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XCOMUFO & Xenocide

Dawn City terrain Beta release


Hobbes

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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* The roads have been replaced by rows of warehouses and apartments with 3 levels.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 :)

tactical_007.png

tactical_006.png

tactical_011.png

tactical_010.png

tactical_009.png

tactical_008.png

Dawn_City_Terror_Site_Beta_5.1.zip

Edited by Hobbes
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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
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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
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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/index.php?title=File:...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
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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.

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  • 2 weeks later...
  • 2 weeks later...

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
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