Author Topic: Valley of Death - 3 mission demo available to download!  (Read 2610 times)

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Valley of Death - 3 mission demo available to download!
Hey everyone, a while ago when I started FREDing I thought I'd make a campaign, just like everyone else likes to do. I have about a 14 mission planned out on paper but did the first three missions already, they've been sitting around for a while so I thought I'd release them in a demo. I'm not sure when and if the other mission would get finished, but these three missions ought to give some enjoyment I hope.

http://members.shaw.ca/pbcbrown/fs2/vod-demo.zip

Put all .fs2 and .fc2 files into the missions directory, and the wave file into the voice/special directory. Though the voice isn't necessary as its just a beep to let you know someone's talking.

   I should warn you that these are the first three missions I've ever made. I don't see the point of making a mission if I'm not going to use it in a campaign so I did not have any "practice" missions beforehand. Never the less I still think they're pretty good.

    Some of you may recognise the premise from another campaign but I actually came up with the idea before I knew that the other had been worked on. So it was just parallel and yet individual development, along a slightly different route.

     The missions have all been playtested fairly extensively. Anyway, download, enjoy and let me know how much it sucks.

     The final campaign is expected to have 15+ missions, some new ships (one or two may be original) and a squadron logo. BTW, this is for Vanilla FS2 (1.2 I believe). I'm not sure whether it runs on FS open or not, but most people who own the original game should not have a problem.
« Last Edit: October 27, 2003, 06:47:08 pm by 1332 »

 

Offline Flaser

  • 210
  • man/fish warsie
Valley of Death - 3 mission demo available to download!
D/l-ing now.

Expect review in a couple of days.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Flaser

  • 210
  • man/fish warsie
Valley of Death - 3 mission demo available to download!
It has its merits, but there's a lot of work to do about it.

It has one major advantage over any new release:

I HAVEN'T ENCOUNTERED ANY BUGS!

However mission design should be a bit refined.
One thing is the way bombers are deployed: change the entry angle, so the player has to rush from one side of the battle to the other.
Also try to ambush certain ships - if the player doesn't pay attention the ship will be slaughtered (see the Earth battle in Inferno - that's a good implementation), if he catches on the entire bomber regiment will be killed en masse.
These packs are unportected most of the time, instead fighter cover they rely on the diversion of earlier attacker and the element of suprise - they jump in close, they appear later in the battle when the enemy has accurate cordinates from the recon/scout units.
Protect the lone bomber wings! Even the Shivans wouldn't send them out just like that - I single handedly brought them down without any effort.

Weapons: this is the battle of Capella, weapons such as the Maxim, Distruptor, Piranyha and bombers should be availible.
The Kayser is a prototype weapon so it is justified if it's not availible, however the Morning Star is a  must be.

Broaden the weapon selection somewhat.

For pure bomber interception the Horus can be better in some situations - though it would be nice to see an upgraded version of the said interceptor in the final release.
It is one of the fastest ships out there, and is a classic IMHO.

The first mission just screams "Shipyard" - so vary it a bit.
Add some other ships to protect - e.a. a transport or a science cruiser - en route to the second mission.

In the second mission there are way to many ships.

This isn't a problem, but some of them are just plain scenery and don't do too much - change this, add them some personality (I mean battle moves and roles, not a bunch of messages).
Science Ships are extremely valuable, so arrange them in a pack.

Have the other ships surround them or escort them on the sun's side.

As for the sun - the 32-bit textures are a must be for this mission.

The thridm mission is good, but I have this feeling of 'deja vu'.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 
Valley of Death - 3 mission demo available to download!
Quote
Originally posted by Flaser
It has its merits, but there's a lot of work to do about it.

It has one major advantage over any new release:

I HAVEN'T ENCOUNTERED ANY BUGS!


   Well I played each mission pretty thoroughly so I should hope so. All except the third mission as that one takes so damn long to play, I think I only played it all the way through once or twice.

Quote
However mission design should be a bit refined. One thing is the way bombers are deployed: change the entry angle, so the player has to rush from one side of the battle to the other.


    Yeah, I heavily scripted these first few missions and didn't put in that random variable of bombers coming in from different places. For the first mission I had some ships come in and attack the Argo and that's supposed to draw the player off from the bombers that come in later on.

Quote
Also try to ambush certain ships - if the player doesn't pay attention the ship will be slaughtered (see the Earth battle in Inferno - that's a good implementation), if he catches on the entire bomber regiment will be killed en masse.


    Well if the player isn't constantly intercepting the ships should get killed. The Destroyer, Corvette and Argo specifically. Not to mention the whole shipyard if he doesn't do the first objective in the mission.

Quote
Weapons: this is the battle of Capella, weapons such as the Maxim, Distruptor, Piranyha and bombers should be availible.


   My reasoning was that the player is just a grunt and so doesn't get all the toys that Alpha 1 does. These weapons, while abundantly available in the other campaign I felt should be more limited here.

Quote
For pure bomber interception the Horus can be better in some situations - though it would be nice to see an upgraded version of the said interceptor in the final release.


  Uh, well given mission 3's storyline I'm not sure you'll see an upgraded ship. :)

Quote
[/B]The first mission just screams "Shipyard" - so vary it a bit.
Add some other ships to protect - e.a. a transport or a science cruiser - en route to the second mission.[/B]


   Missions 1 and 2 are supposed to be largely unrelated. They're just two trouble spots that the player needs to help out in. It may be an idea to stick another mission inbetween to help better connect them. I was originally going to have the Fa'Shul in mission 2, but replaced it with the Neksulla because it always got its butt kicked and I wanted it with much greater health.

Quote
This isn't a problem, but some of them are just plain scenery and don't do too much - change this, add them some personality (I mean battle moves and roles, not a bunch of messages).
Science Ships are extremely valuable, so arrange them in a pack.


    Well, some of them do, some of the don't. The Atens move around the formation, while the Agrippa and the Neksulla both move to engage if a certain goal isn't completed. The Science ships are arranged in a formation but are somewhat spread out. They don't want one BRed ripping through three ships at once or something. Also I figure there should be some room so they could pick up more of the data.

Quote
As for the sun - the 32-bit textures are a must be for this mission.


    Uh, I'm not sure how to implement those. Imagine playtesting this mission, boy was that hard on the eyes.

Quote
The thridm mission is good, but I have this feeling of 'deja vu'.


   So is that a good thing or no? I know the other campaign in teh works has a similar premise but the storyline will vary somewhat with the allied forces operating in a much smaller scale.


   Any other comments? It would seem at least 30 people have looked at this thread, has anyone else played it and has some advice?

 
Valley of Death - 3 mission demo available to download!
Well, I may have found a bug in your third mission.

When the time comes to clear out the fighters and the comm node, this is what happens...

First, I get rid of the wing of Nahemas.  Then I took some pot shots at the comm node, which brought some Maras charging to the rescue.  I scrap the Maras, then I engage the rest of the fighters by the node.

However, just before I destroy all the fighters (I left one, in Cancer wing I think), I go back and destroy the comm node.  Then I kill the last Aeshma.  At this points, nothing else happens.  No message saying I took too long to kill the fighters.  Nothing to indicate that the fleet should be warping in.  Just nothing.

I haven't had time to go through your sexps, so right now I'm at a loss to explain which of your events is at fault.

On another note, you have a lot of mission objectives which show up as 'Mission goal text' in all three of your missions.  You may want to fix that as well.

Aside from that, my shallowness cannot detect any other faults in your work.  Keep up the good work then.  Carry on. :)
« Last Edit: November 07, 2003, 06:10:14 pm by 1077 »

 
Valley of Death - 3 mission demo available to download!
Quote
Originally posted by kv1at3485
Well, I may have found a bug in your third mission.

When the time comes to clear out the fighters and the comm node, this is what happens...

First, I get rid of the wing of Nahemas.  Then I took some pot shots at the comm node, which brought some Maras charging to the rescue.  I scrap the Maras, then I engage the rest of the fighters by the node.

However, just before I destroy all the fighters (I left one, in Cancer wing I think), I go back and destroy the comm node.  Then I kill the last Aeshma.  At this points, nothing else happens.  No message saying I took too long to kill the fighters.  Nothing to indicate that the fleet should be warping in.  Just nothing.

I haven't had time to go through your sexps, so right now I'm at a loss to explain which of your events is at fault.


  Hmmn, yeah I dunno. I might have to check that out. My events are pretty convulted. I hit the sexp limit with this mission (my events aren't efficient or something, i dunno)

Quote
On another note, you have a lot of mission objectives which show up as 'Mission goal text' in all three of your missions.  You may want to fix that as well.

Aside from that, my shallowness cannot detect any other faults in your work.  Keep up the good work then.  Carry on. :)


   Um, well there's a lot with "mission goal text" because these are typically objectives which aren't displayed in the mission briefing, and are instead later validated inmission. So I never bothered to give them a name, though I guess it couldn't hurt.