UFO:Alien Invasion

Development => Mapping => Topic started by: ShipIt on February 21, 2012, 06:03:05 pm

Title: map +beach
Post by: ShipIt on February 21, 2012, 06:03:05 pm
Despite their vessel being smashed down to ground by our glorious air forces, some aliens managed to survive, awaiting the final battle :

(http://img404.imageshack.us/img404/7259/ufo12.png) (http://imageshack.us/photo/my-images/404/ufo12.png/)

Once it will be a complete crash theme, but for now it is only available in single player skirmish mode, as it only contains the crashed scout ufo along with a few tiles atm.
Title: Re: map +beach
Post by: Kildor on February 21, 2012, 06:04:19 pm
nice, I`ve tried to make something like this, but failed.
Title: Re: map +beach
Post by: ShipIt on February 21, 2012, 08:54:41 pm
nice, I`ve tried to make something like this, but failed.

As soon as you try to make something other than a plain field with this tool you will get hit by lightning everytime :).

What went wrong with your map? From the pic it looks fine to me.

I have a problem with a 'death zone' at the last 3 units of each level. For level 1, this means Z = 63, 62, 61 (Z = 64 counts for level 2 already). It is nearly impossible to choose those fields as target for movement, or select a soldier placed on one of those fields (the "small_house" map is a good example, as the same happens at the fields next to the upper door there). Technically for level 1 this means, the highest field you can access is Z = 60. From there you have to jump right into level 2. I had to make those 'steps' between levels to solve this.

Did you have a similar problem ?
Title: Re: map +beach
Post by: Crystan on February 21, 2012, 10:31:14 pm
Wow look at that hot beach! *Ba Dum Tssss (http://www.youtube.com/watch?v=6zXDo4dL7SU)*

Anyway, nice idea!
Title: Re: map +beach
Post by: ShipIt on February 21, 2012, 11:10:33 pm
Wow look at that hot beach! *Ba Dum Tssss (http://www.youtube.com/watch?v=6zXDo4dL7SU)*

Anyway, nice idea!

Well, I was thinking about naming it "+hot_beach" (http://images.cheezburger.com/completestore/2011/2/1/096ab572-c097-4892-9701-237cad45f425.jpg).

Anyway, I switched the image hoster.
Title: Re: map +beach
Post by: Mattn on February 22, 2012, 07:52:06 am
nice setting - well done.
Title: Re: map +beach
Post by: ShipIt on March 02, 2012, 07:47:18 am
Windows users might experience something like this atm :

(http://img823.imageshack.us/img823/4932/ufo01.png) (http://imageshack.us/photo/my-images/823/ufo01.png/)

Not sure about the reason yet.


'r_material 1' gives back 'Unknown command "r_material" - wasn´t sent to server'
Title: Re: map +beach
Post by: Sandro on March 03, 2012, 10:41:49 pm
It's a "r_materials 1". Note the "s".
Title: Re: map +beach
Post by: ShipIt on March 04, 2012, 12:51:05 am
It's a "r_materials 1". Note the "s".

Not sure if I made a typo in the post - will check tomorrow.  Thanks for pointing me.

The difference between the two pics is glsl shaders off (first) or on (latter).

Title: Re: map +beach
Post by: ShipIt on March 10, 2012, 09:03:44 am
In case you wonder why there is no progress in this one.

The map ( because of the sloping terrain ) is heavily plagued by some pathfinding issues (http://sourceforge.net/tracker/?func=detail&aid=3490768&group_id=157793&atid=805242). The "steps" in the map are a necessary workaround for this problem. But of course it looks somewhat weird that way.

After reporting this, Duke (http://ufoai.org/wiki/index.php/User:Duke) told me this problem maybe could be solved. In this case the 'steps' would be not necessary anymore, wich would improve the overall look of the map a lot. Of course every existing part of the map would need to be reworked then. Thats why I stopped expending the map for now.