Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Dilmah G on February 03, 2009, 07:35:51 am

Title: RELEASE: High Noon v 2.0
Post by: Dilmah G on February 03, 2009, 07:35:51 am
High Noon

Dilmah G-ified

My take on what High Noon should've been. The biggest threat to GTVA space is now met by the rest of the GTVA, rather than a lone bomber wing.

Features:

- An electro-rock soundtrack, free rights music courtesy of www.freeplaymusic.com, Electro-Rock Overdrive vol.5
- Too many ships to effectively count  :D
- Testing by: eliex, Renegade Paladin, rbxplayer, TacOne, and Commander Zane
- Just play it already  :lol:

Requires:

- 3.6.10 Mediavps
- Most recent nightly build for your OS
- FSO
- A half-decent PC, don't cry to me if the FPS cracks its head on a wall

More detailed info: http://www.hard-light.net/forums/index.php/topic,60663.0.html


(http://i608.photobucket.com/albums/tt165/DilmahG/HNoonfinal.gif)

Installation Instructions

- Download this: http://www.freespacemods.net/download.php?view.467

- Place in your Freespace 2 root directory (C:/Freespace2)

- Use Launcher to select 'High Noon' as your mod

- Run mission from 'Tech Room', 'Mission Simulator', 'Single Missions' as "High Noon"


Please post feedback, comments, etc  :D
Title: Re: RELEASE: High Noon v 2.0
Post by: TacOne on February 03, 2009, 02:39:35 pm
Yay, I got credited! :D

Great job (again).
I just played this version, and everything seemed to work exactly as it should.

So: get this voice acted and make it the first official replacement mission for the FS2 Campaign.
Title: Re: RELEASE: High Noon v 2.0
Post by: Commander Zane on February 03, 2009, 02:47:09 pm
Alright. :)
I'll be able to play this one soon.

Does the Infinity fly into the bottom-most engine section of the Colossus when anyone else plays it? :confused:
Title: Re: RELEASE: High Noon v 2.0
Post by: Dilmah G on February 04, 2009, 01:16:37 am
Alright. :)
I'll be able to play this one soon.

Does the Infinity fly into the bottom-most engine section of the Colossus when anyone else plays it? :confused:

That is all dependent on how long you take to disable the forward beam cannons, which triggers the Infinity's arrival.
Title: Re: RELEASE: High Noon v 2.0
Post by: Herra Tohtori on February 04, 2009, 05:35:12 am
Not bad... though I prefer FS2 music. :p And there's a spelling error in the briefing (this is hour finest hour), and it is a bit of a BoA mission after you take out the beam turrets - just staying alive apparently is sufficient for passing the mission on normal difficulty. Nevertheless I liked it. Especially the cutscene. :yes:

Some of the screenshot saldo:

(http://img13.imageshack.us/img13/2905/highnoonsettingte1.jpg)
(http://img178.imageshack.us/img178/2042/highnoonsetting2fa9.jpg)
(http://img13.imageshack.us/img13/5742/highnoonfe6.jpg)
(http://img178.imageshack.us/img178/3571/highnooncolossusvg6.jpg)
(http://img178.imageshack.us/img178/7671/hatshepsut2ix4.jpg)

 :)
Title: Re: RELEASE: High Noon v 2.0
Post by: Dilmah G on February 04, 2009, 05:52:55 am
mmmmm.....scrrreeeeeeens  :p

Well I would recommend most people who are proficient playing FS play at a difficulty between Medium-Insane, where staying alive and accomplishing the secondary objective becomes half the fight. Music is really a personal preference thing, I just put it in because I had it lying around and it was the first soundtrack I'd got to work so I was naturally proud of it :D. The Briefing issue is one our testers didn't pick up, but I suppose their efforts were directed elsewhere, but nonetheless I'll go through and fix it in my version.

As long as someone seemed to like it I feel I accomplished what I set out to do as my first official mission, which was to make sure at least 75% of the feedback isn't "d00d_u_relly_suck_stop_making_missions". I think I could've done better with the cutscene, maybe draw it out and use it to take up at least 2 minutes   :lol:, I've made almost a campaign's worth of cutscene missions to amuse myself while trying to put off homework so I may be looking at it from a different p.o.v.
Title: Re: RELEASE: High Noon v 2.0
Post by: Renegade Paladin on February 04, 2009, 10:41:50 am
Not bad... though I prefer FS2 music. :p And there's a spelling error in the briefing (this is hour finest hour), and it is a bit of a BoA mission after you take out the beam turrets - just staying alive apparently is sufficient for passing the mission on normal difficulty.
Since fighters can't effectively hurt the Sathanas, that's kind of inevitable.  The same is true of the original High Noon in the campaign; you can plink away at the juggernaut all you want, but the Colossus is doing all the work. 
Title: Re: RELEASE: High Noon v 2.0
Post by: Commander Zane on February 04, 2009, 03:14:47 pm
Though I always finish the mission with the Sathanas kill... :P

This is the first mission I could beat on Insane. :lol:
Title: Re: RELEASE: High Noon v 2.0
Post by: Dilmah G on February 05, 2009, 02:16:15 am
Though I always finish the mission with the Sathanas kill... :P

This is the first mission I could beat on Insane. :lol:

My work here is done  :)

*throws tie over shoulder and exits room*

Not bad... though I prefer FS2 music. :p And there's a spelling error in the briefing (this is hour finest hour), and it is a bit of a BoA mission after you take out the beam turrets - just staying alive apparently is sufficient for passing the mission on normal difficulty.
Since fighters can't effectively hurt the Sathanas, that's kind of inevitable.  The same is true of the original High Noon in the campaign; you can plink away at the juggernaut all you want, but the Colossus is doing all the work. 

That is very true. Which is why I tried to alleviate the boredem by giving the Sath an escort and assigning the player to destroy it/disarm it (the smart choice).
Title: Re: RELEASE: High Noon v 2.0
Post by: mr.WHO on February 18, 2010, 04:27:23 pm
Sorry for necro, but I wonder if someone wonder :D about remaking the whole FS2 Campaign? I played this mission along with new "Their Finest Hour" and new "Dunkerque" and such remakes throw a lot of fresh air. I know that some guy remade whole FS1 campaign and it was very good, since I finished playing it I always wanted to have a FS2 remake.
Title: Re: RELEASE: High Noon v 2.0
Post by: Dilmah G on February 19, 2010, 02:21:34 am
Jeez, that's a big ask mate.

But I'm working on-and-off on a mission set that takes place during the same time as the last few missions of the FS2 Campaign. I think a more viable alternative at the moment is to FRED a campaign that runs concurrent to the FS2 main campaign. :)
Title: Re: RELEASE: High Noon v 2.0
Post by: Colonol Dekker on February 19, 2010, 03:25:45 am
I started an alternate final mission some time ago. I'll find it later and upload it to the Fred academy later this afternoon.