Then it seems I dod not fully understand the stairs yet. I made them to be 32x32 so that they easily work with pathfinding and actor placement etc
I generally make stairs 4 units high and 8 units wide if they're supposed to be fairly steep. You could try 4x4 if you need a 45 degree descent. I wouldn't worry about pathfinding unless you have a problem.
I have not yet understood or time for:
- how to add multiplayer starts/ make multiplayer maps/ assemblies
info_player_start entity, then add a property saying team 1 or 2
- support all crafts/drops/ufos (I work along the "industrial" RMA)
One thing to keep in mind, is that all of your dropships should fit on the same tile. This is because your RMA assembly will swap out each of the dropships depending on which the player is using. The Raptor is the largest dropship, so you'll want to make sure all of your dropships are on a tile that fits this dropship.
The same is true for UFOs, but because they vary a lot in size it is sometimes good to create more than one assembly. Generally, you can use a "small" assembly for scout/fighter/resupply, a "medium" assembly for harvester, and a "large" assembly for corrupter/bomber. You could get rid of the medium assembly by putting the harvester on the "large" assembly.
Looks like it's coming along nicely. I like the control deck. I'm not sure how the storyline/realistic consistency people feel about a floating harvester. I think it looks a bit wierd, but have no major issue with it.
Oh, and the Texture Lock button is the bottom icon on the far left if you're having trouble finding it. Useful for moving/rotating prefabs or other objects that have already had textures aligned.