Khall 10 Posted December 15, 2014 I've started work on updating the tropical tileset by TT3 and Frakel. I've started by editing the tiles to more closely match the vanilla style, changed the hue and saturation of the grass tiles, started work on redoing the spectre values, added tall grass and some more edited tiles from other tilesets. I've still got a lot of work to do editing the rest of the tiles, adding some new ones, plus creating damaged and destroyed variants for them all. In terms of map design, I'm planning to have the maps quite dense in general, with quite a few LOS breakers. Naturally foliage (which most cover will be) will have weak health, with trees and rocks being better cover. I've been thinking and I'm going to add larger vegetation clusters (LOS breakers) directly using individual tiles in the level editor, while the rest of the map (cover) uses random submaps. In my view that would give the best balance between quality and variation. I've only got 1 map right now for testing purposes, and it'll be a while before I have all the tiles needed to start producing "proper" maps. Share this post Link to post Share on other sites
kabill 37 Posted December 15, 2014 This looks really good. Don't know if it's intentional, but those pictures have a vibe about them that remind me of the original X-Com Jungle maps. Regarding the maps, if you've not done so already I'd recommend having a look at my Arctic and Desert map packs as they might be useful if you're planning mostly random maps. Indeed, I'd been thinking about making a random map pack for this tileset once you were done updating the images; perhaps we could coordinate even if just in terms of building submaps (which is where a lot of the work is)? Share this post Link to post Share on other sites
Khall 10 Posted December 15, 2014 Thanks, I looked at your random maps back when I started to create random submaps for tundra, they were very helpful. I'll definitely co-ordinate in making maps once I get the default versions for all the tiles done. I was thinking something roughly like this in terms of maps and submaps: -Long rows of LOS breakers done adding each tile individually in level editor -Random clusters of LOS breakers, 5x5 -Random Dense cover (more defendable positions in terms of cover placement), 5x5 -Random Sparse cover (randomly arranged props, makes up most of the map), 5x5 Share this post Link to post Share on other sites
Skitso 37 Posted December 15, 2014 Excellent! I'll be available too, if a mapper is needed. I burned myself out while finalizing my map pack, but I'll be there when the tiles are done. Share this post Link to post Share on other sites
llunak 15 Posted December 15, 2014 (edited) I was thinking something roughly like this in terms of maps and submaps:-Long rows of LOS breakers done adding each tile individually in level editor Wouldn't it be more efficient to go for the grid approach, at least for some maps? Tropical should be the most suitable tileset for this, given that jungle practically is a random "mess", so I expect this would allow a much larger selection of still pretty good-quality maps. If there would be something missing from the code side, I can have a look. I was e.g. thinking if it would help for random maps if it was possible to stack submaps on top of each other in defined order and possibly defined chance of appearing, so that e.g. random industrial could be also done in a grid using one level of submaps and then buildings could be another level of submaps (which I assume would reduce the amount of work needed for submaps because not so many of them would be needed, but you're the experts here). The OG having maps random WRT the big structure was IMO one of the keys to its good replayability. And thank you once more for picking this up. Edited December 15, 2014 by llunak Share this post Link to post Share on other sites
DarkExcalibur42 10 Posted December 17, 2014 Good god that's gorgeous. I want this. Share this post Link to post Share on other sites
juanval 12 Posted December 24, 2014 Nice maps. Great job guys!!! I think I'll play another long campaign when Tropical tileset will be released. Share this post Link to post Share on other sites
Skitso 37 Posted February 20, 2015 Khall, are you still working on this? Share this post Link to post Share on other sites
fall19 10 Posted March 1, 2015 man i realy want this and tundra Share this post Link to post Share on other sites
syntaxerror 10 Posted March 15, 2015 Amazing, you have my morale support! Share this post Link to post Share on other sites
KevinHann 11 Posted July 21, 2015 This is a mouth-watering prospect, is the project still alive? Share this post Link to post Share on other sites
kabill 37 Posted July 21, 2015 There's been some discussions behind the scenes of doing something with this. But there's possibly some XCE work to be done first. Share this post Link to post Share on other sites
llunak 15 Posted July 21, 2015 This is a mouth-watering prospect, is the project still alive? Feel like helping with it ? Share this post Link to post Share on other sites
KevinHann 11 Posted July 21, 2015 What needs to be done? I'm not sure I have the required skillset but I'm not short of enthusiasm Share this post Link to post Share on other sites
kabill 37 Posted July 21, 2015 Basically, map/submap editing. I'd quite like to make a random pack for the tropical tileset as its ideally suited for that format. But making submaps for it can be time consuming. So if you had some time and willingness producing some submaps would be super-helpful. I can provide details if you're interested. Share this post Link to post Share on other sites
KevinHann 11 Posted July 31, 2015 I'd love to help but I'm reluctant since I barely have any time to get Xenonauts running atm, and I'd need to get familiar with the editor. My only experience with it was drawing some UFO designs and those are fairly simple to do back then, but I've forgotten even the little bit I learnt at the time. Share this post Link to post Share on other sites
SoulFilcher 10 Posted July 31, 2015 Maybe I can help, I've been making UFO submaps I think I could take a little break and make other submap types. Share this post Link to post Share on other sites
KevinHann 11 Posted July 31, 2015 Just to clarify, I can't put the current Tropical maps in my game if I'm already using the Tundra tileset, right? Share this post Link to post Share on other sites
Skitso 37 Posted July 31, 2015 I'd gladly do it, but I feel the tileset isn't complete enough to bother. (Everything I do, needs to be up to at least vanilla quality and lacking damage states ect. just rubs in the wrong way) Share this post Link to post Share on other sites
SoulFilcher 10 Posted July 31, 2015 Just to clarify, I can't put the current Tropical maps in my game if I'm already using the Tundra tileset, right? I wonder if XCE could be modified to allow more tilesets. I'd gladly do it, but I feel the tileset isn't complete enough to bother. (Everything I do, needs to be up to at least vanilla quality and lacking damage states ect. just rubs in the wrong way) I totally agree. I wouldn't want to have an unfinished tileset. Share this post Link to post Share on other sites
kabill 37 Posted July 31, 2015 I wonder if XCE could be modified to allow more tilesets. I think it already has been, or else is something that llunak has plans for adding. Share this post Link to post Share on other sites
Axiomatic 24 Posted September 28, 2015 if I understand correctly, at this mod there isn't map for huge UFO. What happens if huge UFO will be shutdown under tropical zone? Share this post Link to post Share on other sites