Page 2 of 2 FirstFirst 12
Results 11 to 16 of 16

Thread: Quartermaster Maps

  1. #11
    Captain Quartermaster's Avatar
    Join Date
    Oct 2011
    Location
    Atlanta, GA
    Posts
    260
    Quote Originally Posted by Belmakor View Post
    Yes I did. Either I get a blank tileset or I get the bog-standard "industrialtest" map regardless of what name is referred to in the level selector.
    Can you copy and paste the contents of the levelsetup.xml file and if possible a list of the contents of your "xenonauts\assets\maps\industrial" folder? From there I should be able to troubleshoot it for you.

  2. #12
    Steely-Eyed Bug Hunter Pinetree's Avatar
    Join Date
    Nov 2011
    Location
    Wellington, NZ
    Posts
    208
    Quote Originally Posted by Belmakor View Post
    Yes I did. Either I get a blank tileset or I get the bog-standard "industrialtest" map regardless of what name is referred to in the level selector.
    That's odd. My custom map is working fine and it's pretty much like yours, just the industrial tiles rearranged.
    Post your map's xml data and i'll give it a go.

  3. #13
    Beloved Leader Chris's Avatar
    Join Date
    Oct 2011
    Location
    London, UK
    Posts
    5,646
    Just uploaded this and had a play. Nice work, adds a bit of variation here and the layout of the UFOs at the bottom of the map is a good idea. If I was to offer a few points of improvement, it would be these:

    1) Might be good having an alternate Chinook spawn point, possibly somewhere more central. It's a pain that the Chinook is facing the same way as the UFO at the moment, so the mission might be improved if you could explore in all directions from the dropship given that heading forward from the ramp reaches the edge of the map pretty quickly.
    2) It seems a bit odd having the road along the top edge of the map - I'd have thought having building at the top and then roads between them would be better.
    3) There's a few too many open spaces in the level. It's better to have them filled with something if at all possible. Admittedly this can be tricky though.

    Your sub-maps are very good though. Look nice and believable.
    Chris England - Xenonauts Project Lead
    chris@xenonauts.com
    @GoldhawkInt

  4. #14
    Captain Quartermaster's Avatar
    Join Date
    Oct 2011
    Location
    Atlanta, GA
    Posts
    260
    Quote Originally Posted by Chris View Post
    Just uploaded this and had a play. Nice work, adds a bit of variation here and the layout of the UFOs at the bottom of the map is a good idea. If I was to offer a few points of improvement, it would be these:

    1) Might be good having an alternate Chinook spawn point, possibly somewhere more central. It's a pain that the Chinook is facing the same way as the UFO at the moment, so the mission might be improved if you could explore in all directions from the dropship given that heading forward from the ramp reaches the edge of the map pretty quickly.
    2) It seems a bit odd having the road along the top edge of the map - I'd have thought having building at the top and then roads between them would be better.
    3) There's a few too many open spaces in the level. It's better to have them filled with something if at all possible. Admittedly this can be tricky though.

    Your sub-maps are very good though. Look nice and believable.
    Thank you so much for the compliment! I am planning on redoing the map at some point, but I am planning on building some more submaps to go with it first. So hopefully within a week or two I will be able to make some changes to the map to update it. When I rebuild the level I will keep your suggestions in mind. They all sound good and should not be too difficult to implement.

  5. #15
    Squaddie
    Join Date
    Nov 2011
    Location
    sad socialist UK
    Posts
    94
    Quote Originally Posted by Quartermaster View Post
    So as promised I am delivering my first level map to hopefully spice the ground combat up for folks. For this map I have tried to use my new submaps and to also put the gas works in a more prominent location because it looked like an interesting combat area (plus I haven't had enough opportunities to have my xenonauts vault terrain). I have played through it a couple times and I think it is a little more dangerous than the stock map for those that are interested in the challenge.

    To use the map follow these instructions:
    (1) - Download the attached file (it includes the necessary submaps) and extract it's contents to the "\xenonauts\assets\maps\Industrial\" folder
    (2) - Open the levelsetup.xml file located in "\xenonauts\assets" using Notepad
    (3) - Change the line labeled <Map mapname="industrialtest" tileset="Industrial"/> to
    <Map mapname="QMIndustrial" tileset="Industrial"/>

    As a note, for now the northern doors on the new warehouse do not function due to a spectre issue. I'm sure they will be fixed in the future, but for now we can pretend that the door is locked. If you don't want to pretend, then you can fix the spectres by replacing the ones for the SW facing metal door (xenonauts\assets\tiles\industrial\warehouse\) with the following ones:
    Left: MetalDoorSWLeft_spectre
    Right: MetalDoorSWRight_spectre


    "dont tread on me avatar?" isnt that the tea party american constitution motto?.... if so good for you, out with traitor obama

  6. #16
    Rookie
    Join Date
    Apr 2012
    Posts
    10
    Achievements:
    Weekling
    Good Job. . When it comes to maps, The more the merrier.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •