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DaiShiva

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Detachable? like it comes off? Well no, not really. And yes, the grav lift goes up to the roof. It gives aliens an advantage if they decide to go up
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[quote name='x0563511' date='Aug 7 2004, 02:50 PM']well, i didnt mean literally. I was trying to be funny  :unsure:

How likely is it that they go uptop? Did you put nodes up there?
[right][post="89790"]<{POST_SNAPBACK}>[/post][/right][/quote]

yup, i put a single node on top. i am going to put a couple dummy nodes to encourage the aliens to come up top as well.
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Guest alex the greater
[quote name='j'ordos' date='Jan 16 2004, 05:43 PM']Oh yeah, here's the mapfile for that medium scout, if anyone's interested. I've tested it a few times in combat and it seems to be working fine, except for some tiles you can't move on (you can move 'through' them by going to a square behind it, but not to the square itself) and some other minor things I don't know how to fix atm :unsure:

installation : rename mscout.ex_ to mscout.exe and extract the files to the main xcom folder. Overwrite existing files or rename them and use xcomutil to use multiple maps (details in the mapview online help file : [url="http://www.daishiva.com/programs/Help/MapView.shtml#Anchor-47983"]here[/url])

edit : also updated the image I posted before.
[right][post="59746"]<{POST_SNAPBACK}>[/post][/right][/quote]


how do you change the tag from .ex_ to .exe ???
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right click, "rename", mscout.exe

if that don't work, open up the thing and make it so you can see all file extensions, including known ones, then repeat the above process.

Another non-playable, but I think this beats you ALL, including Deathskull's BIG PURPLE THING... mwhahahah, yes, introducing none other than, THE TANARIS SPACE CRUISER!!!!

It has a human AND alien crew.

The little thingies are escorts, I C+P'ed them.

Yes, those are tiny scouts docked, cute, no?

That funny bump on the roof near the front that is actually attached to it is a landed ship, BTW.

WARNING; BIIIIIIIIIIG screenies.


edit by Micah: No longer big screenies! :) Edited by Micah
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[quote name='Exo2000' date='Aug 23 2004, 10:15 PM']right click, "rename", mscout.exe

if that don't work, open up the thing and make it so you can see all file extensions, including known ones, then repeat the above process.

Another non-playable, but I think this beats you ALL, including Deathskull's BIG PURPLE THING... mwhahahah, yes, introducing none other than, THE TANARIS SPACE CRUISER!!!!

It has a human AND alien crew.

The little thingies are escorts, I C+P'ed them.

Yes, those are tiny scouts docked, cute, no?

That funny bump on the roof near the front that is actually attached to it is a landed ship, BTW.

WARNING; BIIIIIIIIIIG screenies.
[right][post="91631"]<{POST_SNAPBACK}>[/post][/right][/quote]

Oh wow, thats gota be the largest one ive seen yet

nice job =)
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Guest alex the greater
[quote name='Exo2000' date='Aug 23 2004, 11:15 PM']right click, "rename", mscout.exe

if that don't work, open up the thing and make it so you can see all file extensions, including known ones, then repeat the above process.[/quote]

renameing diddent work and i dount know how to change the tag (maby win xp's "user frendly" interface)
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[quote name='alex the greater' date='Aug 24 2004, 01:45 PM']renameing diddent work and i dount know how to change the tag (maby win xp's "user frendly" interface)
[right][post="91679"]<{POST_SNAPBACK}>[/post][/right][/quote]
In Tools->Folder Settings->View uncheck the "Hide known extensions" box.
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[quote name='DaiShiva' date='Aug 24 2004, 06:38 AM']Oh wow, thats gota be the largest one ive seen yet

nice job =)
[right][post="91647"]<{POST_SNAPBACK}>[/post][/right][/quote]

Thanks ^_^ It was only possible with my WinXP 3.0ghz PC. My 350mhz slugs on teh UFO2k games. It's wierd. Ah well, they it runs smoothly on my kickass gaming machine (which runs X-COM and TFTD!!!!! OMG!!!... I use the loader patch and I'm currently playing one of Micah's savegames which I got from UFO-Command or whatever the name of that site is.

And Centurion got what I meant, I just couldn't remember the exact path to what I wanted to say. Edited by Exo2000
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Guest alex the greater
i dowloaded the med scout and i just got a chance to assult it and
holy krap this is the best ship i have ever assulted
i lost half my squad assulting that thing
you sea my plan was to send 4 men in and split them up into to groops one to go thro the lef wing and one to go thro the right wing but right got react fired and wer destroyed in a blase of plasma auto-reaction-fire
so left went thro the right wing and killed the sceloid than thay went to the brige and killed anouther alien than while going into the reactor room one of my guys got killed so my remaning guy went in and killed the engeneer he than moved into the left wing and was nailed by more reaction fire

i than sent my remaning 4 troops to kill that last secloid which thay did whitout incedent

in outher words this map OWN3S J00!
congrats to j'ordos for making this awsome map
you should make mods for all the ufos (speshaly the abductor it looks like a british flag)
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  • 2 weeks later...
[quote name='alex the greater' date='Aug 28 2004, 02:39 AM']i dowloaded the med scout and i just got a chance to assult it and
holy krap this is the best ship i have ever assulted
i lost half my squad assulting that thing
you sea my plan was to send 4 men in and split them up into to groops one to go thro the lef wing and one to go thro the right wing but right got react fired and wer destroyed in a blase of plasma auto-reaction-fire
so left went thro the right wing and killed the sceloid than thay went to the brige and killed anouther alien than while going into the reactor room one of my guys got killed so my remaning guy went in and killed the engeneer he than moved into the left wing and was nailed by more reaction fire

i than sent my remaning 4 troops to kill that last secloid which thay did whitout incedent

in outher words this map OWN3S J00!
congrats to j'ordos for making this awsome map
you should make mods for all the ufos (speshaly the abductor it looks like a british flag)
[right][post="92095"]<{POST_SNAPBACK}>[/post][/right][/quote]
Glad you liked it :happybanana:
I just started working on another one, (sadly, not the abductor ;) ) the Large Scout this time.
edit: hmmm, some small problem just erased this map, but I did it again slightly different now. Routemap will come swiftly... I hope :P (with some nasty surprises too... I hope :P ) Edited by j'ordos
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[quote name='Exo2000' date='Sep 11 2004, 03:00 PM']Looks like that one came out of the TFTD rejects bin in terms of shape :P

That's gonna be a pain to attack though... whew.
[right][post="93945"]<{POST_SNAPBACK}>[/post][/right][/quote]
Heh, yeah, after I finished I did think it resembled the TFTD ships a little too ;)
And about being a pain to attack, well, you just need some luck I guess :)
Up until now I've tried assaulting it twice, once on beginner and once on superhuman, with the standard Skyranger loadout and crew you get at the start of the game. On beginner it was easy as eating cake, on superhuman my squad got wiped out... I guess it's a bad sign if you can't even win on your own map :spank:

Anyway, I felt creative I guess, so here's a new terror ship as well :)
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[quote name='Exo2000' date='Sep 12 2004, 12:13 PM']Awesome! I like the cages for the Terror Beasts :D Imagine entering one that has Ethereals in it... *door opens* :blink: *ZAP!* "Yaaaargh!" *soldier dies*

Sectopod behind teh door! Hee.
[right][post="94042"]<{POST_SNAPBACK}>[/post][/right][/quote]

Heh, yeah, I'm just trying to figure out a way to let those terrorists appear in those cages, not the regular soldiers :)
Oh and I redid the large scout, mainly because it was a little too big to come in place of the original large scout I thought, but also to iron out some gameplay issues. Although some of them can't be solved apparently, some squares seem to be inaccessible when you try to enter them from a square close by, but when you try it from a little further it suddenly is possible... it has something to do with those angled walls, so I removed some of those. Replacing them all with straight corners detracts a lot from their appeal, at least to me, so it's not perfect, but it's the best I can do I think -_- Edited by j'ordos
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You have a rogue angled wall on the top floor that blocks the front of the ship off, BTW.

EDIT: Unless it's intentional and it doesn't look like you could get through there anyway *shrug* Edited by Exo2000
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[quote name='Exo2000' date='Sep 12 2004, 05:00 PM']You have a rogue angled wall on the top floor that blocks the front of the ship off, BTW.

EDIT: Unless it's intentional and it doesn't look like you could get through there anyway *shrug*
[right][post="94069"]<{POST_SNAPBACK}>[/post][/right][/quote]
It was intentional, but I don't like straight angles in my ship design so I used an angled wall piece there :)

[quote name='Hobbes' date='Sep 12 2004, 05:37 PM'][quote name='j'ordos' date='Sep 11 2004, 12:00 PM']I guess it's a bad sign if you can't even win on your own map :spank:
[right][post="94004"]<{POST_SNAPBACK}>[/post][/right][/quote]

I think it's a sign that your creation is better than you thought :)
[right][post="94073"]<{POST_SNAPBACK}>[/post][/right]
[/quote]
It wasn't so much the design as the routemap, I think I got the aliens to cover their elevator a little TOO well :devillaugh:

sifting through my map folders, I stumbled upon a small TFTD port terror site building I once made for a map contest I think, thought I'd upload it here too now (includes a routemap, so you can use xcomutil to replace another map tile with it I believe, I think Port12 is a good candidate for replacement since it has the same area, ground surface and boundaries)
I'll add a pic of it, so you can see what it's like before wasting bandwith limit on it ;)
And I've noticed some errors in the medium scout I uploaded before so I improved it a little, and revamped the routemaps (although I'm not sure they're better, so I'll leave the older map online here as well :)
(rename the .ex_ extension to .exe and extract to your xcom/tftd folder)

edit: just noticed the building had an object behind a stair as well, preventing anyone from going up the stair. Fixed now (not in the pic though, just in the map file) Edited by j'ordos
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Second Biggest, but Largest Legitimate, map, ever.

*ahem*

I am proud to point you in the direction of;

[url="http://www.xcomufo.com/forums/index.php?showtopic=5669"]http://www.xcomufo.com/forums/index.php?showtopic=5669[/url]

*dances with joy*
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[quote name='j'ordos' date='Sep 12 2004, 08:12 AM'][It wasn't so much the design as the routemap, I think I got the aliens to cover their elevator a little TOO well :devillaugh:[/quote]

Everytime I came up with a bunker on my Area51 terrain I simply nuke it from a distance. The damn things are usually full of aliens.

[quote]sifting through my map folders, I stumbled upon a small TFTD port terror site building I once made for a map contest I think, thought I'd upload it here too now (includes a routemap, so you can use xcomutil to replace another map tile with it I believe, I think Port12 is a good candidate for replacement since it has the same area, ground surface and boundaries)
[right][post="94099"]<{POST_SNAPBACK}>[/post][/right][/quote]

You can set XComUtil to make to include your map into the Port terrain instead of replacing an existing map. You simply need to add a line to its .cfg file. When I finish the new version of my Area51 terrain it will have 40 maps for the game to choose from when building the battlefield, using XComUtil. Edited by Hobbes
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[quote name='Deathskull' date='Sep 12 2004, 10:05 PM']and whats the largest? My tftd alien base entrance maps?
[right][post="94109"]<{POST_SNAPBACK}>[/post][/right][/quote]

Probably ;)

I meant my personal biggest and most legit anyway. But yeah, those "expanded" Alien Base Entrance maps are great. If only TFTD could do 8 levels... -_-
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I completed a routemap for the large scout, I hope it suffices at being a challenge without being too hard either :beer:

Same procedure as before: rename to UFO121.exe, and extract to your main xcom1 folder.

[quote name='Hobbes' date=' Yesterday, 09:20 PM']You can set XComUtil to make to include your map into the Port terrain instead of replacing an existing map. You simply need to add a line to its .cfg file. When I finish the new version of my Area51 terrain it will have 40 maps for the game to choose from when building the battlefield, using XComUtil.[/quote]

Nice! So, what line(s) do I have to add in that config file, and where? Edited by j'ordos
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Open the .cfg file and search for:

TFTDMaps
//fdf 00 01 02 ... ....
Tiles

There's a line there for the // port terrain. Simply insert a 11 (the map dimensions) in the 15 (21 in decimal) and rename your map as Port21.map. If you design further maps for Port you can add them also.
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  • 10 months later...

That seem like a bunch of copy/paste to me, but not enough to complain about it, because there's a story included with the ship.

 

Anyways, where the third level ? (because there IS an elevator, is'nt it ?)

 

I almost forgot how fun was map making...

Edited by JFarceur
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It just goes onto the roof. And it is a bunch of copy and paste, because that's all that *Earth's best scientists* can do. It's fundametally a larger scout with some bits moved about and with 4 smaller scouts docked in an array made from cardboard and glue. Also, the Phoenix, because XCOM only have the Avenger, Lightning and Skyhawk, is coming whenever the server gets its act together.

 

Edit: Aha! The server has got its act together.

 

The first image shows the Phoenix in Personnel Transport mode. The removable seats fitted enable the Phoenix to transport 30 men in comfort. Otherwise, the area can be fitted with cargo. In the front, you will see the Ops centre, where the mission can be planned, and the ship can be piloted if the bridge is destroyed. Mounted to the Ops centre is the twin turbine layout.

 

The second image shows the bridge. This is where the Phoenix is controlled. It can also store a small amount of cargo or a few people (Removable seats can be fitted, similar to the ones downstairs.) In the event of an emergency, the Bridge can be separated from the rest of the ship and flown to safety, although there is no landing gear and the only thrust is provided by the directional jets at the fore of the bridge. Before or after separation has commenced, the stairwell can be shut off, making the bridge airtight. Additional access is provided in the form of a secret door (Not so secret now) in the panel displaying the Xcom logo.

Edited by Blood Angel
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Well, i there was a piano upstairs, I really would think this is a... (how do we call that) .... a cruise ship, i think. it looks too confortable, too much space, and not aeordynamical at all.

 

Since I think now about the shapes of the ships in XCOM, we just forget the aerodynamical shapes, because that never existed (because the firestorm could not be seen in mission).

 

Then, I remember the ethereals, and I'm thinking to myself, this ship will end in a blood bath one of theses days. The most wonderful thing with that ship is that the best agents are in a separate room in the front, and that all thoses chairs can be removed (according to the text). So, it's a wonderful ship because all the blood and the corps will be easier to clean up after an ethereal mission.

 

Well, if I'd seriously want to comment that ship, I'd say it's okay... but there's a corner missing on the left flank wall.

 

I'm always so surprised about how much time you describe thoses ships so seriously. I remember almost not to have commented at all X-Base+ after making it, well, maybe there wasn't anything to say about it, but I did not commented warehouse at all either, which is a "weird" level, in my opinion.

 

This being said, good night.

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Well, i there was a piano upstairs, I really would think this is a... (how do we call that) .... a cruise ship, i think. it looks too confortable, too much space, and not aeordynamical at all.

 

Since I think now about the shapes of the ships in XCOM, we just forget the aerodynamical shapes, because that never existed (because the firestorm could not be seen in mission).

 

Then, I remember the ethereals, and I'm thinking to myself, this ship will end in a blood bath one of theses days. The most wonderful thing with that ship is that the best agents are in a separate room in the front, and that all thoses chairs can be removed (according to the text). So, it's a wonderful ship because all the blood and the corps will be easier to clean up after an ethereal mission.

 

Umm, thanks. Maybe a bit big, but these things are designed to carry entire platoons, which could serve to be quite an edge against armies of mutons. Plus, if it follows the rule of most ships in X-com, it'll be impervious, so it can serve as a mobile mission platform. Imagine sniping from the second-storey roof. Wheee. And it'll be impossible to board, because you'll have a minimum of 30 guns pointed at the door.

 

There's a piano tile?! I never thought of that [where's mrgreen? You have the most extensive range of smilies, but no mrgreen?! This must suffice.]

 

:happygroup:

 

Well, if I'd seriously want to comment that ship, I'd say it's okay... but there's a corner missing on the left flank wall.

 

Shh... I couldn't get a big enough gap filler, only the half-one off the avenger.

 

I'm always so surprised about how much time you describe thoses ships so seriously.  I remember almost not to have commented at all X-Base+ after making it, well, maybe there wasn't anything to say about it, but I did not commented warehouse at all either, which is a "weird" level, in my opinion.

This being said, good night.

 

I just think that if something's worth making, it's worth writing about. After all, how would your troops feel if nobody knew anything about their plane?

Edited by Blood Angel
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Those crazy X-Com Aquatic unit scientists have been at it again, using captured alien bits to cobble together a ship. The Dragon is a better quality kitbash than the Infinity, but is still only under construction.

 

The first image shows the bottom level of the Dragon. This small pod has doors at the rear, stairs to the main craft, and controls, just in case an escape pod is needed. In the event of a fatal blow, the fastest, strongest members of the crew beat the others back long enough to get in and seal it off. It is detached, and the controls allow it to manoeuvre back to the nearest hostile base. The aerodynamic shape means that if it is ejected whilst the flying sub is airborne, the crew will set it to dive gracefully and pray that they aren't over land.

 

The second image shows the basic layout of the midsection. At the prow (Top-right of the picture) there is a battering arrangement. The sub will power into an enemy flying sub and ram it, this apparatus will break through the hull. The door in the side will open, and troops will flood into the enemy craft. If it is unsuccessful, the troops will retreat and the bulkhead will be closed to stop any enemy retaliation, or if seawater starts leaking in.

 

In the middle of the main hold is the stairwell to the escape pod.

 

Next we come to the bridge level. At the stern of the ship we see Engineering. At the fore, the bridge. Note the access door on the starboard side, which is airlocked. Also, there is a door in the bridge to the access courtyard, which leads to the top.

 

Edit: It has occured to me that the access courtyard isn't airlocked. Nah, well.

Edited by Blood Angel
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it looks very good , you should move onto massive F*** off ships with multiple levels and some extreme stuff. You could even make a mother ship like commande centr for xcom , made from bits of alien command posts. Edited by Sporb
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Maybe. But at the moment I'm going to be working on a project with Abyssion. I think you could help too. Basically it's going to be called X-Port, and is going to be an X-com base (With the TFTD styling, that's better than the mayan styling) with lots of hangars, sub pens, maybe an R&D department were captured UFOs are dimantled and new ships are tested, and a shipyard where X-com ships and subs are produced. But I might need some tiles that aren't on the list. Maybe you could help with that. So it's:

 

Sporb making tilesets

Me making map tiles

Abyssion gluing those map tiles together (It will be randomised... Eventually...)

 

Also, ships never seen before in X-com/TFTD will be made, so I'll be doing them too. The Phoenix will make a prominent entrance once I fix the corner.

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alright, i just finished my Titan, which is an alien sub based Xcom ship

On the first floor you can see the Aquaplastics hull area, but the floor is Human made, as are the sonar stations. You can see towards the front end the two alien power stations, which are extremely efficient and non-explosive power source, which power most of the ship. On level two, you see what could be called the command center, as it has multiple computer and sonar station control centers. On the third level, you see a small area, but with a door. This is the turret control stations, which controls a very large turret mounted on top of the Titan, and it has independant power sources. I am thinking of adding a fourth sniper tower, but not for now

 

I'll edit in the pictures after i post this so you can wonder what it looks like

 

edit: pics added, i don't suppose i can change where troops spawn though, that sucks

Titanlevel1.gif

Titanlevel2.gif

titanlevel3turret.gif

Edited by blehm
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Its very easy to make it to randomize. I'll randomize it for you when you get done and I'll set a .lua file for it. :D

 

In order for me to setup the .lua you must tell me the order of the tileset images. So I'll be on right now for 6 hours if you need me.

 

BTW: Good job on your maps Blood Angel they look great. =b

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i'll give tiling a damn good go. Simply list some tiles you want and preferrably some sort of sketch of how said tile should look (even an existing tile can help)
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