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Topics - mameister

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1
Feature Requests / Robots?
« on: February 08, 2011, 05:22:10 pm »
Hi everyone,

since its 2084 I wondered whether people employed more robots on the street. Maybe to sweep the floor, mow the lawn, bring out the rubbish.

So my question up for discussion is:
How about we not only have human civilians but also "robot civilians" that the aliens hunt? This basically comes down to more md2-files/textures that behave the same way as the humans.

cheers,
Martin

2
Mapping / St@rcr@ft-type RMA for UFOAI?
« on: February 07, 2011, 02:49:36 pm »
Hi guys,

I am thinking along these lines as in the topic (was a great fan of the first installment of the game, don't know the new version). Remembering planet Char and all the other tilesets in that game, what wold you think about re-creating them for generic

a) terraced landscape (as in military convoi, only flatter). Maybe not more then two or three levels
b) "metal&iron settlement in 2084" future colony type scifi building, again in only two or three levels
c) steampunk/gothic like "hive" type as in the fluff of a successfull miniatures company


Martin

PS: attached is a draft of terraced levels

3
Hi guys,

this is not supposed to be a rant or something, I just stumbled onto something:

a) I am a complete idiot (so it seems) in using the vertex and edge tools in UFO Radiant. Meaning: I cannot get the shapes I want, because UFORadiant sometimes decides to translate a vertex or edge along that I did not intend to transform

b) I am quite used to blendering, so I thought: why not use the excellent blender exporter (called "Quake3 *.map"). All that this thing does is to notice what actually a cube is and then to output this into the half-plane definition of the brush format ala .map

c) I am successful with "simple" map scenes and I do know the scaling issue and grid quantization.

OK. Now: If you look at the below two pictures: I am quite at a loss to understand, why this does not work. Any ideas? Where am I going wrong?


Thanks,
Martin

4
Sounds and Music / New track for your consideration
« on: January 17, 2011, 08:54:48 pm »
Hi people,

this is a track I made with reaper. I played the drums on a Roland TD-9 to it. It is very slow, intense and simple. So, quite to my liking ;)

But I have no idea, whether you like this in the game. I thought it might go well with my new RMA map "mm_harbour" (see mapping forum post http://ufoai.ninex.info/forum/index.php?topic=5691.msg45913#new) but could not try it due to reasons of stupidity. Additionally, I am somehow short of time, which is why I stopped mapping and I thought, what the heck, lets release this track for you guys GPL, if it finds your approval (it seems though, you have a lot of excellent music).

So, in case you want something rough around the edges (it could use a band compressor for the lows), feel free to take it :)

Martin

PS: I had to shorten it, since only an upload of 1meg is allowed, also, it is a rar, with was renamed to zip, hmm

5
Mapping / New RMA: Harbour map
« on: January 07, 2011, 11:38:50 pm »
Hi people,

I discovered your game via my computer magazine in Germany (CT, if anyone has heard of). First of all I want to say that, although I never was involved in XCom, this is simply amazing and a very cool game. Congratulations to all contributors for this great piece of work&art. I am impressed by the consistency which speaks of great team lead and spirit. Cheers!

The map idea:
As I grasp the main theme, aliens strike where polulation is dense, or there is population at all. Ok, got that. Since there is a fantastic winter industrial theme and another industrial one (that I play often in my single player campaign), I thought that a harbour map could be needed.

The "story" idea spawnpoint-wise is:
- either a ufo has landed and the guys kill the workers as usual
- the aliens assault a captured ufo as it is shipped or about to be shipped
- the aliens start on a ship
- the PHALANX guys start on the ship (or dhingy type infiltration, assault)


Greetings to all and don't by shy to pull me apart ;)

Martin


PS: thinks that are lacking that I now of already:
- height levels not implemented
- textures sometimes not very appropriate
- problems with containers
- not very impressive ship parts ;)
- inconsistent height levels
- few/little indoor areas


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