ladlon Posted June 12, 2013 Share Posted June 12, 2013 I understand that the maps consist of an overall 'blueprint', consisting of blocks of 'area types' (ex. warehouse), from which a random selection from a pool of that type of area (ex. warehouse 3 from the pool of 8), which is a nice system to mix things up a little. What I'm wondering is that in that blueprint, is the location of the UFO one of the area types, or is the UFO placed randomly? I would assume it's dictated by the blueprint as an area type, but I'm wondering why not have the UFO location randomized as well... in that you'd pick the area block it is to be in, and then replace whatever WAS previous allotted for that spot with a UFO 'area'. It just seems a bit disappointing that the UFO would always been in the same known spot. (Obviously, the more maps that are made available, the less this becomes an issue, but until there are loads of maps, you will start to instantly recognize the maps, and the mystery of where the UFO is gets lost). At worst, why not at least have maps contain multiple possible UFO locations (the unpicked ones then being replaced by some other area type)? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 12, 2013 Share Posted June 12, 2013 You can place several spawn points for the alien craft and it should randomly choose one. However in the maps Chris is designing (and the guidelines he has given for maps to be included with the game from the community) only one is placed so that the level can be designed around it. Basically I think Chris found that the more randomisation you put into the maps the more difficult it became to get a layout with meaningful cover and a 'flow' between your spawn and the objective. Personally I prefer more randomisation over the hand crafted approach. I don't care if I sometimes get a mission where I can see the edge of the UFO from the Chinook. If I have to blast my way through a poorly placed orchard or advance across an open field because the rng decided it wasn't going to give me cover then I will adapt. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 12, 2013 Share Posted June 12, 2013 Personally I prefer more randomisation over the hand crafted approach. I don't care if I sometimes get a mission where I can see the edge of the UFO from the Chinook. If I have to blast my way through a poorly placed orchard or advance across an open field because the rng decided it wasn't going to give me cover then I will adapt. +1 Combat isn't pretty. Quote Link to comment Share on other sites More sharing options...
ladlon Posted June 12, 2013 Author Share Posted June 12, 2013 +1 Yep, I'm in as well! Quote Link to comment Share on other sites More sharing options...
jazzglands Posted June 13, 2013 Share Posted June 13, 2013 +1 here as well. I definitely prefer the randomness. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted June 14, 2013 Share Posted June 14, 2013 I also agree, we should have more randomosity. Quote Link to comment Share on other sites More sharing options...
Solarius Scorch Posted June 16, 2013 Share Posted June 16, 2013 Definitely! That's the only way to go. Quote Link to comment Share on other sites More sharing options...
Solver Posted June 16, 2013 Share Posted June 16, 2013 Absolutely. As long as illogical maps are avoided (buildings with doors that open into walls), I'd prefer randomness over hand-craftedness. Sometimes low distance from dropship to UFO. Sometimes difficult sections with no cover or inconvenient paths. Sometimes narrow 1-tile corridors. It's okay. Better than hitting a crashed scout on a Farm map, seeing the tractor and barn immediately from the Chinook and thus recognizing that it's the map I know by heart already. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 16, 2013 Share Posted June 16, 2013 If a door opens into a wall... well I have guns for that. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 16, 2013 Share Posted June 16, 2013 Well hopefully there will be enough maps in future versions that getting the same map enough to learn it by heart shouldn't happen. Quote Link to comment Share on other sites More sharing options...
Wintermist Posted June 16, 2013 Share Posted June 16, 2013 Well hopefully there will be enough maps in future versions that getting the same map enough to learn it by heart shouldn't happen. And since there is a map-maker, there will always be more and more... and more! Quote Link to comment Share on other sites More sharing options...
Belmakor Posted June 16, 2013 Share Posted June 16, 2013 I know the feeling. I can't bring myself to play more than a few missions in the latest version as I end up just playing the same maps over and over. Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 16, 2013 Share Posted June 16, 2013 There's a fair bit of new maps over in the mapping section (he types having still to update the map list) that look to be worth checking out, if it helps remove that repetitiveness. Quote Link to comment Share on other sites More sharing options...
nomorebeef Posted June 16, 2013 Share Posted June 16, 2013 I think Having the ufo always in the same place relative to your craft makes a bit of sense as you would know where it is already if you shot it down. Wouldn't you see it from the sky while landing even if you didn't shoot it down in the first place? I don't really understand having a "fog of war" with the terrain unless the aliens laid down some sort of fog before you land as you would get a birds eye view from your craft upon landing. The player shouldn't know where the aliens are, but I think it's completely reasonable to know where the alien ship is. Quote Link to comment Share on other sites More sharing options...
smoitessier Posted June 16, 2013 Share Posted June 16, 2013 Is randomized maps just not feasible now even if someone wanted to mod it? But if it's still possible to use them for alien bases that would be nice. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 16, 2013 Share Posted June 16, 2013 Guess since I haven't run into one, there is no jungle/lush forest type tileset? I missed those woodsy/jungly environments from the original Quote Link to comment Share on other sites More sharing options...
ClaytonCross Posted June 17, 2013 Share Posted June 17, 2013 Personally I prefer more randomisation over the hand crafted approach. I don't care if I sometimes get a mission where I can see the edge of the UFO from the Chinook. If I have to blast my way through a poorly placed orchard or advance across an open field because the rng decided it wasn't going to give me cover then I will adapt. ya +1, I definitely agree with Gauddlike here. Quote Link to comment Share on other sites More sharing options...
Xenomorph Posted June 17, 2013 Share Posted June 17, 2013 ...as you would know where it is already if you shot it down. Wouldn't you see it from the sky while landing even if you didn't shoot it down in the first place? I don't really understand having a "fog of war" with the terrain... but I think it's completely reasonable to know where the alien ship is. FOW always baffled me on x-com and alike games. We do approach from above, so we should know the terrain, the exploration part of missions is completely passable. About knowing where the ufo is, random or not its not a problem, without FOW. FOW is just a waste of time, IMO. JA2 has no fog of war, still, its an awesome game with awesome gameplay. By the way, is it possible to remove FOW from Xenonauts? Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 17, 2013 Share Posted June 17, 2013 Guess since I haven't run into one, there is no jungle/lush forest type tileset? I missed those woodsy/jungly environments from the original zzz created something for a few builds back. I've no idea if it works on the current build but there could be some use made of all the little trees in there. Quote Link to comment Share on other sites More sharing options...
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