Quartermaster Posted December 24, 2011 Share Posted December 24, 2011 (edited) Since no one has posted any of their submaps yet I thought that I would take a first stab at it. I will be using this initial post to summarize my created level & sub maps. As I make more I will update this thread as necessary. For my first post I would like to post 3 new submaps. In the next couple days I will add a level map which uses them. To add the submaps for your own levelmap designing, simply add a folder for each of the maps in /xenonauts/assets/maps/industrial, name the folders the prefered name (so that other people's level maps can use it), and finally paste the file in it. If there is more than 1 file in a given submap folder it will randomly select one of them. Submaps Crossroads: Nothing particularly special here, but nice to have when laying out roads. Size (5x5). Image Submap Data (Preferred Folder Name: "Road Cross") Crossroads XML Warehouse A single floor warehouse with lots of windows, lots of shelving, north entrance, and south side entrance. Size (10x15). Image Submap Data (Preferred Folder Name: "QMWarehouse") QMWarehouse XML Small Factory w/ Parking Lot A single floor factory with an attached parking lot which has some conexes in it. The parking lot is fenced in, but does have an entrance with a gaurd post next to it. I will probably be changing this one eventually, because the parking lot is a little difficult to position onto a neighboring street. Size (15x15). Image Submaps Data (Preferred Folder Name: "QMFactoryWLotSW") QMFactoryWLotSW1 XML QMFactoryWLotSW2 XML Levelmaps QM Industries This map features my Small Factory w/ Parking Lot and my Warehouse submaps. The following zip file (QMIndustrial ) includes the necessary submaps and the levelmap. Extract them into the "\xenonauts\assets\maps\industrial\" folder and adjust the levelsetup.xml file as necessary. Edited December 26, 2011 by Quartermaster 12/26/2011 Update Quote Link to comment Share on other sites More sharing options...
anotherdevil Posted December 24, 2011 Share Posted December 24, 2011 Nice! good on ya mate Quote Link to comment Share on other sites More sharing options...
Sathra Posted December 24, 2011 Share Posted December 24, 2011 Aye, nice work! Quote Link to comment Share on other sites More sharing options...
Straker Posted December 24, 2011 Share Posted December 24, 2011 Cool! Quote Link to comment Share on other sites More sharing options...
Chris Posted December 24, 2011 Share Posted December 24, 2011 Looks nice, I'll wait until the level appears to take them for a spin but it's good to see someone have a go at the mapping. I've not had a lot of time for it myself. Quote Link to comment Share on other sites More sharing options...
Quartermaster Posted December 24, 2011 Author Share Posted December 24, 2011 I'll have the level out a day or two after Christmas. I have a prototype done, but I'm not quite happy enough with it yet to post it. Quote Link to comment Share on other sites More sharing options...
Belmakor Posted December 26, 2011 Share Posted December 26, 2011 I tried using the level editor, just rearranging the basic industrial test map. I saved the file and then tried to load it in Xenonauts however all I got was a blank map (just consisting of ground tiles and nothing else). Did I do something wrong? I double checked the name in the level.xml file but that didn't appear to be the problem Quote Link to comment Share on other sites More sharing options...
Pinetree Posted December 26, 2011 Share Posted December 26, 2011 Did you save the map in the Industrial sub-folder? Quote Link to comment Share on other sites More sharing options...
Belmakor Posted December 26, 2011 Share Posted December 26, 2011 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. Quote Link to comment Share on other sites More sharing options...
Quartermaster Posted December 26, 2011 Author Share Posted December 26, 2011 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 QMIndustrial.zip QMIndustrial.zip Quote Link to comment Share on other sites More sharing options...
Quartermaster Posted December 26, 2011 Author Share Posted December 26, 2011 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. Quote Link to comment Share on other sites More sharing options...
Pinetree Posted December 27, 2011 Share Posted December 27, 2011 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. Quote Link to comment Share on other sites More sharing options...
Chris Posted December 28, 2011 Share Posted December 28, 2011 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. Quote Link to comment Share on other sites More sharing options...
Quartermaster Posted December 28, 2011 Author Share Posted December 28, 2011 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. Quote Link to comment Share on other sites More sharing options...
cyllan Posted February 11, 2012 Share Posted February 11, 2012 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 Quote Link to comment Share on other sites More sharing options...
othello420 Posted April 24, 2012 Share Posted April 24, 2012 Good Job. . When it comes to maps, The more the merrier. Quote Link to comment Share on other sites More sharing options...
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