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#1 Blehm 98

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Posted 14 June 2005 - 11:54 PM

Okay, i plan on having a group of us(5 or 6) and then making a map with bunkers on it, based on the UFO and Base Walls, but also mixed with some terror site buildings and ground tiles(trees and abandoned brick warehouses)
So volunteers sign up!
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#2 Exo2000

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Posted 15 June 2005 - 03:55 AM

Sounds interesting. I'll see if I can chuck in a couple of 10x10's or a 20x20 if you're lucky. :P
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#3 Blehm 98

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Posted 15 June 2005 - 04:35 PM

well, it would actually be kind of simple.... oh yeah, we need a standard. Only Alien Base walls, since they are not invincible, but also have firing ports in them. i'll look into what sets to use... actually, we may need Area 51(or the city map) that hobbes made, since i use one of them
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#4 Blehm 98

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Posted 15 June 2005 - 06:16 PM

Alright, i found a map files combination, use this one only, and be sure you have Hobbes' City(might say apartments) map installed
edit: actually, scratch that, i'm going for Area 51, its way more militarily designed

Edited by blehm, 15 June 2005 - 06:17 PM.

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#5 Hobbes

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Posted 15 June 2005 - 06:33 PM

Alright, i found a map files combination, use this one only, and be sure you have Hobbes' City(might say apartments) map installed
edit: actually, scratch that, i'm going for Area 51, its way more militarily designed

<{POST_SNAPBACK}>


It will be better if you use the new version of the tiles because it has quite a lot of changes (you can make the maps but you risk having to redo them after the new version comes out). I still haven't finished the map files but I can post the new terrain files here if you wish.

#6 Blehm 98

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Posted 15 June 2005 - 07:17 PM

yeah, i updated with the latest area-51 fileset. now i need to find a good tileset
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#7 Hobbes

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Posted 15 June 2005 - 07:19 PM

Opps, when i said new version i mean this:

http://www.xcomufo.c...=0

#8 Blehm 98

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Posted 15 June 2005 - 07:37 PM

U_BASE
U_WALL02
ROADS
URBAN
those are the tiles i have chosen, and they seem to fit. I'll upload the first one shortly

edit: uploaded file, use it as a guide to base your maps on, but also use some of the ROADS and URBAN tiles

Attached Files


Edited by blehm, 15 June 2005 - 08:03 PM.

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#9 Blehm 98

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Posted 15 June 2005 - 09:36 PM

you do know i'm using it for UFO2000?
or does this new version give new tilesets
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#10 Exo2000

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Posted 16 June 2005 - 04:35 AM

Blehm, you ever heard of an "edit" button?

Post screenshots of your example too. :P
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#11 Blehm 98

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Posted 16 June 2005 - 09:29 AM

uh, yeah, umm, i remembered that after i posted that all, i'll get a screenie up
edit: crap, i uploaded everything and then didn't submit modified post
hmm, after i uploaded everything it stayed with this post even though i didn't submit it. Nice

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Edited by blehm, 16 June 2005 - 09:46 AM.

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#12 Exo2000

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Posted 16 June 2005 - 01:56 PM

Here she is, Bunker ZeroSeven!

(07)

(Cookie to the first person to see where the number 7 is)

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  • Bunker_07_1.gif
  • Bunker_07_2.gif
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Edited by Exo2000, 16 June 2005 - 02:02 PM.

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#13 Blehm 98

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Posted 16 June 2005 - 03:54 PM

i found it with your help.... all of them
now folks, they are kind of hidden a little bit, but in plain sight too
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#14 Exo2000

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Posted 17 June 2005 - 04:14 AM

Yeah. In plain view, but you'll have to do quite a bit of thinking. ;)

EDIT:

The stairs are now lifts, to stop sneakypeople blowing them up and denying access, there is an inconspicous Petrol Pump on the bottom floor (winkwink) the building is also accessible from all 4 directions rather than just 2. Some secret passages added on second floor, and crates/doodahs added as defenses on the upper two floors. Central lift expanded to 4x4 (from 2x2) and has a few obstacles also.

The third floor has some wierd organic stuff going on, and the interior of the bottom floor is all organic.

Edited by Exo2000, 17 June 2005 - 04:54 AM.

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#15 Blehm 98

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Posted 17 June 2005 - 10:45 PM

alright, i changed the first map a lot, and i made a new map that is essentially a fortress, with lots of places to fire on intruders, and a longer and less efficient way to get in. However, i have a good strategy i though up of to get in :) but i won't share it

i didn't feel like adding screenshots, since that takes a lot of time
download and view using mapview
please comment on them

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#16 Exo2000

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Posted 19 June 2005 - 03:13 AM

It doesn't really take a lot of time, use the MapEditor and do "Save Image" on the filemenu. :)

If you're using DaiShiva's Map Editor, that is.

Edited by Exo2000, 19 June 2005 - 03:14 AM.

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#17 Blehm 98

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Posted 19 June 2005 - 09:57 PM

how do you think i got the above pictures up?
yeah, but it takes time to save the pictures, put them in the right folders, upload them, and then post them
i'll get a new map and pics for both up tomorrow
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#18 Blehm 98

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Posted 24 June 2005 - 08:20 PM

I need a lot more people to help. I have a bunch of ideas and am working on them now. But i need your help, i don't want to make a bunch more maps all on my own :cry1:
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#19 Kratos

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Posted 24 June 2005 - 10:12 PM

I need a lot more people to help.  I have a bunch of ideas and am working on them now.  But i need your help, i don't want to make a bunch more maps all on my own :cry1:

<{POST_SNAPBACK}>

Is it possible to transfer maps from mapview to mapview??? I thought I tried this, and it wouldn't read...?

#20 Blehm 98

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Posted 24 June 2005 - 10:56 PM

you have to use the same tileset and you have to have it in the folder from which mapview recieves the files(mine is UFO/Maps

alright, 2 more maps, but i am positive one is empty
the new one is cool, it has 5 sniper towers and a heavily defendable base

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#21 Kratos

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Posted 24 June 2005 - 11:33 PM

I will see if I can make some. :) 10x10 maps right?

#22 Blehm 98

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Posted 24 June 2005 - 11:45 PM

well, only one is 10x10
but either one is fine, just the ones i am using are rather elaborate and require those 20 spaces for the general design
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#23 Exo2000

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Posted 25 June 2005 - 07:42 AM

10x10 or 20x20.

UFO2k supports 30x30s, but I wouldn't recommend it unless you wanted to be doing a LOT of mirroring and placing walls.

(60x60 is hellish, believe me)

EDIT: Bunker 03 attached. It's a vehicle/aircraft transit station. The transport on level 3 is supposed to be able to move down to the level below via a platform.

EDIT2: Retracted version added. Choose one!

Edited by Exo2000, 25 June 2005 - 08:17 AM.

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#24 Blehm 98

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Posted 29 June 2005 - 03:17 PM

Three open maps here, one with a slight amount of cover, one with some alien plants, and one that is just alien floor
edit: L.ol, i forgot to upload the maps

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Edited by blehm, 29 June 2005 - 03:21 PM.

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#25 Violazr

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Posted 21 July 2005 - 09:02 AM

Is it possibel to put the "ground" on level 3 and have several underground floors?
With some cover for the main entrances, other hidden ones (toilet booth *g*) and underground tunnels?
And everything set in a nuclear wateland (desert)...
That would be cool - Fallout style.

Edited by Violazr, 21 July 2005 - 09:05 AM.


#26 Blehm 98

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Posted 21 July 2005 - 10:00 AM

Quite possible
In fact, easy, just the ground level would have to be level 3 as you said
However, there would be a lot of small underground tunnels, similar to Xbase, but i could make it cooler
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#27 Blehm 98

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Posted 07 August 2005 - 10:55 PM

CLEAR!!!! *zap*
It's breathing!
Its that time again folks, just this time i can't edit older maps since i accidentally corrupted my old mapview(i added a section and a subsection to it and that managed to corrupt its database, every time i load it now it is completely blank, but i'll put a few maps up later tonight
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#28 Violazr

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Posted 08 August 2005 - 03:51 AM

I don't know if this helps you, and maybe you know, but try this:

If any custom tilesets are missing, edit the image.dat in the program directory and write in all their paths. This way you don't have to add them every time.

And if the maps are missing in the paths, just choose "add existing".

#29 Blehm 98

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Posted 08 August 2005 - 08:26 AM

Oh yeah, breakthough!!
I just figured out how to add a group successfully, just go to say any terrain file, right click on its name, go to add subgroup, and then click on subgroup, and add a map

that creates a new subgroup under one of the 4 groups(the one you were in)
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#30 Violazr

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Posted 08 August 2005 - 02:38 PM

It looks like you haven't read Hobbes' mapping guide then.

Have a look here for everything mapping.

#31 Blood Angel

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Posted 09 August 2005 - 02:03 PM

Can I help?

Edit: Too late, here's the Science Outpost, a 10x10x4 for ya.

First image: Ground floor, this is where you come in. Alien lift and stairs, also 4 large water storage tanks. These outposts can last for ages between resupply runs.

Second image: Storage floor. Stuffs are kept here, also a pair of elerium antimatter reactors. Mainly included because I'm looking forward to seeing this thing blown apart when one of those gets shot (that's what the gas pump's for - it's behind the stairs...)

Third Image: Observation level. This is where most of the observation happens. It's also where the main computer core is accessed via terminals on the left.

Final image: The roof. Loadsa viewscreens up here, seats and computer terminals. Not to be used in bad weather.

Edited by Blood Angel, 09 August 2005 - 02:41 PM.


#32 Blehm 98

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Posted 09 August 2005 - 04:43 PM

Also, i'm not making any maps with Area 51 tiles because I had apartments installed before and Fort installed now, so someone else will have to make the maps with the city tiles
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#33 Blehm 98

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Posted 09 August 2005 - 05:00 PM

Alright, bad news, i did teh Add existing map, and the maps are now corrupted completely, which really sucks, because on most of them, i spent a VERY long.... afjaslkfjsald;fkjsdfjsk
i know whats wrong, tileset not in the right order :duh:

edit: crap, i put almost all of them in teh wrong order somehow, they are all garbled, does anyone know how i can get them to work even if the tilesets aren't in the same order?

Edited by blehm, 09 August 2005 - 05:05 PM.

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#34 Violazr

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Posted 09 August 2005 - 09:33 PM

If the tilesets are in different orders for each map, there's no other way than to re-write the maps. That's annoying (also happened to me with Normandy first), but there is a way to make it a little easier:

* First decide on a common tileset order that matches the existing ones best.
* Then try to put them in the right order one by one, starting with the last.
* Replace wrong tiles step by step.

This way, the map will only be partially garbled on each step, and you can still recognize it and replace entire groups of objects with the right ones (e.g. all computers become north walls).
I found that rather quick, because you're only editing and not thinking about layout in between. And I guess I don't have to tell you about the edit/fill option...

Edited by Violazr, 09 August 2005 - 09:35 PM.


#35 Blehm 98

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Posted 09 August 2005 - 11:59 PM

most of the older ones had different tile settings, but i stayed with the garbled stuff and just fixed it up, but one of them is huge, and it would take hours to fix it up, probably longer than it took me to make it
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#36 Blood Angel

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Posted 10 August 2005 - 01:57 AM

Do you have pictures of it? Take screenshots then start from scratch, using the screenshots of the original pre-garble for advice.

And for the science outpost I used
U_BASE
U_WALL02
ROADS
URBAN

in that order. k?

#37 Blehm 98

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Posted 10 August 2005 - 02:24 AM

yes, in that order

so if 1 map isn't the same order, will it still work?
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#38 Blood Angel

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Posted 10 August 2005 - 03:03 AM

Nah, but it's easy enough to change, go to paths, go to the map, and use the "up" and "down" buttons on the tileset thingy.

#39 Violazr

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Posted 10 August 2005 - 05:57 AM

BTW if you need bunker graphs feel free to use those from bon3.mcd

#40 Blood Angel

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Posted 10 August 2005 - 08:01 AM

Miniature Airport

1: Ground floor, with truck depot and main storage. There are 2 elevators, one to the secondary storage, 1 directly leading to the runway.

2: First floor, with a miniature runway and secondary storage.

3: Control room, with a passageway to dock directly with the aircraft/spacecraft

4: Roof

#41 Blehm 98

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Posted 10 August 2005 - 12:48 PM

If i change order the map become garbled, everything has to be the exact right order or the file will not be saved right, all tiles are saved as coords or something, like 1:14, and it goes to section 1, unit 14
that would explain why it is garbled, 1:14 for U_BASE might not be teh same as 1:14 for U_WALL02
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#42 Blood Angel

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Posted 10 August 2005 - 01:05 PM

Starting from scratch it is, then, I'm afraid.

Now I'm giving you lucky things a preview of my Fort Bunker. This ground floor is designed to be impossible to attack, because you have to open a door then quickly make it up to another corridor whilst being shot at, or nervously open a door with lord knows how many lasers pointed at you.

Edited by Blood Angel, 10 August 2005 - 01:30 PM.


#43 Kratos

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Posted 10 August 2005 - 02:02 PM

I think what Blehm means is, that he will not be able to put your maps in until you change it to his order Blood Angel.

#44 Blehm 98

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Posted 10 August 2005 - 02:23 PM

no, i was talking about my one rogue map that has the wrong order
so an hour and a half of work down the drain, that really sucks, it was really a nice bunker... I'm considering just fixing it up though - it really was a good map, i really feel bad :(
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#45 Jamaru

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Posted 10 August 2005 - 02:36 PM

Blehm this situation happened to me before. Try double blanks in a row and see if that works. It fixed my problem so it might fix yours. :)

Yes all mini maps has to have the same exact order.

In fact I fixed my problem on two maps which is Mother Ship and Advanced Alien Base I think. :)

I'll try to help you as much as I can so we can have this great map rolling. ;)

Edited by Abyssion, 10 August 2005 - 02:39 PM.

~Plasma

#46 Violazr

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Posted 11 August 2005 - 02:11 AM

@Blehm
The tiles are simply counted through from 0 up to 253 in the order you put the tilesets. And in the map editor, each coordinate is assigned the number of the tile you placed.
You can even see it in the tiles window.
So the map says a specific tile is #187, whatever is #187 in your new tileset order will go there.


@BA
That Map looks good, but is it supposed to be part of that alien base?
(EDIT: sorry, wrong topic)

Edited by Violazr, 11 August 2005 - 11:08 AM.


#47 Blood Angel

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Posted 11 August 2005 - 04:08 AM

It's just a portion of an up-and-coming bunker which I haven't finished yet.

Edit: I lie, tis finished. It's the central command bunker

Ground floor: layout explained, this is mainly a storage area. The elevator leads up to the first floor, obviously.

First Floor: This contains the main power generator and the organic computer core (brain) in a corner. Also a continuation of water tanks and a plasma reservoir in the other corner. Windows in the south for shooting potential attackers.

Second floor: Control centre/dormitory. Sleeps the 25 bunker staff, as well as lets them work.

Roof: Dull, but keeps the occupants dry.

PS: Hint, I've made it really easy to break into, if you know how. This is so that if it is captured, it can easily be reclaimed. Can anyone work out how to break in?

Edited by Blood Angel, 11 August 2005 - 05:59 AM.


#48 Violazr

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Posted 11 August 2005 - 11:08 AM

Through the roof. :)
You should make that stronger in the MCD. It's a bunker after all.

(But remember to tell such changes to everybody, because all maps have to use the same MCD, PCK and TAB files.)

#49 Kratos

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Posted 11 August 2005 - 11:13 AM

Blood Angel: Be sure to make all the doors open in your map. Otherwise you won't be able to open them.

#50 Violazr

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Posted 11 August 2005 - 12:00 PM

OK, I thought about contributing a map, so I downloaded the maps here - but...


All maps have different names. They will have to be the same except for the numbers when the .lua is written, so I renamed them like this:

bunker_00 - groupbaseblehm
bunker_01 - ufobunkermapblehm
bunker_02 - blehmbunker1
bunker_03 - bunkerblehm2

bunker_20 - cover field
bunker_21 - gross alien field thing
bunker_22 - open metal field

As you see, they are divided into types. If you stick to those names as a standard, we'll have a reference when talking about maps as well.


However, when using the given order (U_BASE, U_WALL02, ROADS, URBAN), every single map except bunker_oo was garbled. bunker_03 was completely empty.

So is that the right order?? If not which is it?


You must provide reliable standards for maptiles and names for this project to work.