Tschokky Posted August 2, 2015 Share Posted August 2, 2015 CAVE TILESET - DOWNLOAD THE MIX FROM HERE cave.mix Link to comment Share on other sites More sharing options...
Allen262 Posted August 2, 2015 Share Posted August 2, 2015 Would be something new. Link to comment Share on other sites More sharing options...
Tschokky Posted August 3, 2015 Author Share Posted August 3, 2015 Here's a first look at the INT expansion. Comments, opinions, criticisms? (Wall shadows are quite a challenge...) Link to comment Share on other sites More sharing options...
Jacko Posted August 3, 2015 Share Posted August 3, 2015 Looks great! Gives me fallout vibes. Link to comment Share on other sites More sharing options...
Nyerguds Posted August 3, 2015 Share Posted August 3, 2015 Is that an actual screenshot, or just a mockup? Link to comment Share on other sites More sharing options...
MattAttack Posted August 3, 2015 Share Posted August 3, 2015 wow, dude that's really cool! It reminds me of a lot of stuff! Link to comment Share on other sites More sharing options...
cn2mc Posted August 3, 2015 Share Posted August 3, 2015 Quite cool. What are the bright spots on the ground in the central corridor? Maybe you could use such an effect on the walls of some of the 'cave' tiles, like glowing lanterns or something. Link to comment Share on other sites More sharing options...
Tschokky Posted August 3, 2015 Author Share Posted August 3, 2015 The first picture was a mock-up. These are actual game screenshots. Link to comment Share on other sites More sharing options...
Tschokky Posted August 3, 2015 Author Share Posted August 3, 2015 One good question is what do you do with the Camo Pillbox and the Missile Silo?... Link to comment Share on other sites More sharing options...
Tschokky Posted August 3, 2015 Author Share Posted August 3, 2015 Camo: dirt - MSLO: metal plates Sorted out the brick floor edges and bibs. Link to comment Share on other sites More sharing options...
Jacko Posted August 4, 2015 Share Posted August 4, 2015 It might make more sense to turn the bibs off (although I think with the refinery you can't) Also please tell me you can't build nukes/air units in a cave? (Although how the hell would you make that a rule) Link to comment Share on other sites More sharing options...
Tschokky Posted August 4, 2015 Author Share Posted August 4, 2015 Yes, it's obviously stupid to be able to build things that would just ram into the ceiling, but then you have to add all these exceptions to every Interior map. What other tiles should I make? Link to comment Share on other sites More sharing options...
cn2mc Posted August 4, 2015 Share Posted August 4, 2015 Partially exposed dinosaur fossils/archaeology? An impassable lower 'abyss' level of terrain (instead of shores and water)? Destructable stalactites/stalagmites instead of trees? IDK. Link to comment Share on other sites More sharing options...
Allen262 Posted August 4, 2015 Share Posted August 4, 2015 Exceptions to add to Interior maps. [General] GPSTechLevel=99 ; tech level at which GPS satelite becomes available [HPAD] TechLevel=-1 [AFLD] TechLevel=-1 [MSLO] TechLevel=-1 Link to comment Share on other sites More sharing options...
Tschokky Posted August 5, 2015 Author Share Posted August 5, 2015 Wow, thanks for all your great comments and suggestions. i suppose adding [ATEK] Cost=1200 compensates for no GPS as well. i really like the abyss/fossils tiles so I'll make them. Link to comment Share on other sites More sharing options...
Tschokky Posted August 5, 2015 Author Share Posted August 5, 2015 It might make more sense to turn the bibs off (although I think with the refinery you can't) I think that would have the unpleasant side effect of the AI building everything on top of each other, blocking units/harvesters. Would you like a different bib design? Link to comment Share on other sites More sharing options...
Tschokky Posted August 5, 2015 Author Share Posted August 5, 2015 An issue for RAED: I think 1x1 tiles with multiple sets other than CLEAR1 don't seem to work properly, only tile #1 is inserted which can make maps somewhat bad looking. There is a workaround of course (make the multiple 1x1 tiles ordinary nxm tiles), but that's really inconvenient with all the copy-pasting around. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted August 5, 2015 Share Posted August 5, 2015 would be cool to use one of the normal tilesets as base for the new extended interior (if possible) Adding support for the new tileset will not be possible for edwin, and raed will have problems too Link to comment Share on other sites More sharing options...
Tschokky Posted August 5, 2015 Author Share Posted August 5, 2015 would be cool to use one of the normal tilesets as base for the new extended interior (if possible) Why? I'm asking because I use interior tile names for my normal tilesets (e.g. the new DESERT theater used WALL0001-3 for the bushes, XTRA0001-12 for original DESERT rivers) for extra tiles and I had no problems with RAED. I would definately stick with interior if I can. Adding support for the new tileset will not be possible for edwin, and raed will have problems too I was pretty sure Edwin was out of the question, but what problems you think it will cause with RAED besides what I wrote (and suggested a workaround)? Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted August 5, 2015 Share Posted August 5, 2015 The problems I mean are just related to making this theater a new and separate one, since you cannot add a new interior theater to raed the same way as the other theaters. If you don't plan to make it separate then it would make all existing interior maps incompatible (at least for online games), we tried to add new stuff before and all games went out of sync But if you are just planning to use this for singleplayer in your mod then it should be fine Link to comment Share on other sites More sharing options...
Tschokky Posted August 5, 2015 Author Share Posted August 5, 2015 I see. I definately would like to give this theater to the community, so I'll make a new mix for it, retain interior tiles and name it something like CAVE.MIX / _TILE_.CAV. How does that sound to you? Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted August 5, 2015 Share Posted August 5, 2015 Sounds good! Link to comment Share on other sites More sharing options...
Tschokky Posted August 5, 2015 Author Share Posted August 5, 2015 Fossils and RF tiles done. What do you think about the abyss? (diagonal tiles are yet to come) Link to comment Share on other sites More sharing options...
Tschokky Posted August 5, 2015 Author Share Posted August 5, 2015 A better look at the tiles - spot the camo pillbox! Link to comment Share on other sites More sharing options...
Nyerguds Posted August 5, 2015 Share Posted August 5, 2015 An issue for RAED: I think 1x1 tiles with multiple sets other than CLEAR1 don't seem to work properly, only tile #1 is inserted which can make maps somewhat bad looking. There is a workaround of course (make the multiple 1x1 tiles ordinary nxm tiles), but that's really inconvenient with all the copy-pasting around. Huh. I thought the game took care of the randomizing of those. Link to comment Share on other sites More sharing options...
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