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I'd Hate To Be This Alien....


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#1 Andy

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Posted 30 May 2009 - 08:22 PM

I was exploring the colony in detail. I was mapping the scene and cut and pasting to form a complete map of the area.

I knocked out a tasoth squad leader but it woke up after being knocked unconscience. Check out it's stats....

Posted Image

After discovering this unarmed alien, I've disarmed my guys and made a brig in my leviathan (see below). I then continued scouting and mapping the area.
Posted Image

I've finish mapping the passenger boat (both parts, all levels). Hoping to map Tleth this week. Working on part 1 of the colony base.

#2 Valken

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Posted 31 May 2009 - 06:22 AM

I was exploring the colony in detail. I was mapping the scene and cut and pasting to form a complete map of the area.

I knocked out a tasoth squad leader but it woke up after being knocked unconscience. Check out it's stats....

Posted Image

After discovering this unarmed alien, I've disarmed my guys and made a brig in my leviathan (see below). I then continued scouting and mapping the area.
Posted Image

I've finish mapping the passenger boat (both parts, all levels). Hoping to map Tleth this week. Working on part 1 of the colony base.


That is one sorry Alien but his MC strenght is still high. Aren't you worried about it MC one of your Aquanauts to free himself?

Would love to see your complete map when done.

#3 Andy

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Posted 31 May 2009 - 04:25 PM

I've made super soldiers so I can quickly, and efficiently, get the mapping done. As of right now, I've moved all my guys out to scout around, and that alien is left to wonder around with no weapons.

I'll post the map once I'm done.

#4 Andy

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Posted 25 June 2009 - 03:33 PM

Would love to see your complete map when done.


This is fresh off MS Paint. (click to enlarge)

Posted Image

A colony is normally dark, (see below for example) which explains why it took me a while to do.

Posted Image

I've used my units as light sources. Take a screenie, then cut and paste them together.

Posted Image

I'm finishing up the second level of the cargo container ship. Gotta scan the insides of those containers with my sonic displacers.


THE END.
Posted Image

Edited by Andy, 25 June 2009 - 03:36 PM.


#5 Zombie

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Posted 25 June 2009 - 08:08 PM

A colony is normally dark, (see below for example) which explains why it took me a while to do.

I've used my units as light sources. Take a screenie, then cut and paste them together.

I'm finishing up the second level of the cargo container ship. Gotta scan the insides of those containers with my sonic displacers.

That's an amazing picture, Andy. :) Looks like it was a lot of work too.

Have you considered trying to edit the game files to increase the ambient light to maximum levels so you don't have to use your soldiers as mobile light sources? This page at the X-COM wiki may be helpful. :wink1:

- Zombie

Edited by Zombie, 25 June 2009 - 08:08 PM.

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#6 Andy

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Posted 25 June 2009 - 08:45 PM

Thanks zombie.

BTW, anyway to trigger a battleship to land? I've never ever had a battleship land before. Any savedgames would be helpful.

Edit: I think I find the file.

Edited by Andy, 25 June 2009 - 09:49 PM.


#7 Andy

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Posted 25 June 2009 - 10:18 PM

nm.

Is there anyway to tell the game engine to use the undamaged battleship tiles? Again, I just want to see an undamaged battleship. I couldn't find out which files to edit.

(If anyone has a saved game, please share :) )

#8 Tiruas

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Posted 26 June 2009 - 10:26 AM

that seems like it had to have been alot of work...

but an excellent job nonetheless!!!

it should be noted, that the landing spot is random & could be any of the 4 corners....

**off topic**

i particularly dislike the NE corner before i have disruptor launchers & LOVE it *after* :)

1 missile in the window, slide along the wall & then slam into the wall seperating it from the walkway to the commander center. boom 15-20% of psionics down.
if you don't do it from inside the complex not only will you not kill the aliens, you could destroy the walkway...

1 missile on the roof of the comm center, then 1 on each walkway wall from the inside of the comm center, 50-75% of psionics down easy on turn 2...

and with this particular method even without Mag Ion Armor, you can use the 4 walkways to get an elevated vantage on 95+% of the map :) and you don't even have to access the command center bottom floor to do it!
continually contemplating my eternal eternity

#9 j'ordos

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Posted 26 June 2009 - 03:37 PM

I recommend using MapView for this kind of work: http://www.strategyc...ex.php?dlid=413
edit: Zombie, you should also place this in the TFTD downloads section as it supports both :)

Edited by j'ordos, 26 June 2009 - 03:38 PM.

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#10 NKF

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Posted 26 June 2009 - 03:45 PM

Back in ye olde days before we really got into mapping out the game files, I used to use XComutil to make the whole map visible and I think even up the light level to maximum when I was piecing together maps. I think that was accomplished with a double side-swap command.

I only ever completed a small 4x4 module mountain map in UFO just for kicks to see how the original graphics would look on high resolution screens. Got started on TFTD port site but computer problems aborted it.

Viewing the full map on screen brings up the fact that the maps are very small. On the bright side, they do look pretty danged impressive once pieced together when all is said and done.

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Edited by NKF, 26 June 2009 - 03:49 PM.

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#11 Andy

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Posted 26 June 2009 - 06:02 PM

ok, just downloaded it. Running.

....

OMFG. I've wasted time mapping the cargo ship and passenger. FFFFfff

#12 j'ordos

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Posted 26 June 2009 - 07:16 PM

Heh yeah sorry I didn't spot this before :)
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
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GRRGH RGGHH SNORRTT GHACKHGG

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#13 Zombie

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Posted 26 June 2009 - 07:21 PM

I recommend using MapView for this kind of work: http://www.strategyc...ex.php?dlid=413
edit: Zombie, you should also place this in the TFTD downloads section as it supports both :)

Done, you can find it in TFTD's Map section here. I just linked it to the UFO one because the files are identical. :blush1:

Back in ye olde days before we really got into mapping out the game files, I used to use XComutil to make the whole map visible and I think even up the light level to maximum when I was piecing together maps. I think that was accomplished with a double side-swap command.

I only ever completed a small 4x4 module mountain map in UFO just for kicks to see how the original graphics would look on high resolution screens.

And it was amazing too. I could look at that pic for hours. :)

Viewing the full map on screen brings up the fact that the maps are very small. On the bright side, they do look pretty danged impressive once pieced together when all is said and done.

Size is deceiving, especially in TFTD where the maps are bigger than in UFO. When you play a mission on one of those maps it's actually quite huge. LOL

- Zombie

Edited by Zombie, 26 June 2009 - 07:22 PM.

The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!