Thanks for the feedback, Anarch! I hope you have downloaded the last version of the map, ShipIt had worked a lot to help me with the shadow bug. That long hallway is supposed to be deadly, but it can be less deadly with a sniper shooting through the floor. However, the map is still supposed to be brutal and deadly. I haven't tried the "auto mission" with it, I wonder what results will I get.
About the holes, well, I still have the mad idea of building a total conversion mod. I will post something about that as soon as I can cobble together a working version, then maybe somebody more skilled than me will help.
Now that I think about that, the map needs some downed UFOS. I will get to that.
EDIT: I've modified the East tile to include some landed or downed ufo. Can anyone tell me how to set up the .ump for that? My idea was to include several assemblies made this way:
assembly supply
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
*rm_drop +craft_drop_firebird "1 1"
+northwest "1 1"
+northeast "1 1"
+main "1 1"
*rm_ufo craft_ufo_supply "1 1"
+west "1 1"
}
assembly fighter
{
size "12 8" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
*rm_drop +craft_drop_firebird "1 1"
+northwest "1 1"
+northeast "1 1"
+main "1 1"
*rm_ufo craft_ufo_fighter "1 1"
+west "1 1"
}
And so on. I hope it works! What should I do to include an assembly without an UFO?