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User made campaigns

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Starman01:
As I pointed out, there are already a few campaigns out. I will update this post, if I find more. If anyone know something I missed, tell me.

Check this page and it's 6 downloads:

http://www.wolfman-x.net/

This is a new standalone build, an expansion and four campaigns, more to follow. Campaign support will be given in that forum from the creators themself .

Here in this post you can find a link to Magic's Exodus Campaign

http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=3886&mesg_id=3886&page=

blubberlutsch:

--- Quote from: Starman01 on December 06, 2010, 02:50:09 pm ---As I pointed out, there are already a few campaigns out. I will update this post, if I find more. If anyone know something I missed, tell me.

Check this page and it's 6 downloads:

http://www.wolfman-x.net/

This is a new standalone build, an expansion (technically the same stuff afaik, but already outdated) and four campaigns. Campaign support will be given in that forum from the creators themself (if they are still online, I don't know to be honest)

Here in this post you can find a link to Magic's Exodus Campaign

http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=3886&mesg_id=3886&page=

--- End quote ---

 
The Exodus campaign is a few years old and the oldest of those campaign noted.

All the campaign created by wolfman are available and supported.
The latest campaign is "Dead End" and it is embedded into the newest revision of wolfman-MC2X, a standalone gaminfg system that does not requirre any original MC2.


Check it out and game through  :yes:

ThorC:
http://cid-9e5f3f05ac7185f9.skydrive.live.com/browse.aspx/.Public

Karl:
Ok, since this thread is alittle under used, I think I will use it to release progress details regarding my MC1 redux...
I am working on producing a "as close as possible" replication of MechCommander 1 and later MechCommander Gold.
To achieve this I am pain painstakingly extracting from the MC1 editor screen shots of the MC1 levels, stitching them together using photoshop, rotating them 45 degrees to make the grid orientation the same as MC2 and then creating height maps for MC2 by picking off the MC1 maps one grid cell at a time. From here I am populating the maps with as near as possible replacements for the MC1 structures from MC2 structures and the added buildings. Again this is done by counting cells in my stitched together screen shots to make sure that EVERYTHING is EXACTLY where it was in MC1. From here we are on the home straight and I just have to play the MC1 map a couple of times with some cheats on (to see the whole map and make my units invincible so I can trigger events without having to watch my mechs and keep them safe) and then create some scripts for the MC2 maps.
Finally I am adding some flavor to the campaign by using "unique" mechs, for example for those who have played MC1, operation 1 mission 6 you meet your first heavy mech in a catapult piloted by a named clan bondsman (forget his name) when in my redux you will actually meet a Lupus battlemech but this will be THE ONLY time you will see this mech in the game so its your only chance to salvage it. There will be other instances of once only unique mechs replacing specific mechs from the MC1 campaign.
So now you know how I will do this, hope you all enjoy the result...

Will post screens (-mechs in the pics) and blurbs about the mission details

Timerlane:
I'm curious; is there a way of handling the destroyable tree patches, or will there just be lots and lots and lots of loose trees around?

The latter sounds like it'd be a huge pain to set up.

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