"War School"-A Map/Mod W.I.P.-locked sticky
Posted: 09 May 2009, 22:19
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My "Arrivederci !" Warzone W.I.P. called War School.... I started it a while back, then put it aside to work on an other
game project, but of late I have come back to it determined to finish it even as most of my spare time is taken up by
"S.O.W. 2200".( I've also been inspired to complete this project because of the pleasure I've gotten from the works of
Black Project, Lav_Coyote, NiKer and Mysteryem...)
It's combat command oriented and you must control both your forces and your Scavenger Allies. To neglect either
places you in a dire pickle you'll not likely survive.
It has bodies of water that can be exploited to tactical advantage - the same with it's extreme landscape vertical transitions.
The mountains are not simply mountains for mere visual variety - they are literally calculated to serve many purposes.
It's being optimized for Skirmish play vs. the latest BP.
It's also designed for parity between Turtle & Rush styles of MP play.
I'm throwing the whole kitchen sink of undocumented techniques into it from Borg only access to player map deconstruction to garner tactical advantage, to terrain penalties., to punctuated FoW... & a bunch of other stuff easier to demonstrate than write about in detail (aka - being lazy about some things.
After release, any mappers that have questions about how I did this or that, I'll answer...
Composing a couple pieces of original music for it - one man band stuff, as in I play all the parts.
I'll also include a story scenario .PDF that's already written for those who enjoy their SF aka Speculative Fiction.... I'll also do illustrations to embed in the .PDF of some of the characters and landscapes from the story.
The novella length story is called: Truce: Bearheart and Akbar after the lead characters. Bearheart is a Project leader and Akbar is the chief of chiefs of the Scavenger Seven Nations in the Yucatan..
Besides what I've already mentioned as my goals, I also wanted this to have a strong Campaign "feel" in addition to providing a good Skirmish and MP experience. I also did NOT want it to play in any one way such that you could come up with a walk-through for
winning. This last is something you can achieve in Campaign via branching mission scripting but in MP I've had to do it with other
techniques like one that I call "game play map deconstruction".
Where I am at with it now is fine-tuning every detail of the land and water scape and going over every dimension of balance in both
modes of play. By and by I'll post some in-game screens.
Regards, whipper
.
My "Arrivederci !" Warzone W.I.P. called War School.... I started it a while back, then put it aside to work on an other
game project, but of late I have come back to it determined to finish it even as most of my spare time is taken up by
"S.O.W. 2200".( I've also been inspired to complete this project because of the pleasure I've gotten from the works of
Black Project, Lav_Coyote, NiKer and Mysteryem...)
It's combat command oriented and you must control both your forces and your Scavenger Allies. To neglect either
places you in a dire pickle you'll not likely survive.
It has bodies of water that can be exploited to tactical advantage - the same with it's extreme landscape vertical transitions.
The mountains are not simply mountains for mere visual variety - they are literally calculated to serve many purposes.
It's being optimized for Skirmish play vs. the latest BP.
It's also designed for parity between Turtle & Rush styles of MP play.
I'm throwing the whole kitchen sink of undocumented techniques into it from Borg only access to player map deconstruction to garner tactical advantage, to terrain penalties., to punctuated FoW... & a bunch of other stuff easier to demonstrate than write about in detail (aka - being lazy about some things.
Composing a couple pieces of original music for it - one man band stuff, as in I play all the parts.
I'll also include a story scenario .PDF that's already written for those who enjoy their SF aka Speculative Fiction.... I'll also do illustrations to embed in the .PDF of some of the characters and landscapes from the story.
The novella length story is called: Truce: Bearheart and Akbar after the lead characters. Bearheart is a Project leader and Akbar is the chief of chiefs of the Scavenger Seven Nations in the Yucatan..
Besides what I've already mentioned as my goals, I also wanted this to have a strong Campaign "feel" in addition to providing a good Skirmish and MP experience. I also did NOT want it to play in any one way such that you could come up with a walk-through for
winning. This last is something you can achieve in Campaign via branching mission scripting but in MP I've had to do it with other
techniques like one that I call "game play map deconstruction".
Where I am at with it now is fine-tuning every detail of the land and water scape and going over every dimension of balance in both
modes of play. By and by I'll post some in-game screens.
Regards, whipper
.