Aaron Posted December 18, 2012 Share Posted December 18, 2012 Hi all. It's been a little while since I posted an update, and that is mainly because I've been working on one very big job - creating all the tiles for the Xenonauts base, to be used during base defence missions. Chris has already posted up a few preview shots of the base using some mock-ups I made, but now that everything is running in the game I wanted to give you a look at more of the base. Here's a few (HUD-cropped) screenshots to get started: Radar, storeroom and workshop Command centre, medical wards and laboratory Hangars and living quarters And the following is a stitched together image I made manually showing the entire base, in the default layout as it exists right now. You can also see how our alien breaching system works, with multiple alien pods breaching the base at different points. These will be hidden from the player to increase the tension. Do note though that the graphics for the alien pod breaches are place-holders which will be replaced soon enough. Screenshot of complete base (About 3 MB in size). In addition to the base I have been steadily working on props to fill out the other tilesets, and here are a few of those: (Click for game size) Quote Link to comment Share on other sites More sharing options...
Chris Posted December 18, 2012 Share Posted December 18, 2012 Quite a few of the tiles (lights, computer consoles etc) are animated too. We might put together an animated screenshot at some point so people can get a good feel of the game in action. Quote Link to comment Share on other sites More sharing options...
thothkins Posted December 18, 2012 Share Posted December 18, 2012 (edited) wow! great art. all the little details - the map that replicates the one from the menu, the sandbags outside the command centre, old computers the gun racks... and on and on. Oh, and the alien shaped target form a previous image too was a nice touch. Edited December 18, 2012 by thothkins Quote Link to comment Share on other sites More sharing options...
Steelpoint Posted December 18, 2012 Share Posted December 18, 2012 Fantastic art, I really like the addition of the sandbag defences around the HQ, as well as the Alien Pods. Makes it far more difficult to defend your base when you don't know where the Aliens are coming from. Quote Link to comment Share on other sites More sharing options...
Harmonica Posted December 18, 2012 Share Posted December 18, 2012 The art in the game is beautiful. Are the base layouts going to be randomised like everything else? Can we create base maps for use by the game? Quote Link to comment Share on other sites More sharing options...
crusherven Posted December 18, 2012 Share Posted December 18, 2012 Seems like the base will almost certainly be laid out as you build it... notice how you have four hangars at one end, just like how its built? Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted December 18, 2012 Share Posted December 18, 2012 (edited) Can we create base maps for use by the game? More correct to say "room maps" because "base map" you create when you build base. I think this rooms is regular submaps, and it can be can be customised and randomised. I notice there no aircrafts can present anymore(or i'm wrong?), but i'm fine with that. I also notice sci\med rooms didn't have "AO"(if you understand what i mean) and look more plain and flat then other rooms. I also think it will be better idea to make such shading to be part of wall(like you make with props), not floor it will make things more flexible and, how to say this, destruction frendly(i'm not about just base), not sure is it will work good but worth of try. Overall it reminds me old fallout\crusader(you know,"no remorse\regret"), I'm say it as something "feels good " not mean something "looks archaic" Edited December 18, 2012 by zzz1010 Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted December 18, 2012 Share Posted December 18, 2012 Holy poop that's awesome. Finally we witness the beauty of modern 2D. Quote Link to comment Share on other sites More sharing options...
Dowly Posted December 18, 2012 Share Posted December 18, 2012 Amazing! Quote Link to comment Share on other sites More sharing options...
StellarRat Posted December 18, 2012 Share Posted December 18, 2012 That's beautiful. I'm can hardly wait until the beta is out so we can see everything. Quote Link to comment Share on other sites More sharing options...
Agent Dark Posted December 18, 2012 Share Posted December 18, 2012 Oh man that is sweet. I want...I need. Quote Link to comment Share on other sites More sharing options...
Stranger Posted December 18, 2012 Share Posted December 18, 2012 This looks so awesome. Quote Link to comment Share on other sites More sharing options...
Puniasterus Posted December 18, 2012 Share Posted December 18, 2012 Nice tiles Quote Link to comment Share on other sites More sharing options...
Grufflehound Posted December 18, 2012 Share Posted December 18, 2012 Very tasty design work. My compliments to the chef. Quote Link to comment Share on other sites More sharing options...
Ragnarok Posted December 18, 2012 Share Posted December 18, 2012 Impressed. Keep it up, great ! Quote Link to comment Share on other sites More sharing options...
jimbobfury Posted December 18, 2012 Share Posted December 18, 2012 Have these screenshots been photoshopped at all, or are they shown here as they'll appear in the game because if so...wow! There definitely seems to be an extra level of detail and polish compared to the last alpha version I played. Brilliant stuff! Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted December 18, 2012 Share Posted December 18, 2012 Have these screenshots been photoshopped at all, or are they shown here as they'll appear in the game In this game this sentence is have much less sense than you can think Quote Link to comment Share on other sites More sharing options...
Harmonica Posted December 18, 2012 Share Posted December 18, 2012 More correct to say "room maps" because "base map" you create when you build base. I think this rooms is regular submaps, and it can be can be customised and randomised. Yeah, that's true - that's what I meant. Sorry I meant base as in the submaps themselves. Quote Link to comment Share on other sites More sharing options...
wanderer Posted December 19, 2012 Share Posted December 19, 2012 My excitment level has increased. Quote Link to comment Share on other sites More sharing options...
ShadowFox Posted December 19, 2012 Share Posted December 19, 2012 Awesome layouts, but I'm curious if you have another store room or barracks built in your base, will those extra room show in the layout? OR if you remove a hanger or rearrange the rooms around... would the layout also change? Quote Link to comment Share on other sites More sharing options...
Gorlom Posted December 19, 2012 Share Posted December 19, 2012 Are the props 3D model going to be painted over by hand or has that already been done? (Something about the dimensions buggs me with the sandbags) All the props look really good but I assume that they haven't been finalized since they feel a bit off to me? How does the double wall sections (that separate 2 rooms) work when being shot at /destroyed ? Are they indestructible? Does the "wall panel" fall away to reveal empty space between the walls? Does it fall away to reveal concrete filled space? does half of the space get destroyed along with the corresponding "wall panel"? Or does the whole segment get destroyed all at once? Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted December 19, 2012 Share Posted December 19, 2012 Are they indestructible? I'm sure - this. I'm not person you ask, but it is. Quote Link to comment Share on other sites More sharing options...
Aaron Posted December 19, 2012 Author Share Posted December 19, 2012 Hi all, thanks for the kind comments - To be absolutely clear everything in the big screenshot is rendered in the game, but the shot itself was assembled by me stitching together lots of smaller screenshots of the base. To answer some questions: Base layouts will reflect the base as you have built it. The layout you see there is the current new base default, which will probably change. Additionally most rooms have 2 layouts that the game will randomly choose between; if you look at the hangars in the big screenshot you can see and example of this. It is easy for us (or anybody) to add more later. Aircraft are considered to have been launched at the first sign of the aliens breaching the base, so hangars will always be empty. All these props are still the raw renders, they will be painted over before being finalised. Double walls are indestructible, though interior walls within rooms will be destructible. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted December 19, 2012 Share Posted December 19, 2012 Thank you so much for the information Aaron Best possible news (will the indestructible walls contain black FoW mass like in the screenshots that or will it look like it contains some actual material later on? ) Quote Link to comment Share on other sites More sharing options...
Okim Posted December 19, 2012 Share Posted December 19, 2012 In the original XCOM all the crafts had VTOL ability and hangars were really huge. So a simple assumption of top of the hangar being a huge blast door was enough to get a grasp on how the crafts take-off/land. But here in Xenonauts we are using non-vtol MIGs and Fs, so how do planes get out of them? I see no elevators/large doors on hangar layouts... Quote Link to comment Share on other sites More sharing options...
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