This map has been discontinued, but may be restarted at some point in the future.
- 1 Introduction
- 2 Design/Tactical Considerations
- 3 Naming Schema
- 4 Tiles
- 5 Links
The +city RMA is designed for urban maps and will most commonly be used for terror missions. A city street grid can be assembled with the tiles, including a rail line and an underground passageway.
Currently, it is missing the corruptor and bomber UFO tiles, and it only has one building tile. To make it properly random it will need several building tiles.
Large buildings fit on four RMA tiles (1024x1024 in Radiant) and depending on how it fits, it would be nice if some made use of the underground tunnel (see citybldl_4x4_1a). The buildings must be large, but keep in mind that if the building is too large and maze-like, the missions could become tedious. Eventually, there will be 3 building tiles and a UFO, which could mean an excessively long mission if all the buildings are very big.
So far, I've been going for a city with sharp colors, but only moderately futuristic design. While 2084 may seem a long way off, the look of many cities today still bears the imprint of design choices from 50+ years ago (even more in many places).
I've also had a habit of making the first floor two levels high, to reflect the often higher ceiings of commercial buildings.
Tactically, try to think of how the buildings will work together rather than just the building you're working on. Urban environments should provide many opportunities for sniping down streets, ambushing from windows and high vantage points, etc. The city should not be a collection of closed boxes on a street grid.
All tiles have the city prefix. All tiles also have a suffix of something like 1a. The number (1 in this example) will represent one general "thing", like the same building or the same street tile. The letter (a in this example) will represent a variation, like the same street but with different vehicles or different signs. The only implementation of this so far is citystr_rail_top2a and citystr_rail_top2b. The 2a tile has a large billboard contraption, but 2b does not.
citybld* -- The "bld" stands for building. After bld, there should be an "l" or "r" denoting whether the building should be on the left or right side of a main street.
citystr -- The "str" stands for street. If there is a "v", this street runs vertically. If there's a "h", it runs horizontally. It can also have "cw", which stands for a crosswalk.
rail -- Any tile with "rail" in the name includes the railway down the middle of the street. These exist only on vertical tiles.
cross -- Any tile with "cross" in the name is for a crossroads. It will need streets running vertically and horizontally on its sides.
citycraft_drop_firebird, citycraft_drop_herakles, citycraft_drop_raptor: Dropship tiles on a vertical city street with a rail line down the middle.
Small UFO Tiles
citycraft_ufo_scout, citycraft_ufo_fighter, citycraft_ufo_supply: UFO tiles within a 4x4 public square. Used in the small assembly.
Medium UFO Tile
citycraft_ufo_harvester: A UFO tile on a 4x4 public square and one line of vertical street to its left. Used in the medium assembly.
Incomplete Building Tiles
citybldl_4x4_1a, citybldr_4x4_1a, citybldr_4x4_2a: Currently these are only place holder files and are not implemented in any assembly. The 1a tiles have the underground connection.
A parking garage on the left side of the street. No underground connection.
A crossroads tile connecting single street tiles vertically and horizontally.
A crossroads tile connecting a vertical street with a rail line (3 tiles wide) and a single horizontal street.
A street tile with a 90 degree turn. Currently not in use.
A horizontal street tile.
A horizontal street tile with a crosswalk on its left side.
A horizontal street tile with a crosswalk on its right side.
A vertical street.
A vertical street with a rail line in the middle and a rail stop, with the underground link.
A vertical street with a rail line in the middle. Requires citystrv_rail_btm2a on its bottom edge, which then connects to citystr_rail_cross on the bottom. Requires citystrv_rail_top2a on its top edge, which then connects to citystr_rail_cross on the top