To get the ball rolling -
If I recall milo, your idea was to create CAM style challenges that are post
original campaign. Makes sense. An opportunity to increase difficulty in fresh, creative, captivating ways.
What follows is a basic framework for constructing missions that are post original campaign. The name Team Delta
was picked because I think it's RL associations fit the concept of Mini-Cams
. Others will likely come up with different (but still viable & generative) foundational narrative constructs.
Project HQ Intel Report:
"After defeating Nexus in the northern sector, a powerful artifact was discovered inside the ruined base. This artifact contained blueprints for a 'Satellite Up-link structure'.
"Our scientists were able to research it and construct an uplink center near Project HQ. This allowed us to access satellites and download images taken from all over the world.
"Photographs of our continent revealed ruined military bases, cities, scattered scavenger settlements, and the extent of damage inflicted at both Alpha and Beta bases.
"Photographs of other continents depicted similar situations: devastated cities, broken islands, ruined infrastructure, scattered scavenger settlements, but no sign of major civilization rebuilding.
"One photograph from a Caribbean Island chain revealed what looks to be pre-collapse missile silos. These should be dormant and show no activity..."
"However, satellite photographs taken weeks later revealed startling activity. Structures were being erected, armored vehicles detected, defensive perimeters established and fortified. Something...more likely someone...has taken an interest in these missle silos."
"We have already dispatched a transport convoy south eastward to investigate. However, their transport has run into trouble."
"A distress message was sent moments before contact with Project HQ was broken."
Team Delta SOS:
"Project HQ, advance team Delta reporting. We've had visual contact with enemy strongholds containing the missle silos but have taken extensive damage and are trying to put as much distance between us and the enemy before touch-down. We won't be able to keep the transport airborne much longer. We're sending our coordinates now, but we need --"
(transmission breaks up)
I'll post details of a possible Mission sequence with some innovations - stuff not used in the original campaign - in the next day or two. (I have to strip-out any too map-dependent references and re-construct accordingly.)
On this point -
milo christiansen wrote:Unfortunately I suck at making asymmetrical cam style maps so most will be nothing but the scripts and a test map.
Rman Virgil wrote:
I have an idea, based on recent experiments I've been doing, that may be of use. I'll put it in your other thread.
Below is a Map Preview
of a totally asymmetric map
I generated in Diorama
Though I like building my maps from scratch and think I'm a better at it than Diorama
- I am still VERY impressed by what Diorama can do. It can make more artful maps than most actually.
But more to the point... this exercise has been revealing about Diorama's
1.) The map below I would never have conceived and it's a really interesting map.
2.) In looking over the map to modify it to my own style (which has resonated it would appear) and build-out the details, the basic lay of the landscape actually gave me ideas for Mission-Challenges !
Amazing. An example of bricolage artfulness and creativity being bi-directional.
(Note: Changes have to be made to Diorama's
because for some reason it is unknown to flaME
so that you cannot directly bring in the Diorama map.wz
for modifying in flaME
... out-of-the box, that is. The solution, for the moment, is to replace
the Diorama generated dinit.bjo
with one generated by 32EW or flaME
. The game binary recognizes both types dinit.bjo. Weird. Weird in that I do not understand the "why" of any of it but still figured out this quickie work-around.)