Milo & Flail are hard at work scripting Missions 1-7 so I'm not going to add to their workload with something that I think the community would enjoy being involved in. And this is your chance to be one of the first people to see it.
So here's the first offering: Mission 8 - "Return to Arizona". It's unscripted, for starters. None of the mission stuff is in place yet. This map is (partially) THE prototype Campaign 1 map that the Pumpkins made when they began Warzone development. I've fixed it up, updated what needed to be updated, reintegrated the final Campaign 1 map, reintegrated some of the things from the prototype, tweaked it some more, and then set down a place for NEXUS to hang his hat ... if he wore them.
In short, this is a show of appreciation, and a tribute to Warzone 2100 and to Pumpkin Studios for their ingenuity all those years ago.
What I'm looking for, specifically, is whether to AI is too STRONG here. My gameplay style is not the same as everyone else's, and I really want some different points of view on how this map plays out. My skills at gameplay are lackluster so what may seem strong to me might be "just right" for others. I'd like to make sure.
So here's what I need to know:
- Is the AI too strong?
- Is the AI too vulnerable? (it could happen...)
- Does it take too long to play the map? (Target time is 3 hours).
- Anything that can be done differently?
- Any problems with pathing or tiles?
Instructions for testing:
- Use single-player skirmish mode.
- AI is player 3. In the options, turn off players 1 and 2. So while it's a 4-player map, the mission will be three player (and no, I'm not going to say why, yet.
- Start with full bases, T1.
- Do what you need to win. I'll warn you ahead of time, NEXUS is VERY stiff here, by design. He's had two years to dig in.
Please submit all feedback in this forum, and not the Campaign 4 Development thread.
[EDIT: Forgot something]
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