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Dawn City terrain Beta release


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#1 Hobbes

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Posted 21 February 2012 - 10:38 AM

Hello all,

I'm currently developing a project to replace all the of UFO Defense's terrains with new ones, either with original/new tiles. The first one that I'm working on is the replacement for the Terror Site, Dawn City, which has been adapted from its UFO2000 version.

The current version is Beta 5.1 - download and pictures below - featuring:
* New tilesets, most of them newly designed (thanks to Nachtwolf).
* The roads have been replaced by rows of warehouses and apartments with 3 levels.
* All maps are new or redesigned.
* Terrain is harder to destroy, like Port on Terror From The Deep.
* Almost all spawn points are active - aliens start more randomly scattered around the Battlescape.
* Power blackout - none of the terrain lights work.

To install it, first make a backup of your /MAPS, /ROUTES and /TERRAIN subfolders on your main UFO Defense folder. Afterwards simply unzip the file to your main UFO folder and say Yes to replace all the files. Afterwards the game will start every new Terror Site mission using the new terrain.

Any feedback will be greatly appreciated using this thread. Have fun :)

Attached Thumbnails

  • tactical_009.png
  • tactical_010.png
  • tactical_006.png
  • tactical_011.png
  • tactical_007.png
  • tactical_008.png

Attached Files


Edited by Hobbes, 19 March 2012 - 12:26 PM.


#2 yarrow

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Posted 21 February 2012 - 11:48 AM

OMFG OMG those white vans looks yummy!! OMG OMFG

may I suggest that plant life ( grass, trees an sunch ) should be more green ( less brownish )
they look like they are in autumn ( or wittered )

I tested sectoid terror site, and they tend to ... blend with background
( 'evening' mission, not full daylight, not full night )
not as much as mutons in jungle ^_^, but still it is slightly annoying ( to me :) )

for this may I suggest that you should do
a simple 'constrast' check with other races too

good work
yarrow

ps.
yes, I really love those vans! :D :D :D

Edited by yarrow, 21 February 2012 - 12:23 PM.


#3 Hobbes

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Posted 21 February 2012 - 02:07 PM

OMFG OMG those white vans looks yummy!! OMG OMFG

may I suggest that plant life ( grass, trees an sunch ) should be more green ( less brownish )
they look like they are in autumn ( or wittered )

I tested sectoid terror site, and they tend to ... blend with background
( 'evening' mission, not full daylight, not full night )
not as much as mutons in jungle ^_^, but still it is slightly annoying ( to me :) )

for this may I suggest that you should do
a simple 'constrast' check with other races too

good work
yarrow

ps.
yes, I really love those vans! :D :D :D


Thanks for the feedback. The plant life is supposed to look more 'worn' and brownish.

Haven't faced Sectoids yet , will look into it but i like the sound if it. Mutons on jungle annoy me as well but at the same time I find it a clever nuisance to make things a little harder for the human player :D

The van and most of the graphics were designed by Nachtwolf - this terrain was originally developed for UFO2000 by me and other authors.

Edited by Hobbes, 21 February 2012 - 02:08 PM.


#4 yarrow

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Posted 22 February 2012 - 05:56 AM

I find it a clever nuisance to make things a little harder for the human player


true, but only for beginner players! ( and may even discourage them to XCom )
advanced players will just use the map, and center on the alien location
( or even simplier use 'flashing' number(s) on the right side of the screen )
and this 'swithing' is just annoying and does little to make game harder


if you want to make things harder, than I may suggest to create nasty places for aliens
like there:
http://ufopaedia.org...loorPlan_L0.png
its combination of doors and 'L' shaped corridors

combination of trees and open passages can possibly do the same results
look at the other UFOs/USOs floor plans too

I also suggest that any doors/entry ways should be 2 squares wide
( I imagine that it is hard to do that with supermarket/houses 1 square doors )
so large terror units can easily pass through them

and finally
did you modified walls strength for destroying terrain?
it looks like large rockets have more problems punching through the walls
( laser rifles and other weapons have bigger too )

yarrow

Edited by yarrow, 18 March 2012 - 01:07 PM.


#5 Hobbes

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Posted 22 February 2012 - 09:17 AM

I find it a clever nuisance to make things a little harder for the human player


true, but only for beginner players! ( and may even discourage them to XCom )
advanced players will just use the map, and center on the alien location
and this 'swithing' is just annoying and does little to make game harder
( or 'flashing' number(s) )


I'll see how looks later on.

I also suggest that any doors/entry ways should be 2 squares wide
( I imagine that it is hard to do that with supermarket/houses 1 square doors )
so large terror units can easily pass through them


I'm going to add a few more 2 square doors/entrances but on the majority of buildings they are just impossible to add. The original game had the same problem though, so to me it isn't really an major issue.

and finally
did you modified walls strength for destroying terrain?
it looks like large rockets have more problems punching through the walls
( laser rifles and other weapons have bigger too )

yarrow


Yes. The walls' overall strength is now more close to the Port terrain on TFTD. It also really depends on the type of wall - the Bricked and Concrete walls from the Warehouses and Office buildings are the hardest, while the blue and green Apartment walls the weakest (the weakest actually go to the glass walls), with the White Hotel walls inbetween. The damaged half walls are also harder to destroy than their intact counterparts.

#6 Hobbes

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Posted 02 March 2012 - 07:01 PM

Little update - Alpha 4.2 has been uploaded, details and download on the first post of this thread :)

#7 Hobbes

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Posted 16 March 2012 - 06:18 PM

And another update, Beta 5.1 uploaded, should be the final fixes unless someone notices something unusual. Enjoy! :)

#8 yarrow

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Posted 18 March 2012 - 10:13 AM

hmmm .... where is download link?
I can see only pictures, is something wrong with my eyes? :)

I've checked another terror mission, this time it was floaters ^_^
( with alpha release again )

I don't have time to play xcom deeper now
so the check was just a first few turns, and it works ok

remember my complains about sectoids blending with background :D
floaters and reapers don't have this problem ( I intentionally tested evening time again :P )


let me make some notice about those gray 'crates' ( ? ) in the brick walled buildings

by making those ... crated holes/windows, you just ...
made it easier to kill aliens inside, by a simple bling-shot

yes, not everyone does a lot of blind-shots as I do ( I assume most veterans do ^_^ )
why blind-shots? ... cause it is cheaper to loose one large rocket than a soldier
( sorry, but civilians are secondary to that )

on the other hand ...
of course if there were no holes/windows, the player can make some by himself
but ... in this case there is a risk of reaction fire
from the just uncovered alien ( dependant on Line Of Sight of course )

and yes, aliens can see your soldiers easier too
the problem is that they never shot at me so far
in fact they never got a real chance, cause of my rocket blind-shots


long live XCom :)
yarrow

ps.
keep that good work!!
if you have any new ideas, then go on with them
you don't know which one will be good ( or bad )
until you test them in practice

Edited by yarrow, 18 March 2012 - 01:14 PM.


#9 Hobbes

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Posted 19 March 2012 - 12:25 PM

hmmm .... where is download link?
I can see only pictures, is something wrong with my eyes? :)


Fixed. Sorry about that