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flashman

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Everything posted by flashman

  1. I will take a closer look tonight and see how it plays. If its good enough I will add it to the community map pack
  2. stadium idea looks very interesting, i will see what i can make tonight if my baby boy actually goes to sleep!!!! I feel a need to actually make stuff, though I will prob do some maps again first and submap over the summer.
  3. 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
  4. LOL I just went through and checked. There are 83 submaps and 52 more maps in the COMMUNITY REVIEW PACK If you are waiting for more stuff, feel free to install this pack on top of the CMP2. And persuade Chris to give up about 4 hours of his life to review it
  5. updated the review pack. Maybe Chris can be persuaded to look at some stuff this week
  6. different game, different time. different expectations on complexity of maps and different level of graphics. All these things contribute to making the old style of randomness very hard to replicate. Especially with so many tile sets being developed at the same time.
  7. They work with any builds. Some stuff is now officially in the experimental builds, but the naming scheme means that it works fine. All that will happen is that a few maps (5 maybe) will have 2 versions in game until the next stable release.
  8. The difficulty with the idea of random submap's is that you lose control of the density. How do you make it truly random without the possibility of it being too full or too empty. The other major issue is ground tiles. Either you have a road or you dont. The way that roads work, you would have to have a additional submaps that make things like roads appear and the whole mess just gets really complicated if you want it to look good. The use of pre-set size submaps also means that the maps look very rigid. I think that is why Chris decided not to use stinkys ideas in the main game. You can try and be more creative by mixing submap sizes but for instance a town with shops will need a road to make sense. therefore you will always know that there is a road in the same spot, no matter how random the buildings around it become. Follow the layout of the road and ground tiles and you will find the map just as familiar as if it was custom map
  9. I just updated the maps for review .rar. Cant do anything about the next CMP until Chris has a chance to start pulling apart the next lot of community stuff.
  10. looks like you just robbed army surplus
  11. ok cool. I will release a new version at the weekend. Currently have my hands full with 3 kids..
  12. I am still alive, had a family emergency, Will sort some new stuff out tomorrow
  13. Try this - download and copy contents to your xenonauts assets\maps folder A couple of the terror maps from GH had missing shrike spawns. i made it last week to help someone else https://www.dropbox.com/s/3lmv1n68sbkzppf/terror%20fix.zip
  14. At the moment difficulty only impacts health and damage not the ticker which involves the escalating invasion. The best bet atm is to get a basein central america and anther one in mid east/asia way. That means 2 bases cover most of the globe.
  15. was it a Xeno's map or a custom map? Most of the custom maps push slightly higher npc numbers in terror missions
  16. Badass burning!! I will be on silent running till Friday because we have an inspection this week....Goes into a cupboard to hide
  17. A man who can endure the pain of 2 broken legs for a cold pint
  18. Since Chris accepted a load of my submaps I have been tinkering away on other tilesets. however, I always wanted a power station and now I have 1 submap will be found in CMP for review Community Map Review Pack For Chris
  19. I keep a backup of every CMP pack on dropbox. Worst case scenario, I have everything
  20. OK. i have not updated the military stuff in a whole day! I finally got around to using the tanks in the desert map. i created a basic sandbagged tank
  21. Ok I think i cleared up your mistakes And what is this social I hear you say!!!
  22. Sinky I like the way that your arctic submaps rotate with props etc, however, I think one of us will need to do a couple of changes for CMP because I have now had a level full of arctic buildings and a level of total blankness. I think if you set it up so you had 3 version of the props it would work more reliably. Create a rotation that always guarantees a spawn and put these between ones that dont always spawn. Have a 3rd spawn type that could have a building in it, but make it a separate propfield_chance_builiding so that you know the maximum number of buildings that will spawn.
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