
Embassy
#1
Posted 12 December 2005 - 02:17 AM
This weekend i've started doing a new 20X20X4 building for city.
It's called "the embassy".
Cause i'm not at home right now i can't post some pic's. I'll put some latter.
It's the first time i try to make a building in Daishiva's MapView, and for now i'm trying to put it to work in the game.
#3
Posted 12 December 2005 - 04:16 PM
So i finnaly got home, and here are the pics
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Please give your opinion about it
Looks OK to me, 2nd player has an advantage approaching it but that isn't really a problem (because of the sliding door entrance).
X-COM: Area 51 site - UFO terrain mods
My X-COM fan fictions: The Unknown Menace, Abyssal and Eulogy
#4
Posted 13 December 2005 - 07:00 PM
Could be relatively easily held from the first floor at the main stairs, too.
#5
Posted 16 December 2005 - 01:44 AM
- line up the windows with the other floors... usually building windows are placed in columns.
- conference room? with no windows and long table with lots of seats
- Gaz tanks or gas filled roof area to refuel those helicopters and make things blow up
- Armory section, most embassies have a small military squad.
- FLAGS!! if there's any in the game...
Ok that might be pushing things a bit but a fancy shape like this for instance http://www.bodley.ox...ges/embassy.jpg would really spice things up!
Edited by nachtwolf, 16 December 2005 - 01:44 AM.
#6
Posted 16 December 2005 - 05:04 PM

In the next few days i'll be totally out of time for making anything, but i'll try to add some more things.

@ nachtwolf
those are very good sugestions but i don't know (yet

Can i add any tileset i want in the same map, without affecting the other maps of the same mapset? (i don't know if this is the correct question).
For example, in the paths of MapView i have UFO & TFTD. In UFO, i have 18 maps on City Terror Site (19 with embassy), and all of them are using the four tilesets' i mentioned above.
If i add some more tilesets only to the embassy, the game will run properly?
For now the embassy is only a file in mapview, cause i wasn't able to put it to work in the game.
I haven't read the rest of the Map Editing Documentation, and this could take some more days

another thing, i've just remembered... how is the option to make maps with more than 4 levels? Can anyone give an estimate time for this option be available??
I can't stop thinking about an 12 level (or more

Making something like this, would be great, cause imagine a city with some of these towers......

Edited by ShellTox, 16 December 2005 - 05:17 PM.
#7
Posted 16 December 2005 - 06:58 PM
Can i add any tileset i want in the same map, without affecting the other maps of the same mapset? (i don't know if this is the correct question).
For example, in the paths of MapView i have UFO & TFTD. In UFO, i have 18 maps on City Terror Site (19 with embassy), and all of them are using the four tilesets' i mentioned above.
If i add some more tilesets only to the embassy, the game will run properly?
Nope. They all have to have the same tilesets/tilelists.
#8
Posted 16 December 2005 - 11:23 PM
another thing, i've just remembered... how is the option to make maps with more than 4 levels? Can anyone give an estimate time for this option be available??
I can't stop thinking about an 12 level (or more)urban building with some elevators and an underground parking garage. Some corridors with lots of space, and some offices with desks & PC's.
Making something like this, would be great, cause imagine a city with some of these towers......
i have no idea honnestly, depends on programmers and map stuff is being worked on as we speak since 64x80 tiles are now seeing support and complete lua defined tiles are possible (but limited).
And you are not alone to dream of a 12 story map with skyscrapers, 3 underground sewers and subway levels, highway overpasses and... other urban stuff.
Falling damage would need to exist tho. I suggest damage should be square the height of fall+1 in levels. So fall from 12 to 0 is a huge 169 dmg and fall from 1st floor to 0 is 4 dmg. so falling from 2nd floor starts to hurt and falling from 10+ floor will probably kill you.
#9
Posted 17 December 2005 - 06:41 AM
another thing, i've just remembered... how is the option to make maps with more than 4 levels? Can anyone give an estimate time for this option be available??
I can't stop thinking about an 12 level (or more)urban building with some elevators and an underground parking garage. Some corridors with lots of space, and some offices with desks & PC's.
Making something like this, would be great, cause imagine a city with some of these towers......
UFO only supports 4 level maps at the moment, but mapview supports any number.
#10
Posted 18 March 2007 - 06:23 PM
#11
Posted 23 March 2007 - 06:26 PM
the embassy is in a frozen state

Now that we have the 16 level suport, an underground parking lot would be nice.
By the way, another map idea:
a big size shopping mall that ocuppies the entire map with 2 or 3 underground levels with cars, the main level with some bigger stores, 2 or 3 floors with some small stores and roof.
The idea is have an open space with the above levels being some kind of lateral corridors with a few bridges across.
It would be nice to have civilians on the map walking around (on diferent levels not just the ground level). These civilians would have a very simple AI, that controled them in a third turn after both players have maked their moves.
If the players kill one civilian some points should be subtracted in the final report. This could be some sort of terror mission game type. There are a few game possibilities here:
the civilians are to be exterminated by one of the players and the other tries to protect them - the game ends with the last civilian killed;
the civilians are not the target, they are just good folks caught in a cross fire between the two teams. The objective is to kill the other player team as usual. But instead of being a just a deathmatch, points would count to victory or defeat. Example: player 1 exterminates every element of player 2 team and some civilians. Player 2 manages to kill some operatives of player 1 but doesn't kill any civilian. result?? player 2 wins by points

I think with this kind of feature, the strategy of "fire a missile on every thing that moves" would be abandoned and the game experience would increase very much as the enjoyment of playing the game with some walls to cover you

is this at reach or its just too complicated to be made?
please give your opinion
sorry about the big post
cya