[/td]

[td]Soviet Town[/td]

[td]Cruiser/Carrier/Battleship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Town Fight 2[/td]

[td]Soviet Town[/td]

[td]Cruiser/Carrier/Battleship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Med Defense[/td]

[td]Soviet Town[/td]

[td]Corvette/Landing ship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Stockyard[/td]

[td]Soviet Town[/td]

[td]Corvette/Landing ship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Terror[/td]

[td]Soviet Town[/td]

[td]Corvette/Landing ship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Terror 2[/td]

[td]Soviet Town[/td]

[td]Corvette/Landingship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink1[/td]

[td]Farm[/td]

[td]Cruiser/Landingship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink2[/td]

[td]Farm[/td]

[td]Cruiser/Landingship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink3[/td]

[td]Farm[/td]

[td]Cruiser/Landingship[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink4[/td]

[td]Farm[/td]

[td]Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink 4[/td]

[td]Farm[/td]

[td]Corvette/Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink 5[/td]

[td]Farm[/td]

[td]Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink 5[/td]

[td]Farm[/td]

[td]Scout/Corvette[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink 6[/td]

[td]Farm[/td]

[td]Light Scout[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Farm Stink 6[/td]

[td]Farm[/td]

[td]Scout/ Corvette[/td]

[td]31/5[/td]

[/tr]

[tr]

[td]Freezer 2[/td]

[td]Arctic[/td]

[td]Scout/Corvette & Light Scout & landing ship/cruiser[/td]

[td][/td]

[/tr]

[tr]

[td]FarmStink7[/td]

[td]Farm[/td]

[td]Light Scout r[/td]

[td]05/06/13[/td]

[/tr]

[tr]

[td]FarmStink7[/td]

[td]Farm[/td]

[td]Scout/Corvette[/td]

[td]05/06/13[/td]

[/tr]

[tr]

[td]urbanStink1[/td]

[td]Town[/td]

[td]Corvette/Landing ship[/td]

[td]08/06/13[/td]

[/tr]

[tr]

[td]Military Compound 4 versions[/td]

[td]Desert[/td]

[td]Light Scout & Scout/Corvette & Landing ship/Cruiser & Battleship\carrier[/td]

[td]08/06/13[/td]

[/tr]

[tr]

[td]Tech Defense[/td]

[td]Soviet Town[/td]

[td]Corvette/Landing Ship[/td]

[td]08/06/13[/td]

[/tr]

[tr]

[td]Military barracks revised[/td]

[td]Soviet Town[/td]

[td]Corvette/Landing Ship[/td]

[td]08/06/13[/td]

[/tr]

[/table]

Edited by flashman
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I suggest we use a SVN and googlecode to stock the works. New work should be commited once they are alpha tested, then the modders community give a second look at it, to propose upgrades or to "validate" it, and integrate the stuff the the (un)official pack.

I think of one update per week (week end seems to be nice)

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Okay, well, I guess I'll offer the first maps for review? I've made a few farm maps, and I'd like to know how good they are. Link of convenience. I think they follow the guidelines.

Farm_FarmStink4_Lightscout_Stinky (60x60)

Farm_FarmStink4_Scout_Corvette_Stinky (60x60)

Farm_FarmStink1_Cruiser_Landingship_Stinky (70x70).

Thoughts:

  • An issue I had was the game using the default tile instead of grass I placed down for some reason. I don't know why it does this sometimes, but not consistently.
  • If you encounter a walk-through tractor, it's not a problem with the submap - I checked, and the tractor is on the right layer etc. It's something hinky elsewhere.
  • How different does the map feel each time? Are the different submaps a waste of my time, or do they help keep the map fresher for you?
  • Am I crowding the maps too much? Or not enough?
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Maps have been standardized to fit the community map pack. I have renamed all submap folders _flash, and just need to finish the submaps themselves.

Flashman's Standard Map Pack- base game

Arctic_freezer_corvette_scout_Flash

desert_military_base_corvette_scout_Flash

Industrial _road_complex_corvette_scout_Flash

middleeast_hot_hot_corvette_scout_Flash

soviet_terror_corvette_scout_Flash

Town_fearland_corvette_scout_Flash

Standard map download

Flashman's Custom Map Pack- all submaps included

Soviet_urban_war_battleship_cruiser_carrier_flash

Soviet_Town_fight_battleship_cruiser_carrier_flash

Soviet_KGB_defense_battleship_cruiser_carrier_flash

Soviet_stockyard_corvette_landingship_flash

soviet_military_barracks_corvette_landingship_flash

Soviet_tech_defense_corvette_landingship_flash

Custom Pack Download

Edited by flashman
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I'll put forward my next batch of maps for feedback. I've left my first pack with my old naming convention because most of those maps breach the guildelines anyway; Stinky Maps 2 will try to work within the rules though, and has its files renamed accordingly.

They're in Stinky Maps 2.

70x70s:

Farm_FarmStink2_Cruiser_Landingship_Stinky

Farm_FarmStink3_Cruiser_Landingship_Stinky

60x60s:

Farm_FarmStink5_Lightscout_Stinky

Farm_FarmStink6_Lightscout_Stinky

Farm_FarmStink5_Scout_Corvette_Stinky

Farm_FarmStink6_Scout_Corvette_Stinky

All quickbattled.

I'll go into the Stinkcave and see if I can get any free time this weekend to do my arctic submap plans.

Edited by Ol' Stinky
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I have got 13 unique maps ready to submit,

4 Crash sites each with variants. for scout/Corvette & light scout

1 Town terror Corvette/landingship

8 Soviet terror. 3 B/C/C 5 C/LS

Currently waiting on Moxar and Stinky who are reworking some maps/submaps atm.

Edited by flashman
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Community Map Pack 1 (Beta) has been released. Please feel free to download, install and offer feedback, positive and negative and inform of any problems. 31 maps are included.

This map pack will be updated again in the next 48 hours as I need to check it is working and I am awaiting more submissions.

All maps are Chinook/Shrike/Valkyrie compatible.

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OK I have updated the map pack to Beta 2.

changes

1) Reduced the number of civ and allied spawns across maps.

2) Fixed Valkyrie across maps. Size had not correctly updated on some maps between versions.

3) Included the first Carrier/Battleship map. Dropped_a_big_one

It is currently set to 70x70 though I am looking for feedback here. I might move them to 80x80 for more variety/scale.

To test the carrier map, copy the contents to maps folder. Carrier Test

Replace the contents of your levelsetup_quickbattle.xml with the following text. It is found in assets.

<?xml version="1.0" ?><LevelSetup><Map tileset="industrial" mapname="industrial_dropped_a_big_one_battleship_carrier" /><SpawnTarget dropshipType="airplane.human.valkyrie" ufoType="airplane.alien.carrier" /><Aliens>  <Alien name="AI 1" race="Caesan" rank="Guard" script="offensive" isKilled="0"/>  <Alien name="AI 2" race="Caesan" rank="Guard" script="defensive" isKilled="0" />  <Alien name="AI 3" race="Sebillian" rank="Guard" script="offensive" isKilled="0" />  <Alien name="AI 4" race="Caesan" rank="Soldier" script="offensive" isKilled="0" />  <Alien name="AI 5" race="Caesan" rank="Soldier" script="defensive" isKilled="0"/>  <Alien name="AI 6" race="Lightdrone" rank="Lightdrone" script="offensive" isKilled="0"/>  <Alien name="AI 7" race="Lightdrone" rank="Lightdrone" script="defensive" isKilled="0"/>  <Alien name="Civilian 1" race="Human" rank="NonCombatant" script="civilian" />  <Alien name="Civilian 1" race="Human" rank="NonCombatant" script="civilian" isKilled="1"/>  <Alien name="Friendly AI 1" race="Human" rank="NonCombatant" script="friendlyai" /></Aliens>

Run Xenonauts_gc_editor - Quick Battle.bat from the Xenonauts folder

Edited by flashman
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I will be releasing Version 1 - non Beta on Saturday. this will include maps and submaps amended with GH feedback. To help in the creation process I have setup a shared dropbox folder, where anyone who is collaborating on the CMP can upload their latest versions.

I have recreated the file structure of the maps directory and all you need to do is upload your maps and submaps to the correct locations. Your newest version will replace the old version if it has the same name.

If you do it through browser you have to create the submap folders, but if you install to desktop then you can upload the entire directory :)

I decided this was easier at present than googlecode because we are technically just uploading a load of .xml files and Once everything is in the correct folder I can hit download and voila I have the latest CMP to test.

It is also able to share subfolders.

To get an invite please send me a private message with your dropbox address. You can then invite other mappers as needed.

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VERSION 1 of the community map pack is now up and running.

There have been several revisions since the Beta release. All the soviet maps have had work done to them, a lot of it dramatic. Submaps have been reworked and the end result combines urban/with greenery.

Stinky has revised his farm stink levels with new farm house submaps.

There are also a couple of new arctic levels.

Some maps will be reworked over time and others will be replaced as the bar gets higher for entry. At the moment I am pleased to offer you 30 additional maps for your game.

The Soviet military maps from the Beta have been removed while I work on the new submaps and designs.

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Hey Lemm, the answer is hopefully.

Chris really liked terror town and said he was probably going to add it.

The soviet buildings left in the pack have all had Chris's thumbs up, they just needed a bit of work on the interiors and new roof tiles. I have done the work on the insides and hopefully they will make it into the game once the artist finishes the new roof tiles.

I have also reworked all the soviet maps because he wanted me to take out all the buildings that he didnt like. Waiting to here back, but I am hopeful. It depends on if he likes how I have added parks to the soviet areas.

Other maps he liked but need a little work are

1) arctic freezer- remove a couple of buildings

2) Road complex - just needs a new submap in the bottom left to replace the free standing walls.

3) Military base - needs to be more military like and to fix the ground tiles. I am working on this atm with my desert maps

see bottom and 2nd page of this thread for the work I am doing on this

http://www.goldhawkinteractive.com/forums/showthread.php/5231-Terror-Town

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I've finally gotten off my lazy bum and signed up for Dropbox. Sorry if I kept people waiting. I've updated the farm maps in the community .zip to include various tweaks and fixes.

  • Fixed some walls (as in the submap category, so hedges, walls, etc.) and added 1-tile submap pieces for easier mapping
  • Couple of spawn point issues sorted
  • Corvette should no longer get blocked on FarmStink 6.

Please let me know if I missed anything.

Edit: I think I botched the corvette fix, it should be sorted now. While I was at it, I also removed the civ little line dance at the beginning of the level. I also changed hedges: one of them has a spectre bug where you can see and fire through it. If that's still happening, let me know, please.

Edited by Ol' Stinky
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We need to find an easy way for Chris to take the maps/submaps he likes and filter the ones he already looked at an discarded. Moreover, we need to find an easy way for us to know which map Chris has taken, so we can drop them from the map packs.

I suggest we follow a strict procedure, which is:

We have one pack named "NewCommunityMapPack" and one other named "ReviewedCommunitymapPack"

  • The stuff we add is commited into "NewCommunityMapPack".
  • When Chris wants to review our stuff, he reviewes the "NewCommunityMapPack". As soon as it's been reviewed, he tells us so we merge the "NewCommunityMapPack" with the "ReviewedCommunituMapPack". This way, the reviewed pack grow and the new pack
    gets empty.
  • When the reviewed stuff is realy added to the game (ie: when a new Xenonaut build is released), we compare the reviewed pack with the native xenonaut maps, and remove from the reviewed pack everything already included in the game

This way, we have:

A NewCommunityMapPack always unreviewed by Goldhawk, so they can review it without any kind of sorting.

A ReviewedCommunityMapPack which contains every stuff we liked, but the bad guys from GH's team didn't wanted in the game.

The ReviewedCommunityMapPack is always made of stuff not already native.

To make it work, we just need Goldhawk no to rename the files/folder we submit, so we can easily know what they included, and what they didn't.

What'ya think ?

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