• Register

It is the year 2084. You control a secret organization charged with defending Earth from a brutal alien enemy. Build up your bases, prepare your soldiers, and lead them to victory in turn-based tactical combat.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Improving our village maps (view original)
Improving our village maps
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
myxale
myxale - - 666 comments

Awesome. Looks far more polished.

Reply Good karma Bad karma+1 vote
rogervanzant
rogervanzant - - 137 comments

Are these map blocks that connect to other blocks randomly or are these hand crafted maps?

Reply Good karma Bad karma+1 vote
H-Hour Author
H-Hour - - 55 comments

The method I'm using for this theme is to lay down a fixed street grid, and then have the building plots randomly filled. I plan to have at least a dozen different street grid layouts, each with randomly placed buildings within those layouts. So what you'll have is a lot of meaningful variation, but not entirely random maps. It should lead to more consistently interesting and fun maps, without causing repetitive maps.

The actual tiles used for streets can also be swapped, so that cars (not in the screenshot but on the way) and other obstacles will differ each time you load the map. In other words, the tactical obstacles and particulars will change each time the map is loaded.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

We're working to improve our village maps, adding more tactical cover and ensuring the tiles are placed in a more logical, compact layout. This should offer better gameplay by reducing the amount of times soldiers are caught out in the open with no cover.