Outpost Universe Forums

Projects & Development => Outpost 2 Add On Missions => Maps => Topic started by: CK9 on November 08, 2011, 01:10:58 PM

Title: Icecap Project
Post by: CK9 on November 08, 2011, 01:10:58 PM
I've been working on this map for a while and, despite the small size of it, it is taking forever.  So, I thought I'd post it up for people to see what I've done so far as well as why it is a more difficult project.

Some notes:Comments help improvements :P
Title: Icecap Project
Post by: Sirbomber on November 08, 2011, 01:51:33 PM
You've made a lot of progress since the 2009 version I have.  I played around with mapping a bit; I might finish this up if you don't, and then use it.  But in order to do that, I'd have to care about OP2 enough to make something new for it.  Which is kind of a stretch right now.
Title: Re: Icecap Project
Post by: leeor_net on November 18, 2018, 08:07:12 PM
Hey all,

I don't usually unlock and necro really old projects like this one but I thought it was interesting and deserved a little more attention especially considering that this appears to be a brand new map from scratch. Here's a screenshot from within my proof of concept editor:

(https://snag.gy/JNYZhv.jpg)

As a note, the tile groups found in the original dynamix maps aren't present in this one (no surprise), something I want to actually pull from the maps themselves and make then separate parts of an editor.
Title: Re: Icecap Project
Post by: Vagabond on November 19, 2018, 07:42:03 PM
I had played around with this map quite a while ago. Since the ice tiles are designed to go on the north and south side of the map only and in very specific patterns, I'm not sure enough transition tiles exist to complete the map with ice islands in the middle. Unless someone wanted to design those transition tiles which would be cool. Perhaps someone else could get the tiles to fit better than I could though.

-Brett
Title: Re: Icecap Project
Post by: Hooman on November 20, 2018, 09:02:26 PM
Yeah, cool idea, though could be difficult to get the transitions right with existing tiles.

Would be nice to have the tile group data as part of the editor for cases where it is stripped from the map files. Had we been designing this from scratch, the tile group data is probably more properly associated with the tilesets than the maps.