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[KW] GDI 01: Trap Is Set
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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Jun 04, 2009 7:15 pm    Post subject:  [KW] GDI 01: Trap Is Set
Subject description: aka the first part of my GDI co-op campaing for KW
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This is first part of my little project, a 9 or 10 mission long GDI co-op campaing for Kanes Wrath (I call the first three missions as Marcion trilogy). This means, it has to be played with other player to success (AI mate won't work). The idea of this campaign is to tell the story trough GDI eyes and maybe fill some caps KW left, for example what happened to Brother Marcion, as he just disappeared in KW.

Story:

It is few years after Kane made Brother Marcion as the puppet leader of the Black Hand, while Nod and Kane himself stays in the shadows. GDI of course, doesn't know this, and sees only Black Hand as last remnant of the brotherhood. Steel Talons is on it's last breaths, too, but that's because GDI is closing their bases worldwide, and there's no money for supporting old vehicles anymore. Now, Steel Talons are about to go for their final attempt to get funding and continue functioning.
"Commander, our trap is now set. A fake lab, rumoured to contain top secret weapon drawings and prototypes, was built. If, as we believe, Marcion gets interested enough, we'll have a chance to capture him. This kind of act would ensure the continuation of funding for Steel Talons. Do your best, Commander, the glory of the old days is now in your hands."

Location: Albania
Time of day: Afternoon
Weather: Sunny


*** UPDATE ***
I have updated this map, as it was kinda plain and simple (first co-op maps tend to be like that Rolling Eyes ).

Changelist:
-improved textures
-added trees, a lot of them
-civilian areas were improved
-bugfixes
-made a map.str file, so no more *MISSING* in the beginning of each string
-second objective is more clear now


If you notice bugs or other errors in this map, please report them here.
Enjoy Very Happy



minimap.png
 Description:
Spots 1 and 2 are for human players in the same team and spot 3 is for enemy AI.
 Filesize:  139.73 KB
 Viewed:  8438 Time(s)

minimap.png



screen4.png
 Description:
Small ruined village, controlled by Black Hand forces.
 Filesize:  1.85 MB
 Viewed:  8438 Time(s)

screen4.png



screen5.png
 Description:
Black Hand is trying to free Marcion.
 Filesize:  1.84 MB
 Viewed:  8438 Time(s)

screen5.png



screen6.png
 Description:
Heavy Black hand resistance.
 Filesize:  1.84 MB
 Viewed:  8438 Time(s)

screen6.png



Marcion_Trilogy_Part_1_by_TiberianFuture.rar
 Description:
GDI 01: Trap Is Set

Download
 Filename:  Marcion_Trilogy_Part_1_by_TiberianFuture.rar
 Filesize:  588.45 KB
 Downloaded:  589 Time(s)


_________________
Check out some TF Kane's Wrath action:
Tournament 3rd place.
Vs. bikeRushOwnz in tournament.
Ladder wars vs. bikeRushOwnz.

Last edited by [TiberianFuture] on Sun Oct 18, 2009 3:06 pm; edited 1 time in total

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memento
Civilian


Joined: 03 Oct 2009

PostPosted: Sat Oct 03, 2009 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just played the first mission and I have a few things you might find interesting:

My ally died so I was alone after capturing Marcion to escort him back.

1) I noticed that when I tried to capture Black hand buildings with my hand gun engineer the AI sold those just like it does in skirmish. However I managed to capture one of the Nod Bases, the one on very top and right of the map. You can imagine what happened next: Black Hand cheap man spam. You might want to fix that.
2) I am not sure where I should lead the Marcion carrier. I took it to the beginning of the stage but nothing happened. So. I then took it to the upper right corner and mission was completed. Strange.
If you planned the mission to be completed on the upper right corner then why the AI takes the avatars on the beginning point? After all even if you destroy the nod bases you stil won't have to pass from the start again.
3) I think I also found another exploit. When trying to destroy the nod bases I noticed that the AI does not create refineries. Just a few anti infantry turrets. You did that on purpose? Because I put a hammerhead on top of these turrets and made it shoot them but left their "core" unharmed. That way the hammerhead kept shooting, the turrets regenerated and soon it became fully ranked.
4) About the War factory on the fake lab base. I captured it and got a repair vehicle to repair my ally's titans. However I just could not repair those. The repair vehicle could repair itself but not the ally units.

Finally I want to thank you for the great work you put in these missions. I loved the first one and I am really anxious to try the second. Thank oyu again.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sat Oct 03, 2009 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good to hear you liked it and thanks for the input Smile

This was my first mission map so understandably there might be some flaws.

1)The mission basically is a skirmish map, so the AI is also a skirmish AI, and thus solds buildings to prevent capture if put on hard or brutal.
I can only stop it selling pre-placed structures, not the ones it builds. BH inf spam shouldn't be a problem; as if you are able to take it's con yard,
you are probably winning anyways.

2)Yes the transport is supposed to be taken to the upper right corner, I guess i could make it a bit more clear. AI takes purifier & maybe other
forces to the starting point because there's your (players) outposts outside the map border (this is to prevent instant loss, as players has to
had a building or they lose) I can solve this problem pretty simply.

3)This sounds like a bug, as the AI is supposed to build refineries and it has always built them when I have played... although I have a script
that limits the number of refs that AI can build (it used to spam them), I'll have to check if it is bugged. About the exp gained from defences, that
isn't under my control, but usually the AI should make rocket teams to kill hammerheads.

4)This isn't under my control,either, as repair drones can't repair allied vehicles IIRC. In earlier development stages players used to get MRTs
as reinforces instead of hammerheads, but they couldn't never get to the base. I could spawn MRT for the player who doesn't have the WF, but it
isn't so big problem IMO.

I'll play trough the map few times and make an updated version if I find enough things to fix. Thanks for your comments and I hope you enjoy the
following missions Very Happy

_________________
Check out some TF Kane's Wrath action:
Tournament 3rd place.
Vs. bikeRushOwnz in tournament.
Ladder wars vs. bikeRushOwnz.

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