llunak Posted July 3, 2015 Share Posted July 3, 2015 (edited) This is a pack of more than 100 maps originally created by Stinky, Flash and Moxar. See this thread and this thread for details. Download: Here. Required version of game: There are some minor (visual) glitches that will be fixed in X:CE 0.34 (or maybe 0.33 HF1). However, barring these, the maps should be perfectly usable with the current X:CE version. I don't know if the maps are usable with the vanilla 1.59 version, although I expect they should be (also having the minor glitches). These maps were created for Xenonauts before the stable release, and apparently all the mappers involved had left before some changes caused these maps to no longer work properly with the stable version, so there were objects and even whole buildings missings. Unfortunately nobody took care of the maps, which is rather a shame, because the maps are very nice, so I've fixed them up. I do not intend to maintain them as such as soon as I consider the map pack finished, so in the unlikely case somebody would like to take over or even further improve the maps, feel free to do so. Pending issues: There are some drawing problems with objects taking more than one tile, most notably sofas right behind walls show through. This will be fixed with next X:CE release. There are few various minor graphical problems, such as pieces of inner house walls showing through outside walls. I probably couldn't be bothered to be honest, if it annoys you, provide a fix and I'll include it. Screenshots: Edited July 4, 2015 by llunak 2 Quote Link to comment Share on other sites More sharing options...
kabill Posted July 3, 2015 Share Posted July 3, 2015 That's where the swimming pool went! I really liked that submap but didn't realise it was one of Stinky's and just figured GH decided to get rid of it. Quote Link to comment Share on other sites More sharing options...
llunak Posted July 4, 2015 Author Share Posted July 4, 2015 Actually the swimming pool was part of V20, I really don't understand why it got removed again, especially given that the stable release shipped with relatively so few maps. I think I might go and try to rescue all that stuff too. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 4, 2015 Share Posted July 4, 2015 Heh, so I was right? Never mind, and good work bringing these back in any case. Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 4, 2015 Share Posted July 4, 2015 Great work llunak, thanks! I could maybe take one polish pass on these some day in the near future. Quote Link to comment Share on other sites More sharing options...
CherryCoke Posted July 5, 2015 Share Posted July 5, 2015 Can't say no to more maps--even if I have some terrible memories of missions gone wrong on like half of Stinky's maps. Jokes aside, I appreciate the update llunak. Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 6, 2015 Share Posted July 6, 2015 Industrial canal props aren't working in the game as the tile graphics are placed in the arctic folder. (this can be seen for example in the Industrial_SmogStink1_Scout_Corvette_Stinky) Quote Link to comment Share on other sites More sharing options...
llunak Posted July 6, 2015 Author Share Posted July 6, 2015 Industrial canal props aren't working in the game as the tile graphics are placed in the arctic folder. (this can be seen for example in the Industrial_SmogStink1_Scout_Corvette_Stinky) I see no problem when I load that map in Steam's X:CE 0.33 . Prop sharing between tilesets doesn't work only if the props have images in atlases, which is not the case here. Quote Link to comment Share on other sites More sharing options...
Skitso Posted July 6, 2015 Share Posted July 6, 2015 Hmm strange.. I'll investigate. Quote Link to comment Share on other sites More sharing options...
orlinos Posted July 6, 2015 Share Posted July 6, 2015 Can't say no to more maps--even if I have some terrible memories of missions gone wrong on like half of Stinky's maps.Jokes aside, I appreciate the update llunak. Warehouse by the pool. (Or simply on the water?). Sebilians hiding in every nook and cranny. Four Xenonauts dead... Quote Link to comment Share on other sites More sharing options...
llunak Posted September 25, 2015 Author Share Posted September 25, 2015 I have restored and included the two terror missions from the V20 beta, so we can all re-live the nightmares, yay! I've however slightly altered the landing zone in the medium map as that one was way too open. The maps are technically not community maps, but they seem to fit better this map pack that restores old maps, and I'm too lazy to rename the map pack again just because of this. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 27, 2015 Author Share Posted September 27, 2015 Ok, I somehow couldn't resist and I've restored a number of "normal" maps from V19 as well. Some of them are a bit sparse compared to other maps, but I think quite like them (in fact a number of them seem rather good), and it's more maps. Quote Link to comment Share on other sites More sharing options...
drages Posted September 27, 2015 Share Posted September 27, 2015 I have restored and included the two terror missions from the V20 beta, so we can all re-live the nightmares, yay! I've however slightly altered the landing zone in the medium map as that one was way too open.The maps are technically not community maps, but they seem to fit better this map pack that restores old maps, and I'm too lazy to rename the map pack again just because of this. It's very nice to have more terror maps. At default game you shot down most of terror mission ufos but when modded you would need more maps for this mission. Quote Link to comment Share on other sites More sharing options...
llunak Posted September 27, 2015 Author Share Posted September 27, 2015 It's actually not that hard to create new maps, it's more or less a bit of painting in the level editor. The submap editor is somewhat harder, as it is another level of mapping, but it's not really necessary. One could probably create 10 new decent maps in one evening. http://www.goldhawkinteractive.com/forums/showthread.php/5341-How-to-map-and-submap-in-Xenonauts Quote Link to comment Share on other sites More sharing options...
malthaussen Posted September 29, 2016 Share Posted September 29, 2016 The link appears to be broken. Â --Mal Quote Link to comment Share on other sites More sharing options...
Axiomatic Posted September 29, 2016 Share Posted September 29, 2016 These maps are included in CE modpack http://www.goldhawkinteractive.com/forums/index.php?/files/category/3-xenonauts-community-edition/ Quote Link to comment Share on other sites More sharing options...
malthaussen Posted September 29, 2016 Share Posted September 29, 2016 So if I download the CE modpack, I can manually add it to assets? I prefer to install things myself. Call me a control freak. Â -- Mal Quote Link to comment Share on other sites More sharing options...
Policenaut Posted October 2, 2016 Share Posted October 2, 2016 On 2016-09-29 at 11:51 PM, malthaussen said: So if I download the CE modpack, I can manually add it to assets? I prefer to install things myself. Call me a control freak. Â -- Mal Yes, but make sure to put them in the Xenonauts\assets\mods folder. Quote Link to comment Share on other sites More sharing options...
darvo Posted June 8, 2017 Share Posted June 8, 2017 So how do I download this, the link just send me to the index page and I need this mappack for some mods. Quote Link to comment Share on other sites More sharing options...
Charon Posted June 8, 2017 Share Posted June 8, 2017 36 minutes ago, darvo said: So how do I download this, the link just send me to the index page and I need this mappack for some mods. You dont, the latest version is included in xce. Quote Link to comment Share on other sites More sharing options...
Axiomatic Posted May 13, 2018 Share Posted May 13, 2018 Hello all xenomaps.xls (from Restored Community Pack) have a column "Accepted ?" with parameters "true" or "false". What does it mean? Is it affected on available maps in game? Quote Link to comment Share on other sites More sharing options...
Charon Posted May 14, 2018 Share Posted May 14, 2018 6 hours ago, Axiomatic said: What does it mean? Is it affected on available maps in game? These are just custom notes for the mapmakers and future mapmakers, i guess. I wouldnt take them too seriously as a quick diff made it clear that the data is not congruent. Quote Link to comment Share on other sites More sharing options...
Quenaros Posted March 16, 2023 Share Posted March 16, 2023 Hm the Link seems broken Quote Link to comment Share on other sites More sharing options...
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