[ShW Mission]GLA Island Hopping, A water mission |
[ShW Mission]GLA Island Hopping, A water mission |
2 Jul 2009, 18:06
Post
#1
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
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:
-----[Original post]----- I always wanted the amphibious vehicles in ShW more involved in water action. So I tried to make a mission that takes place on the water 80% of the time. Currently the mission itself is 95% finished. I'm just trying to get some working intro and outro sequence. I just totally hate coding camera stuff in Worldbuilder You're playing a mix of the GLA generals, mainly using Deathstrike units, but also stealth and demo stuff. Some pics: Minimap You start with 3 rebels 3 BRDMs First part of the mission is mostly about liberating GLA holes from enemy guards ...and capturing tech stuff, shooting krait missiles, salvaging... Also meeting some chinese At some point you get to collect moneys to build more stuff ...in order to assault a US base I hope I can get everything fixed by tomorrow. CPU enemies work okay now, and there should not be any logical runtime flaws left. And please keep in mind, I'm a mapping noob, so don't expect DA BOMB texturing or cinematics ;P Here goes! Date: 5.7.2009 Download, save to ...\My documents\C&C Zero hour data\Maps\, extract, ingame go to skirmish -> inofficial maps, find map, play. Shw_GLA_Island_Hopping.zip ( 169.75K ) Number of downloads: 49 This post has been edited by accomplice: 5 Jul 2009, 11:43 |
|
|
2 Jul 2009, 18:24
Post
#2
|
|
Forum Green Group: Legend Posts: 1350 Joined: 4 June 2009 From: Netherlands Member No.: 17 Projects: SWR Productions |
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.
-------------------- |
|
|
2 Jul 2009, 19:09
Post
#3
|
|
Group: Members Posts: 186 Joined: 7 June 2009 From: milan, italy Member No.: 64 |
Now that's sound really interesting.
I'm looking forward to try it. it seems very tactical. This post has been edited by katmoda12: 2 Jul 2009, 19:10 |
|
|
2 Jul 2009, 20:01
Post
#4
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
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
|
|
|
2 Jul 2009, 23:08
Post
#5
|
|
Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Is there a download available yet?
I really want to play it -------------------- |
|
|
2 Jul 2009, 23:13
Post
#6
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
Currently still balancing some AI unit combos. Don't want Shock to have it too easy ;D
|
|
|
2 Jul 2009, 23:14
Post
#7
|
|
Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Currently still balancing some AI unit combos. Don't want Shock to have it too easy ;D Fair enough, maybe throw in some US airborne drop/attacks like the AF Gen Challenge Can't wait for it to be ready ^.^ -------------------- |
|
|
3 Jul 2009, 0:01
Post
#8
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
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 |
|
|
3 Jul 2009, 2:31
Post
#9
|
|
Group: Members Posts: 186 Joined: 7 June 2009 From: milan, italy Member No.: 64 |
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 |
|
|
3 Jul 2009, 3:00
Post
#10
|
|
Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
once again another awesome mission..
-------------------- |
|
|
3 Jul 2009, 23:06
Post
#11
|
|
Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
How's it coming accomplice?
-------------------- |
|
|
4 Jul 2009, 1:31
Post
#12
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
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 This post has been edited by accomplice: 4 Jul 2009, 2:40 |
|
|
4 Jul 2009, 1:54
Post
#13
|
|
Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Lol i can imagine that. You just beat the AI after a real hard battle "You have been defeated"
"WTF!" *throws PC* -------------------- |
|
|
4 Jul 2009, 7:12
Post
#14
|
|
Teh SWR Productions Greeting Committee Group: Members Posts: 48 Joined: 8 June 2009 Member No.: 91 I own bootleg copies of pirated games. |
Looks good, keep it up. I will look forward to your release.
-------------------- |
|
|
4 Jul 2009, 8:45
Post
#15
|
|
Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
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?
|
|
|
4 Jul 2009, 23:13
Post
#16
|
|
Group: Members Posts: 12 Joined: 9 June 2009 From: Leo IN Member No.: 114 |
This map looks truly epic, regardless of the texturing! Keep up the good work!
-------------------- |
|
|
5 Jul 2009, 2:33
Post
#17
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
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. 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 This post has been edited by accomplice: 5 Jul 2009, 2:50 |
|
|
5 Jul 2009, 3:41
Post
#18
|
|
League is Life Group: Tester Posts: 748 Joined: 14 June 2009 From: America Member No.: 153 |
before you say its hard leave it to the dev Beta testers to find it out
|
|
|
5 Jul 2009, 4:20
Post
#19
|
|
Group: Members Posts: 186 Joined: 7 June 2009 From: milan, italy Member No.: 64 |
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. |
|
|
5 Jul 2009, 11:41
Post
#20
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
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. This post has been edited by accomplice: 5 Jul 2009, 11:53 |
|
|
5 Jul 2009, 12:22
Post
#21
|
|
Group: Members Posts: 186 Joined: 7 June 2009 From: milan, italy Member No.: 64 |
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. This post has been edited by katmoda12: 5 Jul 2009, 12:25 |
|
|
5 Jul 2009, 20:47
Post
#22
|
|
Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
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. -------------------- |
|
|
5 Jul 2009, 21:18
Post
#23
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
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 This post has been edited by accomplice: 5 Jul 2009, 21:23 |
|
|
5 Jul 2009, 22:26
Post
#24
|
|
Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
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. |
|
|
5 Jul 2009, 23:26
Post
#25
|
|
Group: Members Posts: 74 Joined: 15 June 2009 Member No.: 166 |
-before you get a Jarmen from the island later, buy a Jarmen before you do so - doubles the fun. Hm, yes, I might just as well leave the jarmen button away for good. Not like you can snipe robot tanks anyways QUOTE -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. Are you sure? Robot tanks are immune to krait toxins, and you'd have to stack quite a lot of phosphor rockets to get them killed somewhat fast, while kraits, just as normal toxies, are supposed to die to tank shells fast (i.e. to robot tanks and tigersharks). Anyways, I will reconsider the issue with the cash bounty. Maybe make lvl 3 cash bounty unavaible and don't grant stage 1 of it right away And take away 1 supply stash. Keel moar for moneyz! QUOTE -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. Geez, psssht. I have no way to fix the collision check, that's what the dev team can maybe change QUOTE 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. I assume you mean those two that were next to 2 avengers huh. I assume the avengers blocked most of your missiles... But then again, I could imagine that a group of 4 brdm2 assisted by some brdm1 supported by emergency repairs can still take that down, but okay, I'll replace one turret by a pill box QUOTE Also, could you please make the Crusader unamphibious or the Scarab amphibious? I'd rather not let go of the extra fun of hover crusaders. I could make the crusader teams smaller (2 at a time rather than 3 - sounds good?) As for scarabs, they cannot go amphibious, if at all, that's something the devs have to code. But then again, they'd be too strong for an amphi vehicle after all, with their sweet upgrades Thanks for your hints, I'll include some points. Btw, did anyone who played the whole thing get the crash-like lag between victory panel and score board? This post has been edited by accomplice: 5 Jul 2009, 23:27 |
|
|
Lo-Fi Version | Time is now: 8 June 2024 - 7:21 |