![]() |
|
|||||||
| Modifications Present your custom content for Alien Assault to the rest of the world |
![]() |
|
|
Thread Tools | Search this Thread | Display Modes |
|
|
|
#1
|
||||
|
||||
|
3 new (largely) tilesets:
Blue caves + wilderness based on the "Into the Wild" tileset. I removed the technological tiles and the original caves, then added a considerably expanded cave section to the end. I also edited the open "bulkhead" by adding some crossbeams and a rope, so you could tell that it could be closed (by pulling the rope- still a close door action). Finally, I added "empty" tiles where no tiles existed so that it's easier to tell where various sections are in the editor. Brown caves + wilderness Same tiles as the blue but colored brown. Empty tiles If you check out the thumbnail, the empty tiles are the green boxes with a red X. Some tilesets aren't too bad to figure out what you are working with, while others like the blue caves can be a pain. Having easily recognizable empty tiles can help you organize what you have by acting as section seperators. Main download: http://rapidshare.com/files/40726902...y_tilesets.zip patch/expansion: http://rapidshare.com/files/40870827...ets_update.zip patch/expansion is explained a couple posts down The gimp files are in there also for easier modification. Last edited by Killgore85; 07-24-2010 at 02:11. |
|
#2
|
||||
|
||||
|
Show an ingame screenshot of jungle combined with brown caves. I went with blue ones just since the old board game "Blood Berets" had that.
|
|
#3
|
||||
|
||||
|
I have to work on a map first.
I have one using just caves that I need to balance a bit more before I do a general release. It's been bouncing between too easy and way too hard. I've been calling it Mating Season, but I think I'm going to change that to the campaign name because I found out you can only have 1 Swarm Leader per mission. The original premise was to have 2 (Mating Season remember). You can place 2 KtSL objectives, but only one shows up ingame after the briefing, and the mission succeeds when you kill it. |
|
#4
|
||||
|
||||
|
I did find a couple placement errors (off by 10 pixels) in the caves tiles for both the blue and brown caves:
--'S' vent corridor --'Z' vent corridor They aren't heavy usage tiles, so I'm waiting until next weekend to see if anything else pops up before doing a patch. I will also have 15-20 more tiles each, since I'm matching the two sets. Some of them should be a big surprise. There will be another editor surprise that will be with it too.
|
|
#5
|
||||
|
||||
|
Here's the caves/wilderness tileset update:
http://rapidshare.com/files/40870827...ets_update.zip It only contains the 4 vents I fixed, the tiles I added and several that I cleaned up (+ revised gimp files). The added tiles all replace 'empty' tiles. New tiles include: 1 several tiles to modify/expand entrances to wilderness 2 a vent entrance to wilderness 3 a number of pit edges/water edges (2 versions- edges in black to cover other tiles and transparent/pink edges for greater variety in combining tiles) 4 several basic blue tiles (3 colors) to be used as water + 2 simple water current tiles done as transparencies. I'm thinking that water may or may not be crossed depending on how a map is set up, and could even vary on the same map representing the depth of the water. While I don't see much reason for lakes in the game, streams could be interesting. Finally, I put at tile testing "campaign" in the zip meant only to be used with the editor to quickly check whether tiles line up correctly or not. The tiles are shown in numeric sequence. The attached pic is a sample of this mission 0 shows tiles 000-099 mission 1 shows tiles 100-199 . . . mission 9 shows tiles 900-999 I'll try to post a couple screenshots next week using various combinations. I think I've pretty well covered doing basic caves at this point.
Last edited by Killgore85; 07-24-2010 at 02:13. |
![]() |
| Thread Tools | Search this Thread |
| Display Modes | |
|
|