Update: 5.7.2009 Releasing crappy beta version!
Some camera sequences are just plain fail, and after you win, it crashes (at least you don't lose now after winning ><)Well, at least you can play everything that's supposed to be played in this mish :x
Couple of things to notice:
I hope you haven't made it too easy. Doesn't look like you are likable to lose any of your units when playing it.
Now that's sound really interesting.
I'm looking forward to try it.
it seems very tactical.
Hehe at one stage, it was rather a mutual unit spam fest. Another thing that bugs me is the default unit behaviour. They seem to be on guard mode, ground units come running from far far away and then get stuck at the shore and get focussed on just one unit that's out of range, while other nearby units can kill it without counter-fire. I will consider reinforcing some AI teams
Is there a download available yet?
I really want to play it
Currently still balancing some AI unit combos. Don't want Shock to have it too easy ;D
Hm on this map, parachute drops will land in the water and drown to death >:þ
One last play through and I'll either go sit in a corner and cry out of hate for WB, or upload it
After seeing your screenshot I truly can't wait myself to play it.
For what i've seen you've done quite a godd job with that
once again another awesome mission..
How's it coming accomplice?
Um, currently the AI is a bit too hard (sending too many high tech units against your GLA basic units) and when you win, you lose. Fixing it atm ><
And crappy camera works in the outro (can see when original units are removed and replaced with cine units. need to time black outs better)
[edit]Figured out the reason. But it's a bit much to code, I'll have to bring it tomorrow, sorry
Lol i can imagine that. You just beat the AI after a real hard battle "You have been defeated"
"WTF!" *throws PC*
Looks good, keep it up. I will look forward to your release.
I may say you have my gratitude, this fanmap looks very well done for now. I can hardly wait to try it out. Anyway, is it for ShW 0.95 or 0.951?
This map looks truly epic, regardless of the texturing! Keep up the good work!
Okay, after dozens of times of playing through that darn thing, I think I have at least eliminated all logic flaws.
There shouldn't be units perma stuck somewhere and keeping the mission from going to the next step etc.
Anyways, it's still got a couple of unlovely flaws, either it's the cinematic sequences or some unit behaviour etc.
I've attached the map at the very end of the first post. Try it out
One more screenie: Show's that distracting base defenses with scarab smoke grenades can keep your units alive.
http://xs.to/xs.php?h=xs141&d=09276&f=smoke954.jpg
Actually the shaky story line of this mission could allow at least 1 prequel mission, where the player kills a GLA soyuz missile along with 2 AI USA generals, and afterward a mission about freeing the captured guys
before you say its hard leave it to the dev Beta testers to find it out
I've tried your mission accomplice, i found it very enjoyable. It's not impossible,quite hard i'd say but if a beta tester want to have it hard should complete it giving himself secondary fictional objective like utilizing just deathstrike units without additional help,or not spend any generals point.
About the mission is really well done, i couldn't wait to play it and i think my patience has been rewarded. Can't wait to see the prequel mission.
I don't like the fact of utilizing not-deathstrike units because of the taste of uniqueness of this generals, but is really well done.
Thank you very much.
Thanks for your feedback, glad you liked it.
As for non-deathstrike units, they only vehicle that's not from DS is the artillery boat, and it's rather vital in this sort of setting I think Wasting just techies and toxies on base defenses and tanks would become a bit boring in the end
And well, the infantry is all from the stealth general (except for DS jarmen, so you can put him into a buggy). The main reason is that the rebel molotovs make the beginning a bit easier when you have just the 3 techies defending against robot tanks. And I just love stinger rpgs The reason for the mobile supply stash was mostly its size and because it cannot reproduce workers.
Surely you got your motives to do so..
And i fine with that. i'll consider this mission like adeathstrike mission with some coordinated help from the other two general.
I'll have now another playtrhrough to see if i can catch all the easter egg .( in your other mission i've found all the 3 snowman and the fourth flaming snowman)
I can't wait for your next creation, if you are planning to do so.
Just had a stab at this accomplice. I've gotta say it isn't easy T.T
The US tanks can own almost anything and they can cross the water. Where the GLA Tanks are stuck on patches of land.
I got bored before I made the final assault, purely because the US forces seemed to counter me whatever I did. I could only build enough units to keep replacing the ones lost.
That US base if heavily fortified and I kept getting caught out by the pop-up turrets.
Hint: Fully Salvaged BRDM2s and BRDM1s will eat those tanks alive
The BRdM2 should have its big rocket pods up, then it can easily take on hover crusaders 1 on 1, while the long range brdm1 back them up from the rear.
You should not rely on scarabs and quads too early on. Try having 2 groups of 3 brdm2s and another 2 groups of 3 brdm1s.
If you see shatterers, have the long range boats deal with them. Robot tanks get easily owned by the short range boats, and helis die even faster to them
Kraits are only useful in the beginning against the bunkers and for some support damage from their missiles.
One group each for the outer islands to the mainbase. And well, you will be getting some extra help in form of special atks from offmap.
Do garrison buildings at key positions with stinger rpgs, they help alot. Have a tunnel nearby for smoke grenade scarabs, and a quad to deal with helis and drones.
As for popup turrets, just send all your rocket boats on them, 6 vs 1 these things die pretty fast
My recommended steps when the final objective appears is:
- occupy the south-western outer island first. Clear that fire base and patriot with your artillery boats, garrison the industrial building with rpgs, man the mg bunker, have a quad and a worker nearby. And have some long range boats in the water near the bridge.
- Next, send another group of artillery boats to the north eastern outer island to kill off the defenses and the tower there, occupy the radio station for a little show
- Then flank the US base from the small southern shore, taking out the barracks and maybe even the warfactory there, and when you're there already, also the heli tower
- If you can, tunnel right next to the radio station inside the us base and send in an infantryman right away (the beach fortifications shout have been cleaned by the second step by now ) and follow up with scarabs and quads from the tunnel. Make sure the tankdestroyer at the beach bunker is either sniped out or destroyed. Have one group of brdm1s come up the upper bridge to take out that firebase on the hill, rest should be easy
[edit]I might make a walkthrough with pictures later as a pdf file or so
I have some nice tips for you (might be bugs you want to solve):
-before you get a Jarmen from the island later, buy a Jarmen before you do so - doubles the fun.
-at the point where you have to defend the air pad or the palace, you should buy Kraits to defend them, the robot tanks and tigersharks die easily to them, have some boats to backup the kraits, with a good level of cashbounty you can make 10,000s of dollars and get high level salvaged units easy.
-if you can or have to do so, salvage upgrade your units in the water while several ones are on top of each other - saves money in the beginning.
And one thing, please remove some of the pop-up turrets from the beach, 2 of them have killed most of my forces alone and I have no idea why. Also, could you please make the Crusader unamphibious or the Scarab amphibious?
Else I really enjoyed this map.
As a side note, will you be making the prequel?
I'd like to to see your idea again at work.
it sholud be really fun a prequel mission.
I'll think about it. I have the idea of the player being vUSA and having to rely heavily on exo suits, while he has two allies, maybe USAF and laser, who throw in comments from the challenge speech files every now and then.
And on top of the hill sits general deathstrike with some minions to his left and right, maybe one stealth and one tox... And of course none of the players has a full tech tree, but sends out signature units most of the time...
@ current mish: yes, cheer sound at the end is one more thing to add, and no, the easter eggs are right at the mission start and somewhere in the middle hehe
Up in the US base corner is just that little area that I used for the crappy intro scene
Oh right, how comes there's a Bradley there?
The US doesn't use bradleys in the mission but there is one right at the top
then use teh COde to warp em in , Works everytime
any news on the improved version?
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