kabill Posted July 25, 2014 Share Posted July 25, 2014 You're more than welcome to do anything you like with my maps/submaps (that goes for anyone else, as well). Quote Link to comment Share on other sites More sharing options...
Game_tester Posted July 27, 2014 Share Posted July 27, 2014 Thanks! I'm glad you guys enjoy my maps! very good maps ! thank ! Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 6, 2014 Author Share Posted August 6, 2014 (edited) Map pack updated! Small polishing here and there, a couple of bug fixes and 4 completely new industrial maps. (including the khall's winning idea in the "I'll realise your map idea" -thread) Special thanks goes to Kabill for providing 2 new maps! Please send more! They both are very nice maps and also great inspiration for me. Edited August 6, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Larry Burstyn Posted August 9, 2014 Share Posted August 9, 2014 (edited) Not sure it's part of this or of the vanilla game but sometimes the craft lands in such a way that the "tank" will not be able to get off the craft. Usually I just go back to a earlier save and when time comes to land the game picks a different map. EDITED PART: I really like the additional maps...the terrain does not become boring because you landed on the same map half a dozen times like was possible in the vanilla game. Now if they only added the ability to rotate the map so it can be seen from various angles. Edited August 9, 2014 by Larry Burstyn Added some words Quote Link to comment Share on other sites More sharing options...
silencer Posted August 10, 2014 Share Posted August 10, 2014 Skitso I found minor detail that needs fixing in Khalls wining map. This here poor chap couldn't move anywhere. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 10, 2014 Author Share Posted August 10, 2014 Thanks, thats gonna be fixed in the next version. BTW, this is what's coming next: Quote Link to comment Share on other sites More sharing options...
kabill Posted August 10, 2014 Share Posted August 10, 2014 I like the oasis! However, I can't help feeling like it could do with a little extra going on around the edges as it seems a little bare to me on the left hand side. Perhaps some more foliage, or just some patches of green or something (maybe experiment with the long grass tiles?)? Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 10, 2014 Author Share Posted August 10, 2014 The oasis is a complete ground tileset, with separate palms, rocks and shrubs so a mapper can place them how he pleases. This was just a quick example with 0 thought on prop placement. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 10, 2014 Share Posted August 10, 2014 That's fair enough. Figured it was a finished submap for using. It's still great, even as it is. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted August 10, 2014 Share Posted August 10, 2014 Finally some colour on the desert! Will it be too much to expect there to be splashing sound instead of footsteps when you choose to walk across the oasis? Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 10, 2014 Author Share Posted August 10, 2014 Nope, water will function the same way as in arctic tileset - i.e. you can't walk on it. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 18, 2014 Author Share Posted August 18, 2014 I like the oasis! However, I can't help feeling like it could do with a little extra going on around the edges as it seems a little bare to me on the left hand side. Perhaps some more foliage, or just some patches of green or something (maybe experiment with the long grass tiles?)? Better? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 18, 2014 Share Posted August 18, 2014 Yes. That's gorgeous. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 18, 2014 Author Share Posted August 18, 2014 Wanna make few maps with it? I'd rather not update my map pack before I get enough new ones... I can send you the assets if you want. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 18, 2014 Share Posted August 18, 2014 I would like to, but I don't know when. I've been distracted with other things, and am on the verge of missing a work deadline as a result of not-concentrating-on-things-I-should-be-concentrating-on. But yes, definitely. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 18, 2014 Author Share Posted August 18, 2014 Well, I think I'll make a few quick maps and put the pack online. Hopefully you'll sort your "distractions" quick enough. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 18, 2014 Author Share Posted August 18, 2014 Quick question to anyone who has more experience with spectres. How can I make my oasis water and shore spectres impassable? My water current spectres are like this: <?xml version="1.0" ?><spectre id="tiles/desert/oasis_skitso/water" width="1" height="1" version="1"> <state id="damaged" name="" pivotX="48" pivotY="24" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="1.000" orientation="0" sortPoint="0.500" hp="60" wallType="none" footstepsSound="Dirt" destructionSound="Destruction Dirt"> <image src="tiles/desert/oasis_skitso/water_E_damaged.png" /> </state> <state id="default" name="" pivotX="48" pivotY="24" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="1.000" orientation="0" sortPoint="0.500" hp="60" wallType="none" footstepsSound="Dirt" destructionSound="Destruction Dirt"> <image src="tiles/desert/oasis_skitso/water.png" /> </state> <state id="destroyed" name="" pivotX="48" pivotY="24" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="1.000" orientation="0" sortPoint="0.500" hp="0" wallType="none" footstepsSound="Dirt" destructionSound="Destruction Dirt"> <image src="tiles/desert/oasis_skitso/water_destroyed.png" /> </state></spectre> Quote Link to comment Share on other sites More sharing options...
llunak Posted August 18, 2014 Share Posted August 18, 2014 I think setting pathScore to 0 should do. You can look at arctic water (which for whatever reason also sets wall type, although I think that shouldn't be necessary). It also sets hp to 0 and has no destruction sound, unlike your (what does damaged water look like ? ). In fact, maybe you could base it on that one entirely, just changing the shade of blue, that'd also make it animated. As for the visuals, is this shade of blue intentional? I'd prefer a bit darker one, this one looks cartoonish to me. Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 18, 2014 Author Share Posted August 18, 2014 (edited) Huh, I thought I copied spectres from arctic water... guess not then! Yeah, I went intentionally for a bright teal look to brighten up othewise a bit damp and boring looking desert tileset. And some oasis' do look like that. Don't need animation though as I've always thought exaggerated waves in small ponds and puddles look ridiculous in every game. Thanks. Edited August 18, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
kabill Posted August 18, 2014 Share Posted August 18, 2014 Huh, I thought I copied spectres from arctic water... guess not then! Did you by any chance install my artic map pack? I changed the shore spectres in that to be passable partially because when I designed a lot of the submaps I was under the impression they were passable already and it was easier to change the shores than redesign a load of submaps. (Also, I'm not really sure why the shore tiles should be impassable anyway.) Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 18, 2014 Author Share Posted August 18, 2014 Yeah, actually I have it installed in my editor version. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 21, 2014 Share Posted August 21, 2014 A little promotion of that map from map idea contest (it starts at 10:00): [video=youtube;Bm6GpykWAiM] Quote Link to comment Share on other sites More sharing options...
Skitso Posted August 22, 2014 Author Share Posted August 22, 2014 (edited) Map pack updated! Added new maps in industrial, middle east and desert tilesets plus a couple of small bug fixes. Also added new oasis tiles in desert to give some additional variation, color and flavor to otherwise a bit boring tileset. Gave a bit of additional polish to some old maps too. Thanks to kabill for one extra middle east map! Screenshots updated in the OP Edited August 22, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Jikahn Posted August 23, 2014 Share Posted August 23, 2014 Hello, I'm downloading this game from Steam as I type. I was wondering if this is compatible with the community edition 0.27 as I would like to go ahead and install extra maps asap. Also, how about the other map pack? Is that something a new player would want immediately as well? Quote Link to comment Share on other sites More sharing options...
kabill Posted August 23, 2014 Share Posted August 23, 2014 All maps will be compatible with X:CE, so no trouble there. As regards the random maps (I assume those are the ones you're referring to) I'd be inclined not to use them for your first playthrough. The trouble is, they drown out the custom-made maps so you don't often see them. As such, you're probably better just sticking to the custom maps to start with since they'll be fresh and adding in random maps if you get bored of playing on the same custom maps. That said, Skitso hasn't done any Arctic maps and there's not a lot of them in vanilla (and they're a bit dull in any case) so the random arctic map pack might be worth using from the start maybe. Quote Link to comment Share on other sites More sharing options...
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