Campaign Add-on Proposal - Need Ideas & Production Help
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XboxJosh
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Re: Campaign Rebuilt - Need Advice
Yeah, it appears to be in the Rockies in the cutscene (or at least near them).
However, it appears to be closer to the New Mexico area, so I believe I'll be using the Arizona tile set.
My friend Scorpion had an idea for the prologue map, I'll probably have that done sometime...
However, it appears to be closer to the New Mexico area, so I believe I'll be using the Arizona tile set.
My friend Scorpion had an idea for the prologue map, I'll probably have that done sometime...
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Alias: Cipher[SSC]
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Rman Virgil
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Re: Campaign Rebuilt - Need Advice
Intrigueing.
Last edited by Rman Virgil on 15 Feb 2010, 03:31, edited 1 time in total.
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ZemMaster
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Re: Campaign Rebuilt
Hi. I am the friend that Olrox was talking about.
The idea of making new campaigns interests me, and even with my low knowledge about programming, I'd want to take a part on it and help with whatever I can.
Well, about this prologue campaign, I think it should have only 5 missions. The 3 you've already drawn, plus 2 submissons (one for getting tech, on a large construction site, and another for capturing an airfield, where the transports shown on the original campaign's intro will be avaliabe). The construction site hosts all of the previously unavailable starting tech from the regular campaign, and it may be just a mission to gather those techs (Viper, machinegun, truck, base structures even) and return, while the airfield one may be a mission that consists of capturing it and defend it for a while (until the transports are fueled or something).
The scavs that might show up on the route to the millitary base at NW, should mostly be only civilians that somehow survived the nukes and gathered in ghost towns. Me and Olrox diverge opinions regarding the base being already occupied by scavs or not. I think it should be occupied by scavs that just wanted shelter or to gather supplies, while he talks about the base being kind of hidden or secret, therefore not overrun by scavengers yet, who would supposedly lack knowledge about the facility's nature.
For now, that's all I could think about.
The idea of making new campaigns interests me, and even with my low knowledge about programming, I'd want to take a part on it and help with whatever I can.
Well, about this prologue campaign, I think it should have only 5 missions. The 3 you've already drawn, plus 2 submissons (one for getting tech, on a large construction site, and another for capturing an airfield, where the transports shown on the original campaign's intro will be avaliabe). The construction site hosts all of the previously unavailable starting tech from the regular campaign, and it may be just a mission to gather those techs (Viper, machinegun, truck, base structures even) and return, while the airfield one may be a mission that consists of capturing it and defend it for a while (until the transports are fueled or something).
The scavs that might show up on the route to the millitary base at NW, should mostly be only civilians that somehow survived the nukes and gathered in ghost towns. Me and Olrox diverge opinions regarding the base being already occupied by scavs or not. I think it should be occupied by scavs that just wanted shelter or to gather supplies, while he talks about the base being kind of hidden or secret, therefore not overrun by scavengers yet, who would supposedly lack knowledge about the facility's nature.
For now, that's all I could think about.
"I will rule this sector or see it burnt to ashes around me." ― Arcturus Mengsk
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XboxJosh
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Re: Campaign Rebuilt - Need Advice
I guess if we wanted to make the first 3 harder, we could make "fake" valleys that would mislead the Player from the base...
The random scavenger outposts could just be comprised of huts and scav walls, with people hiding out inside. Perhaps we could start the player with a set number of machinegun jeeps?
I'm also thinking the base could contain some artifact (possibly Viper Body?), and the objective of mission 3 would be to capture it.
Like I said, I'll try to get on making that map. (Does anyone know if FlaME supports scroll limits? If not, looks like I may be using EW32 :/)
The random scavenger outposts could just be comprised of huts and scav walls, with people hiding out inside. Perhaps we could start the player with a set number of machinegun jeeps?
I'm also thinking the base could contain some artifact (possibly Viper Body?), and the objective of mission 3 would be to capture it.
Like I said, I'll try to get on making that map. (Does anyone know if FlaME supports scroll limits? If not, looks like I may be using EW32 :/)
Alias: Cipher[SSC]
System Specs:
OPERATING SYSTEM: Windows 7 Professional
CPU TYPE: AMD Athlon II X2 250
CPU SPEED: 3000 MHz
SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
GRAPHICS CARD MODEL: NVidia GTS 250
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Olrox
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Re: Campaign Rebuilt - Need Advice
Fake valleys are good, the player wouldn't have radar so that should work for its purpose!XboxJosh wrote:I guess if we wanted to make the first 3 harder, we could make "fake" valleys that would mislead the Player from the base...
The random scavenger outposts could just be comprised of huts and scav walls, with people hiding out inside. Perhaps we could start the player with a set number of machinegun jeeps?
I'm also thinking the base could contain some artifact (possibly Viper Body?), and the objective of mission 3 would be to capture it.
In the intro FMV the first members enter the military base in a jeep
After you enter the military base, you could take control of the facilities, and have to research viper body, machinegun, truck and wheel propulsion. Then you could start building the project's main base, an then go out to get the transports.
Maybe you can make the whole map in flaME and then edit it in EW to make scroll limits and scripts.XboxJosh wrote: Like I said, I'll try to get on making that map. (Does anyone know if FlaME supports scroll limits? If not, looks like I may be using EW32 :/)
I dunno if it'll work, though. But flaME is undeniably easier, more stable and more user-friendly than EW, so I think it'd be the right way to go, if it works.
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ZemMaster
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Re: Campaign Rebuilt - Need Advice
MG Jeeps, Rocket Jeeps, Footmens. Enough units for making the pass through the 3 missions (additional units may join you along the way).XboxJosh wrote:The random scavenger outposts could just be comprised of huts and scav walls, with people hiding out inside. Perhaps we could start the player with a set number of machinegun jeeps?
Well... If the player starts with a base, he/she should have some kind of Research Facility so, artifacts are good to go.XboxJosh wrote:I'm also thinking the base could contain some artifact (possibly Viper Body?), and the objective of mission 3 would be to capture it.
If not, Machinegun Viper Wheels may be aquired, and the player should do reverse-engineering on them to get all 3 components from it (Truck turret on construction site mission) when he arrives at the Millitary Base.
I was thinking about making a campaign to demonstrate some advanced features of the game, or just to throw the player in some solo unit missions to let him taste the game and get some "feeling" before he starts the regular campaigns.
"I will rule this sector or see it burnt to ashes around me." ― Arcturus Mengsk
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RBL-4NiK8r
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Re: Campaign Rebuilt - Need Advice
Well I had a storyline made up back in the day, was even thinking of doing a book, on kind of a prequel to WZ 2100, and it was based outside of Seattle Washington, around the 3 lakes off of Interstate 90 like Little Kachess Lake. The basics of it was that you had a lot of people drawn to that area over time, and living a fairly good life, but people from other camps going into Seattle to scavenge things from the past disappear, then a whole settlement goes missing.
Thats when rumors of half man, half machine are seen and taking over areas, and taking prisoners into the city, never to be seen again.
You gather a group of people to check out whats going on in there, and come under attack, with heavy losses you make it back to your camp, when Elder Tom one of the few gray hairs left tells you of a place that has the weapons you need to fight this new enemy and so begins the Borgwars.......
Oh ya for you slow people they were Cyborgs in Seattle, and they need other people to make more, and for the most part only MG's, maybe Light Cannons an Mortar borgs, but the idea was to be very low on the borg tech tree, this is a prequel and they are still learning the tech.
As for the Scavs I know they would need a armor boost to some degree, my old mod I had based on this had Scavs dying way to fast even tho they could make them faster then borgs, and there would need to be a balance of Scavs vs Borgs, also as I felt then and still do now this would be much better then Scavs vs Scavs you need a bad guy an Borgs can be that.
Now as for where they need to go to find there Tech I was looking at Montana back then do to the fact I was putting most of this together in Rocky Mountain tile set, also this would not have to be based on 1 map, granted that first map would need to be big and opened up over the time of the game, but I think 3 maps would do here, 1 thats your base, the town of Seattle, and then the one looking for Tech in Montana. My map Bigcrater was set in Canada and that was to be another mission for new armor from an asteroid, but thats another story.
Anyways thats my idea, on this, I wanted to do something like this a longtime ago, but for the most part back then everyone was looking at what could be done to make the end game better, and I wanted to change the first part of it.
4nE
Thats when rumors of half man, half machine are seen and taking over areas, and taking prisoners into the city, never to be seen again.
You gather a group of people to check out whats going on in there, and come under attack, with heavy losses you make it back to your camp, when Elder Tom one of the few gray hairs left tells you of a place that has the weapons you need to fight this new enemy and so begins the Borgwars.......
Oh ya for you slow people they were Cyborgs in Seattle, and they need other people to make more, and for the most part only MG's, maybe Light Cannons an Mortar borgs, but the idea was to be very low on the borg tech tree, this is a prequel and they are still learning the tech.
As for the Scavs I know they would need a armor boost to some degree, my old mod I had based on this had Scavs dying way to fast even tho they could make them faster then borgs, and there would need to be a balance of Scavs vs Borgs, also as I felt then and still do now this would be much better then Scavs vs Scavs you need a bad guy an Borgs can be that.
Now as for where they need to go to find there Tech I was looking at Montana back then do to the fact I was putting most of this together in Rocky Mountain tile set, also this would not have to be based on 1 map, granted that first map would need to be big and opened up over the time of the game, but I think 3 maps would do here, 1 thats your base, the town of Seattle, and then the one looking for Tech in Montana. My map Bigcrater was set in Canada and that was to be another mission for new armor from an asteroid, but thats another story.
Anyways thats my idea, on this, I wanted to do something like this a longtime ago, but for the most part back then everyone was looking at what could be done to make the end game better, and I wanted to change the first part of it.
4nE
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XboxJosh
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Re: Campaign Rebuilt - Need Advice
This is the current height map, a little rough and monotonous, but I would like some feedback.
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Alias: Cipher[SSC]
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Olrox
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Re: Campaign Rebuilt - Need Advice
Yeah, it looks monotonousXboxJosh wrote:This is the current height map, a little rough and monotonous, but I would like some feedback.
I can make heightmaps for you if you want, I've started to get good at that.
Overall, I think the disposition of the main paths are good. Maybe we should have additional levels in some places.
Campaign maps MUST be realistic and have smooth effects, IMO.
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XboxJosh
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Re: Campaign Rebuilt - Need Advice
Yeah, I'm not good at the "smoothness" and realistic part, if you could take that heightmap and make it more realistic, it'd be great! 
EDIT: (Also, I'm interested to know how you do such a great job)
EDIT: (Also, I'm interested to know how you do such a great job)
Alias: Cipher[SSC]
System Specs:
OPERATING SYSTEM: Windows 7 Professional
CPU TYPE: AMD Athlon II X2 250
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SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
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Olrox
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Re: Campaign Rebuilt - Need Advice
Nice. That will not be today, though - I'm with a tremendous lack of inspiration right nowXboxJosh wrote:Yeah, I'm not good at the "smoothness" and realistic part, if you could take that heightmap and make it more realistic, it'd be great!
EDIT: (Also, I'm interested to know how you do such a great job)
But I will write a complete [Olrox's Hints on Creating Height Maps] sometime in this week. Nice to see that you appreciate what little I've already done
~Olrox
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Olrox
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Re: Campaign Rebuilt - Need Advice
Ok, I'll get my hands working on this heightmap (heck, I think I'm going to make the terrain as well if I get the inspiration to
)
I was thinking seriously about changing the map to a 128x512. This, because it'll be much easier to make the different "stages" separate (without revealing too much of the map before the player can access some sectors), and It'll look less like we're "cheating" the player by making the canyon with 180° turns everywhere.
I can mantain the general layout of the canyon you've proposed, keeping the main routes and order of enemy base encounters.
Is it ok? :rolleyes:
EDIT: Made a mock-up stretching your map here n' there:
Remember that there will be additional levels of terrain (using cliffs I mean), in addition to new canyons as well, especially on the second sector. Making it narrower and longer will make it look much more like a journey, I think.
~Olrox
I was thinking seriously about changing the map to a 128x512. This, because it'll be much easier to make the different "stages" separate (without revealing too much of the map before the player can access some sectors), and It'll look less like we're "cheating" the player by making the canyon with 180° turns everywhere.
I can mantain the general layout of the canyon you've proposed, keeping the main routes and order of enemy base encounters.
Is it ok? :rolleyes:
EDIT: Made a mock-up stretching your map here n' there:
Remember that there will be additional levels of terrain (using cliffs I mean), in addition to new canyons as well, especially on the second sector. Making it narrower and longer will make it look much more like a journey, I think.
~Olrox
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Zarel
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Re: Campaign Rebuilt - Need Advice
No, the 256x256 limit is unlikely to be raised anytime soon, since it would break compatibility with a TON of stuff (maps, mods, savegames...)
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Per
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Re: Campaign Rebuilt - Need Advice
From what I can tell, increasing it only seems to break savegames, not maps or mods.Zarel wrote:No, the 256x256 limit is unlikely to be raised anytime soon, since it would break compatibility with a TON of stuff (maps, mods, savegames...)
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Olrox
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Re: Campaign Rebuilt - Need Advice
oops, I think I've multiplied by 2. What is the size of the last campaign map, again?Zarel wrote:No, the 256x256 limit is unlikely to be raised anytime soon, since it would break compatibility with a TON of stuff (maps, mods, savegames...)
64x256 methinks
Anyway, the main idea is to have a long map instead of a square one.
What about it?
Hmm, especifically about the map size limit, it would break savegames anytime you decided to change that, be it in the next week or in 1 year, right? :rolleyes: