blackwolf Posted September 8, 2014 Share Posted September 8, 2014 sorry pal! completely my fault, i installed chrome and it doesnt load the pictures, using firefox again and work it, IT LOOK GORGEOUS! Quote Link to comment Share on other sites More sharing options...
Jaran Posted September 8, 2014 Share Posted September 8, 2014 Are these new maps the same size as the original maps? Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 8, 2014 Author Share Posted September 8, 2014 Yes they are. Quote Link to comment Share on other sites More sharing options...
Jaran Posted September 8, 2014 Share Posted September 8, 2014 Cool! Will try this then on my 2nd playthrough. Was looking for the info on 1st post because I've gotten bit paranoid with mods on other games like Oblivion. There modders enjoyed sneaking in changes to mods that affected gameplay and difficulty, ruining the game later. [/bitter rant]. Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 8, 2014 Author Share Posted September 8, 2014 (edited) Yeah, worry not: these maps are very close to the original in terms of size, layout and gameplay. In fact half a dozen or so of my maps were included in the official base game. Edited September 8, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
thixotrop Posted September 8, 2014 Share Posted September 8, 2014 Started a new game with XCE and a couple of mods. And surely with your map pack Skitso! I have experienced the scrapyard and...man I love your maps! But now I have a question. Near the selected soldier you can see the cursor near one of the car wrecks. The cover symbols are displayed but the soldier cannot go there. There isn't even a path displayed. Is this a bug? There are some cars that have this problem and some not. Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 8, 2014 Author Share Posted September 8, 2014 Yeah, those little cars can be a bit odd sometimes. It's not a mapping issue, but somewhat vanilla problem I think. Someone can correct me if I'm wrong though. Quote Link to comment Share on other sites More sharing options...
thixotrop Posted September 8, 2014 Share Posted September 8, 2014 Ok, thanks, then I will live with it, just wanted to know and hint you if faulty. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 8, 2014 Share Posted September 8, 2014 Yeah, those little cars can be a bit odd sometimes. It's not a mapping issue, but somewhat vanilla problem I think. Someone can correct me if I'm wrong though. I'm fairly certain I've seen it elsewhere too, yeah. Quote Link to comment Share on other sites More sharing options...
UfoTubby Posted September 11, 2014 Share Posted September 11, 2014 Hi, I love this mod, but I did run into some problems on two maps I *assume* are not from vanilla? 1. In one case (mapprob_02 savegame) my sniper was able to enter a terrain with trees, but can't leave anymore. 2. The other is a different map having an oasis near the landing zone of my Shrike dropship - all my soldiers were able to move normally, but the female soldier acting as rocketeer is stuck inside, can't move a single step (mapprob_03 savegame). Pls. see attached savegames. In case these are from this mod indeed is or will there be a fix for this? mapprob_02.sav Mapprob_03.sav mapprob_02.sav Mapprob_03.sav Quote Link to comment Share on other sites More sharing options...
Hathur Posted September 14, 2014 Share Posted September 14, 2014 I'm having a problem with version 1.21. Anytime I try to extract the file (I've redownloaded it 3 times incase the download messed up and also tried using Winrar and 7zip, same result), it always freezes up trying to extract atlas05.png.. it just sits there for 15 minutes trying to extract the file before I forcibly abort it. I think perhaps the compressed file is damaged or corrupt maybe? Quote Link to comment Share on other sites More sharing options...
endersblade Posted September 14, 2014 Share Posted September 14, 2014 I had no issues downloading and extracting it, I did so about two days ago. Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 14, 2014 Author Share Posted September 14, 2014 Downloaded the pack and unpacked it without problems. Quote Link to comment Share on other sites More sharing options...
endersblade Posted September 16, 2014 Share Posted September 16, 2014 Modding question. Can I just put all these files (and kabill's too, I guess since I use them) into their own mod folder without having to edit things six ways from Sunday? I'm trying to keep all of my mods self contained instead of installing them over the base files. I'm at work and just thought of this, so I have no way to test it myself lol. Quote Link to comment Share on other sites More sharing options...
silencer Posted September 25, 2014 Share Posted September 25, 2014 Can I ask for more maps for Massive UFOs? I'm fighting carriers and 90% of time I get same industrial map with slight variation of starting location. Quote Link to comment Share on other sites More sharing options...
molitar Posted October 8, 2014 Share Posted October 8, 2014 I had to uninstall these great looking maps because it made the game impossible for me to even complete a single mission.. It upped the hardness level as fallen trees made it so I could not hit the enemy standing on the other side! Making the game look better is one thing but even small shrubs provided cover and I found I could no longer kill any aliens before they killed me. With out the ability to rotate the camera way too damn many trees.. alien shoots than moves and out of sight. Or alien standing on the other side of shrub or fallen tree I can see it clearly but I can't hit it as it is 100% blocked! Loved the tiles but hated how it became like fighting in the dark with all the LOS issues. Certain tiles need to be fixed for coverage before I could use it because every single tile pretty much blocked me from shooting. Game already is to hard for me.. I did well in X-Com but this game is much more difficult already than add so much more items to block view or cause you to take 4 turns to get around a few trees and a rock and it just became tedious. Quote Link to comment Share on other sites More sharing options...
Skitso Posted October 9, 2014 Author Share Posted October 9, 2014 This problem has to be related to something on your end. I've never experienced anything like that on my end. Also, this pack has several thousand users and not a single one has reported similar issues Quote Link to comment Share on other sites More sharing options...
dpelectric Posted November 2, 2014 Share Posted November 2, 2014 Hey Skitso, just curious, are you going to put this up as a mod on Steam Workshop? Quote Link to comment Share on other sites More sharing options...
dpelectric Posted November 4, 2014 Share Posted November 4, 2014 Can I ask for more maps for Massive UFOs? I'm fighting carriers and 90% of time I get same industrial map with slight variation of starting location. I'd like to second this. Of course, it's easy for people to ask for more maps, and then let you do all the hard work. But I would think that doing larger maps might carry some extra value. When players are using your smaller maps, they are moving through them pre-Buzzard, and all of the painstaking work that you put into everything above ground level goes largely unappreciated. In my experience, you could just as well have roofless one-story buildings, stumps instead of trees, etc. Once players gain flying armor, and particularly when Harridans make their appearance, the game becomes much more three-dimensional and the upper map levels gain significance. Naturally you're already well aware of this; I'm just saying that I think any future efforts on your part would be more satisfying for all parties concerned- players and creator- if they were bigger maps Quote Link to comment Share on other sites More sharing options...
Skitso Posted November 5, 2014 Author Share Posted November 5, 2014 (edited) Well, while I'm planning on releasing one more major update to this pack, it will not touch the larger maps I'm afraid. The final version will update all the light scout maps to be unique instead of just smaller versions of scout/corvette/landing ship maps. This way it'll be highly unlikely for players to get duplicate maps within one playthrough. (you need to play at least 8 crash sites with the same ufo type and same tileset). It's a rather huge undertaking but will practically double the amount of maps in the pack. (I'm hoping kabill can help me out here some day... ) Then why I'm not making larger maps? Most crash sites I play are up to landing ship and after that the gameplay concentrates more towards air combat, terror sites and base attacks. I usually play only 1-3 crash site missions per ufo type after that, so the map variety isn't really needed there - at least with my play style. I'm not trying to be rude or sound selfish, but for me, modding means doing stuff I think a game needs and I enjoy making and playing. I just then release the stuff I've made and the community either likes it or not. Regarding levels above ground: I've modded my enemy AI so that they take advantage of higher levels much more often and it really benefits the game. I suggest you to make similar changes in aiprops. I've put floorpreference value to -10 (negative values attract to upper floors) to all races and it seems to work great! Hope you all enjoy this map pack nevertheless. Edited November 5, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
kabill Posted November 5, 2014 Share Posted November 5, 2014 It's a rather huge undertaking but will practically double the amount of maps in the pack. (I'm hoping kabill can help me out here some day... ) I've been starting to regain some keen for mapping. However, currently the map editor with 1.52 is broken so it's not possible to make anything Quote Link to comment Share on other sites More sharing options...
Skitso Posted November 5, 2014 Author Share Posted November 5, 2014 Can't you fit a second (older version) installation on your hard drive? Quote Link to comment Share on other sites More sharing options...
kabill Posted November 5, 2014 Share Posted November 5, 2014 Hmm, actually, I possible could do. I don't think I deleted my backup copies when I stopped using them. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted November 5, 2014 Share Posted November 5, 2014 Regarding levels above ground: I've modded my enemy AI so that they take advantage of higher levels much more often and it really benefits the game. I suggest you to make similar changes in aiprops. I've put floorpreference value to -10 (negative values attract to upper floors) to all races and it seems to work great! I'll try doing exactly that. Thank you for the advice, and I see your point about smaller maps getting more use. Quote Link to comment Share on other sites More sharing options...
Chris Posted November 5, 2014 Share Posted November 5, 2014 Interesting points on the higher levels. By the way, with the new modular mod system you can actually easily add the floorpreference tweak to your mod pack if you think it adds to the game. Just depends if you think it goes beyond the scope of the map pack or not, really. Quote Link to comment Share on other sites More sharing options...
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