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Showing content with the highest reputation on 04/24/2020 in all areas

  1. Howdy, y'all. For those of y'all who've followed my Heighliner tileset WIP thread (https://forum.dune2k.com/topic/27842-wip-heighliner-tileset/), here's the end of it. This release makes it officially done. Take it, map with it, and have fun! Here's a comprehensive list of the features of this tileset: - Built for compatibility. No game modding required, no files need to be overwritten and later replaced with the original versions, no nothin' like that. - Many colorful combinations of platform edge, wall, and base can come together to form interesting aesthetic designs. - Create maps taking place either in the confines of a superstructure or in a massive space-based Heighliner! - Use the hybrid resources system of Supply Depots and Mass Deposits to innovate exciting gameplay! - Tell an expanded story by taking your campaign to new heights, figuratively and literally! Special thanks goes out to: Cm_blast, for his awesome help all along the way. All the testing, feedback, and encouragement is sincerely and greatly appreciated, my friend! Klofkac, for his awesome editor. I couldn't have configured the tileset or mapped with it without you, mate! Many thanks. D2k Sardaukar, for the original sprite I edited to create the Launch Pad. It's a critical part of this tileset. Thank you! Shaokhan, for his feedback on using this tileset for multiplayer maps. I give you my sincerest thanks! Helkor Duner, for further encouragement. I appreciate that very much, so thank you! Before you begin mapping with this tileset, you may wish to try out the mini-campaign to get a feel for how maps using it might play out. Here are details on the mini-campaign's four maps: HTTMC01: Lift-Off! - Reclaim the spaceport on Arrakis from the Ordos and prepare to assault the Heighliner itself! HTTMC02: Boarding Action - The Harkonnen are here to cut your invasion off as it lands. Break their base. HTTMC03: LAV Liquidation - Roll over the enemy Trikes, Raiders and Quads with a battalion of Combat Tanks. HTTMC04: Fight With Flight - Trapped in the center of the Heighliner, you must defeat all the remaining enemy forces to achieve final victory. Whatever design mistakes I've made in this simple test campaign, such as unit pathing and resource distribution, learn from them to improve your own maps in style and gameplay. Maybe you'll make your bridges shorter and wider, add two pads to your Mass Deposits, or add more incidental Guild buildings for atmosphere like what I did on HTTMC04. This campaign is mostly here to give y'all ideas since, being unlike Arrakis maps, it needs different designs to shine. Download link: Heighliner Tileset.zip Check out the README for more info on installation. And, if you're wondering how it looks in the editor, here are a couple of screenshots from v13: https://i.imgur.com/oZ65dBa.png https://i.imgur.com/CPC18hq.png You can use the middle mouse button to pull up the hotkeys in the Block Preset Selection window. These can be used to quickly cycle through tiles. For anything else, hit the "Open tileset" button and have a look around! And remember to enable Infinite Spice in the .ini settings for Mass Deposits to work. Without that, the MD pads will turn into crates and then disappear entirely. That should be all. Have fun.
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  2. Well, here I am. I'll post more shortly but Hi!
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  3. Hello, as I already mentioned recently, I'm working on new version (v1.4) of Dune2000 Map and Mission Editor. Right now I have two most important new features complete: built-in tile attribute editor, and newly: Smooth Spice rendering! No longer ugly blocky spice, but now it looks exactly like how it is drawn in game. It's so fun and satisfying to place spice on a map and see how the tiles prettily connect to each other! I still have a couple of minor improvement ideas to implement: just stay tuned, I'm going to publish a pre-release version soon. Feel free to give me any more ideas for features, bug fixes and improvements if you have any. As you may notice, my primary aim for new features in v1.4 is easier custom tileset creation. So while implementing smooth spice rendering feature, I also did some new research about some special tiles and how the game handles them. By special tiles I mean those tiles, which the game uses internally during gameplay to alter the map based on player's actions (building, harvesting spice etc). These tiles are used to draw for example concrete, basement of buildings, thin spice and thick spice, and most importantly, the tiles which game will draw on a place where spice has been harvested, or where building or concrete was removed/destroyed. This information may be very useful and valuable for custom tileset creators, and this also influences the limitations of custom tilesets. For my research, I used a modified version of tileset BLOXBGBS. I wrote numbers on some special tiles, and those numbers would show in-game so that I can better see which exact tiles the game uses. I marked some tiles with red color, which means, those tiles would never be used by game. Here it is: The most important is, that you can safely replace the red-marked tiles by whatever custom tiles you want, without breaking the game. Only 8 sand tiles (marked 1,2,3,4,6,7,8,9) are drawn by game on tiles where you harvest spice, and only 8 rock tiles (marked 1-8) are drawn by game on tiles where you destroy/remove a building or concrete. The 3x3 building basement is not used by any building. Only three tiles are used to draw concrete in game (marked 1,2,3) and the others (4,5,6) are unused. And the very first two full-spice tiles are not used as well, and finally, tile 795 either. Which, in result, gives you 33 extra tiles you can use, and which you previously mostly left intact to be safe and not break the game. Here you can see some in-game screens to see how it works: Only 3 different tiles are used for concrete. Only 8 different rock tiles are used on place where you destroy concrete or remove a building. Only 8 different spice tiles are used on place where you harvest spice. And the last, most interesting finding: The game draws thick spice in the same exact pattern always in all maps. The pattern is 8x8 tiles and repeats. I hope you found this information interesting and useful. Happy modding!
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