Posted: Tue Feb 12, 2013 6:53 am Post subject:
Singleplayer campaigns
Zero18 has been creating some singleplayer missions for Reform. Right now we are recreating the Firestorm GDI campaign. The goal is to recreate all the TS and FS campaigns, and possibly add a brand new Forgotten campaign. The story, cutscenes and primary mission objectives will all remain the same as in the original game, but the missions themselves will be made from scratch and completely redesigned. The missions will be longer and harder (that doesn't sound right), have new secondary objectives, and all the new Reform units will be introduced to the player as the campaigns progress. Since we can use the original cutscenes and mission briefings, the campaigns will have a high quality feel to them.
The mutants will have a much larger role in the campaigns (either as an ally or an enemy). In Reform there is a clear distinction in the mutants and the Forgotten. Mutant refers to everyone suffering from tiberium mutations. The Forgotten refers to the mutant clans who have decided to join Tratos' cause. In general, the Forgotten are friendly to GDI and hate Nod, but there are mutant factions outside the Forgotten who will attack both GDI and Nod. Some mutants might even be allied with Nod, and sometimes two mutant clans might be fighting each other. The idea is to make the mutants into a much more fractioned and unpredictable side than GDI and Nod. They aren't as powerful (or unified) as GDI and Nod to actually go on to "win" the 2nd tiberium war, but they are powerful enough to affect the outcome of single battles. That means the overall focus of the campaign will remain a battle between GDI and Nod, but the mutants will be much more significant than in the original game.
Here are a few screenshots of the missions. FS GDI Mission 2 "Party Crashers" preview:
Nice detailed maps. Who made them or do you now went under the mappers too?
Also nice story/plans about the mutants. Do you have already clear plans how you want them to influence the match?
e.g. only some capturable buildings or some random taskforces which you can't control would be surely boring
btw, you should go with a very slight blur over the unit of the harvester cameo as it looks a tad pixelated. (Or take a bigger picture of it in VXL-Viewer and then scale it down with image editing software to smoothen the edges) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Tue Feb 12, 2013 9:56 pm Post subject:
New map has been designed for 3rd Mission GDI - "The Tratos Riots" - Right now it has no civilians/mutants units on the map. But I'm considering adding a traffic in southwest corner. (This Map isn't finalized yet, only for preview)
The Tratos Riots Megamap Preview
The mutant base is in northeast corner while there is a small civilian outpost near the mutant base in middle-right and most of the civilian structures are in the west side of the map.
Your group of Riot Troopers. I gave them black color because it match the color of riot troops in real life. Use them to neutralize the rampaging mutant and civilian militia. _________________ Mod Leader and founder of World Domination
Last edited by Zero18 on Sat Mar 16, 2013 4:49 am; edited 1 time in total QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Feb 13, 2013 3:57 am Post subject:
Sounds like it will be a pain in the ass to design, but props if you do! I've always liked the idea of a mutant campaign.
I know Westwood had a similar idea with the Mutants; they would have actually defeated the Scrin, being the only ones impervious - and enhanced - to the tiberium's otherwise toxic effects.
Careful with adding too much green, it may seem cool at first, but it can become a little cliche after seeing it so often. What I found best was what I did in my Siege City map; diversifying "safer" areas with invis blue lights, "tiberium" areas green, and "dead" areas into a puke-yellow color. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Also nice story/plans about the mutants. Do you have already clear plans how you want them to influence the match?
e.g. only some capturable buildings or some random taskforces which you can't control would be surely boring
The Forgotten are sometimes the primary or secondary enemy in a mission, sometimes you help them and get units or other things in return, or sometimes they just fight on the map without you controlling them directly. Also thinking of a mission where you need to capture an abandoned mutant base, so you kind of have a mix of GDI or Nod units and mutant units. I won't make the mutants appear in every single mission though, don't want to overplay their role either.
Lin Kuei Ominae wrote:
btw, you should go with a very slight blur over the unit of the harvester cameo as it looks a tad pixelated. (Or take a bigger picture of it in VXL-Viewer and then scale it down with image editing software to smoothen the edges)
All the cameos kind of suck since some of them are the originals and some done in HVA editor. I just haven't made the cameos a high priority since there are many other things to finish. I will probably at some point try to create something better.
Death Cultist wrote:
Oh wow a campaign, that's awesome. Is there a MODB on this yet? I reckon it would be a hit.
Still not on ModDB I am too annoyed with the current launcher, and lost the code for it so I will have to do it again from scratch. I am probably too perfectionist to put an unfinished thing up there. After the next release I'll put it there.
Team Black wrote:
I've always liked the idea of a mutant campaign.
I know Westwood had a similar idea with the Mutants; they would have actually defeated the Scrin, being the only ones impervious - and enhanced - to the tiberium's otherwise toxic effects.
The mutant campaign idea I've been thinking would take place before, during and after the event of TS/FS. Kind of offer a different perspective to the original storyline, and possibly deal with some interesting things like that Cabal / Kane bunker at the end of the Nod FS campaign. Though probably not up to the Scrin events, because then I'd have to create Scrin units. I also want all the campaigns to stay true to the Tiberian game canon, so they will not contradict the Tiberian Sun or the Tiberium Wars plot. _________________ QUICK_EDIT
Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.7 if you can. Last edited by Aro on Wed Feb 13, 2013 11:52 am; edited 1 time in total QUICK_EDIT
I always go with the rule that Red, Green and Blue summed up should be 3.
e.g.
instead of
Red=0.5
Green=1
Blue=1
i use
Red=0.7
Green=1.15
Blue=1.15
This way the overall brightness of the color is almost the same as the normal 111 color, yet the color difference has a similar strength has the first example where only one tint is changed.
Then the ambient value can be used to adjust the brightness. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.07 if you can.
If you have adjusted the RGB values alot, you can try to balance it by adjusting the Ambient value. From what I can see, ambient mostly affects unittem stuff, and the RGB affects overall map lightning and isotem stuff. I often have to play around with them both, trying to find a sweet spot where neither unittem or isotem stand out.
Think as a rule of thumb if I changed the ambient value, I would balance it by changing the RGB values half of that. E.g. lower ambient by 0.1, lower the RGB by 0.05 _________________ QUICK_EDIT
Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.07 if you can.
During some late night experimenting I changed a load of GDI buildings to use the isotem palette and made their remap an active animation. Results were quite interesting, the buildings were shaded fantastically, with the remap looking a little bit brighter (but in a sense maybe that's positive?).
Either way, some good looking progress SJ and Z18 ! _________________ QUICK_EDIT
Huh, I was certain I had already posted in this topic. You might be interested to know that I've been recreating the last Firestorm mission. You don't have to use it or even like it, but you can take a look when it's done. _________________ QUICK_EDIT
Huh, I was certain I had already posted in this topic. You might be interested to know that I've been recreating the last Firestorm mission. You don't have to use it or even like it, but you can take a look when it's done.
I definitely wouldn't mind having more people doing these missions as well, there are alot of missions to create. If anyone would be interested in working with the TS campaigns or a brand new Forgotten campaign, contact me. Looking forward to seeing your mission. _________________ Last edited by SuperJoe on Wed Feb 13, 2013 1:01 pm; edited 1 time in total QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Wed Feb 13, 2013 11:45 am Post subject:
Team Black wrote:
Careful with adding too much green, it may seem cool at first, but it can become a little cliche after seeing it so often. What I found best was what I did in my Siege City map; diversifying "safer" areas with invis blue lights, "tiberium" areas green, and "dead" areas into a puke-yellow color.
Yeah, it looks really very bluish-greenish to me, so I will just tone it down a bit. It was meant to give a mutant atmosphere. _________________ Mod Leader and founder of World Domination
Just a suggestion: I have noticed on a good number of your maps that anything in unittem.pal glows quite substantially in comparison to anything in isotem.pal. In order to prevent unittem.pal from glowing so brightly in-game, when editing the lighting try not to set the RGB values so low. Keep above 0.07 if you can.
During some late night experimenting I changed a load of GDI buildings to use the isotem palette and made their remap an active animation. Results were quite interesting, the buildings were shaded fantastically, with the remap looking a little bit brighter (but in a sense maybe that's positive?).
Either way, some good looking progress SJ and Z18 !
I tried that myself after reading a topic by DvD a few years ago, the results on my end however were not so good.
I also just noticed that I said "0.07" which was a mistake, I meant 0.7. Sorry. QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun Feb 24, 2013 4:17 am Post subject:
Another Map has been designed for FS GDI Mission 4, "In The Box".
"In The Box"
The Cabal Force have multiple bases around the zone and you have to destroy them. The objectives are pretty same with laser techicans shutting off the laser fences for your force to go in
and destroy the Cabal, in order to capture the Cabal Core to win the mission. _________________ Mod Leader and founder of World Domination
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun Mar 17, 2013 3:34 pm Post subject:
A screenshot of upcoming FS GDI Mission 5 "Dogma"
It will be much harder and the player will have to use Juggernaut more often and strategically. _________________ Mod Leader and founder of World Domination
Looks good, though I think you strayed too far from the original idea of a wild Tiberium jungle. Now there's bridges, highways and dirt roads all around. This area was supposed to be "completely uncharted". Aldo, what happened to the cultists? _________________ QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Tue Mar 19, 2013 9:46 pm Post subject:
Reform FS GDI 04? If so, then yeah I can change it to make it immune to emp by giving it unaffect by emp or so. _________________ Mod Leader and founder of World Domination
I did intend to comment here when I saw this, but for some reason I didn't. No matter.
This looks awesome. More. Mooooaaar.
Especially liking the new civie cars. Just new vxls for the old units, or did you add more in addition to? Cause I'm seein' a SUV and a car there. _________________ "Banned" RP here QUICK_EDIT
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