Author Topic: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2  (Read 4810 times)

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Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Instructions for SCP: Unzip the Merkar Campaign Demo folder and place it in your root FS folder. Select this folder under the MOD tab of your SCP launcher.

Instructions for retail: Unzip MerkarDemo.vp into your Data/Missions folder.

Original FS1 Campaign

This is the FS1 campaign converted for FS2, with visual enhancements (nebulas, planets, etc.) and some mission balance improvements over the original. I have been working it for the past few days and wanted to release it, in case anyone was interested.

Campaign Hosted on Hades Combine

Attached in the VP is a bonus. Without giving to much away, all I will say is that it's something that a few community members have demanded recently.



[attachment deleted by admin]
« Last Edit: April 20, 2007, 07:59:31 pm by Mustang19 »

 

Offline jr2

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Someone pop this over to Campaign Restoration project... :D

 

Offline Mobius

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
I'm glad there's a demo of that campaign now. I can barely remember the other thread...



Someone pop this over to Campaign Restoration project... :D

Yeah, you're right. "It's our job".
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Offline jr2

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
No, no... just that is the official place for such things.  AFAIK, you don't have to be a part of the CR team to actually restore campaigns... he's already made progress; just that would be the correct place, right?

 
Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Looks like the FS1 campaign was deleted. I shouldn't have just put it as an attachment. If anyone's interested in it, let me know and I'll put it on Megaupload or Fileplanet. Strange that you would consider this a campaign restoration, but do as you like.

 

Offline jr2

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Ah, get an account over at Hades Combine & upload it there... or hang on; I'll do it if you send it to me.

EDIT: done
« Last Edit: April 19, 2007, 07:43:47 am by jr2 »

 
Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Good thinking, Jr2. And thanks a lot for positing it up for me.  :pimp:

 
Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Ouch....

Played through the campaign last night and spotted about 5 bugs, including a missing mission debrief. Then I played through the bonus and found 3 more bugs, although at least I can fix those. I'll tell you now that the bonus is the first mission in my next campaign. I should hire a playtester the next time around.

Judging from the general lack of response, I can tell that this is seen as a "n00b" campaign. Let me know. You're not going to insult me by judging (or, in this case, condemning) my work, and it's not surprising considering it's my first released campaign. So, has anyone finished it yet?

 

Offline Admiral Nelson

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Generally it seems creative but very unpolished.  For instance, you supposedly fly a "Talon" fighter, but its class still shows as "GTF Erinyes."  Also, the escort list and directives are used very haphazardly.  For example, in the first real mission you are told to fly past "Spectators 4."  Unfortunately, Spectators 4 is not in the escort list and can only be found by hitting T a zillion times until you find it.  You never get any directives later in the mission when the "bad stuff" happens.  Then you are told to dock with your carrier, but the carrier does not come on the escort list.  Finally, you are told to jump out when _inside the ship_ which is very strange indeed.  The next mission is much the same You are asked to "investigate" an "unknown ship." The unknown ship doesn't come on the escort list and doesn't show as hostile.  I thought "investigate" meant "scan", but then the ship isn't scannable either.  The ship then kamikazes the ship you are escorting, and you realize that "investigate" meant "destroy". 

It does seem like the campaign has potential, but I do think it is in a very rough state at present.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Just finished playing Derelict yesterday (great campaign). The Merkar demo was my first released campaign, so I didn't really know what I was doing and didn't realize how easy it was to go into Ships.tbl and create a new entry for the Erinyes. I hardly even noticed that the target display read GTF Erinyes, and I didn't think anyone would care. But you're right, I should have just gone in and edited it.

Spectators 4 isn't on the directives list because my original intent was for the player to fly around, enjoy the scenery, and eventually find Spectators 4. But you're right, there isn't a whole lot interesting to see, and in retrospect I should've just added it as an escort. But as for the Invincible, I didn't think the player would have trouble seeing that Demon destroyer that just warped in. Maybe I should've added it as escort, too.

The whole directives text deal is there because I wanted the player to think on his feet more. Read the Readme with the campaign, it explains a lot of this stuff. I hate how in most missions Command is having a one-on-one dialogue with Alpha 1 throughout the battle. I understand that most gamers are detail-oriented people who want to know EXACTLY what they're supposed to do and get it done. But the player's task in "Fireworks" is to evaluate the situation and come up with a plan without Command babying him through every step of the way. It's a surprise attack, and Command isn't there to tell you what to do. Unfortunately, the combat part of the mission is poorly designed, and it instead is an easy C-3-9-and-kill-everyone type of mission. I guess the first mission of a campaign is supposed to be easy, anyway.

Same thing with the "unknown ship". I was really surprised that you just sat there and watched the thing plow into the Giori. This idea seems alien to FS players, or gamers in general, but evaluate the situation on your own. Don't wait for directive text. I put this in the readme, but as far as I can tell noone read it. How do you get people to notice this?

The whole jumpout thing is to maintain compatibility with FS Retail (Retail doesn't have an end-mission sexp), as mentioned in the Readme.

The important thing to me, at least, is whether the missions were fun or not. Fireworks (mission 1) and Defending the Faith (mission 3) are probably bad examples of the campaign concept, which is to make the player think on his feet and come up with a plan, but Highest Bidder and Holdout are better examples. Were you challenged or just confused and humiliated?

 

Offline jr2

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Spectators 4 isn't on the directives list because my original intent was for the player to fly around, enjoy the scenery, and eventually find Spectators 4. But you're right, there isn't a whole lot interesting to see, and in retrospect I should've just added it as an escort. But as for the Invincible, I didn't think the player would have trouble seeing that Demon destroyer that just warped in. Maybe I should've added it as escort, too.
IIRC, you can add it at whatever point you choose, perhaps when the distance between ship x and Alpha 1 is less than y

The important thing to me, at least, is whether the missions were fun or not. Fireworks (mission 1) and Defending the Faith (mission 3) are probably bad examples of the campaign concept, which is to make the player think on his feet and come up with a plan, but Highest Bidder and Holdout are better examples. Were you challenged or just confused and humiliated?

:rolleyes: You asked for his opinion.  He was probably thinking " :wtf: " ?
Players are used to being told what to do, as the mission usually ends badly if they don't follow orders.  This is to prevent unexpected circumstances for the FRED SEXPs in the mission.  Of course, a very good mission will have almost all possibilities covered, so that wouldn't happen as much.

 
Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
So.... option B, "confused".

My next campaign is going to have the player commanding a Fenris during the Battle of Deneb. This will obviously take more tactical thinking. I disagree with your statement that the player needs to be told what to do. The Merkar demo missions have goals, the player is just tasked with making up his own plan to achieve them. The Fenris campaign I'm making is obviously going to require strategy if it's to be interesting, and I think I can pull it off. It's no fun if Command is telling you exactly what to do when you're captain of a cruiser. Just my opinion, I know that you guys prefer it otherwise.

There's the first mission of the Fenris campaign included with the campaign download, in case you're curious.

 

Offline Admiral Nelson

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
It isn't a question really of being confused or hand holding the player, it is a question of mission design.  I was certainly neither "challenged" nor 'just confused and humiliated" -- I was annoyed.  Missing directives are a classic component of unfinished / inexperienced mission design.  Leaving them out doesn't induce the player to "think on his feet," really.  Not including directives just makes the missions irritating, not confusing. Confusion can be simulated through in mission events and messages. 

For example, one gets a message to 'investigate an unknown craft'.  One would assume that the idea is to scan the ship too see what it is up to.  But said craft does not appear in the escort list, no directive of any kind shows up, and one cannot scan the ship.  Therefore one also can't hit the 'U' key to bring it up.  Nor can it be targeted with the H key as it isn't flagged as hostile.  The player really doesn't have any indication of what the mission designer wanted him to do. This doesn't make for a good mission. 

jr2 is quite right, many missions in many campaigns are 'brittle' -- they work if you happen to follow exactly the path the creator has assumed you would follow, but break as soon as you deviate from that path.  Leaving out directives or even some indication of what you expect people to do turns the mission into a "puzzle mission" that must be played multiple times until you get it right.  That isn't "fun".  This is probably why you didn't get any feedback other than mine -- nobody played further on through the missions.  The ideas contained in the campaign are good, but I urge you to take the feedback given.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Just curious, what difficulty are you playing on? I'm used to playing on Insane... and if you think puzzle missions suck, I've played Bearbaiting dozens of times... on Insane, it's the ultimate "puzzle mission".  :nervous: Thank you for the feedback, regardless. Helpful to know that I wasn't getting comments simply because noone was downloading.

 

Offline Admiral Nelson

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
I was playing on medium.  The mission weren't especially difficult.  I suppose the thing you want to get is a playtester.  This would help make sure that you release stuff that people have already beaten up on privately before exposing it to the community at large.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Hmm... "Merkar Campaign by Mustang19. Intended to be played on Insane difficulty." Campaign description. Says it in the readme, too. I guess if you want people to see something, you need to post it everywhere. No wonder the campaign sucked.

And yes, I'm going to try to get a playtester for any future projects. Thanks for the help and advice. Should you ever need a FREDer...  :lol: I'll help.

 

Offline Admiral Nelson

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
Hmm... "Merkar Campaign by Mustang19. Intended to be played on Insane difficulty." Campaign description. Says it in the readme, too. I guess if you want people to see something, you need to post it everywhere. No wonder the campaign sucked.

Well, I am a male, and you know what happens with men and directions.... :)
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline jr2

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Re: Merkar Campaign Demo, Re-Realsed for Retail and SCP FreeSpace 2
:lol: