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> Tiberian Sun: Covert Operations, Fun Missions for TS and FS!
Ixith
post Apr 28 2007, 06:28 PM
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!!!EDIT!!!
I have had a change in direction with this mod/campaign. It is back to being a strict campaign! But unlike other campaigns it will only be fun missions with no strict plot that connects each mission. Much like the old Covert Operations for Tiberian Dawn! The purpose is to achieve missions that are fun to play and are challenging.
**All SP maps from Ascendancy will still be used for this!










Attached File  Map2_bridge_to_civi_area.PNG ( 363.79K ) Number of downloads: 0


Attached File  Map2_VHM_area.PNG ( 260.35K ) Number of downloads: 0


Attached File  Map2_water_area.PNG ( 436.84K ) Number of downloads: 0


Attached File  Map3_canyon_area1.PNG ( 347.55K ) Number of downloads: 0


Attached File  Map3_city_area_1.PNG ( 290.06K ) Number of downloads: 0


Attached File  Map3_River_to_lake.PNG ( 328.83K ) Number of downloads: 0


This post has been edited by Ixith: Mar 26 2008, 03:53 PM


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Slender Mang
post Apr 28 2007, 06:30 PM
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heh this might take a while


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Warlord
post Apr 28 2007, 07:02 PM
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cool ixith is making a campaign! dance.gif I wish i had the tallent to do that, sad.gif
i will play this as soon as it comes out biggrin.gif


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Team Black
post Apr 28 2007, 07:21 PM
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Looking good! if you want any voxels, I can throw a couple together if you want XD

BTW is this campaign for GDI or nod? (or both? roll.gif )
What I'm thinking, since I'm spiffing up ARO's campaign, his is all nod (except one or two missions..)
If yours would be gdi, what we could do is release both of ours together in something like an uber campaign pack...
(and I'll also share the voxels that I'm using as well, if you want)

Just an idea. Catch me on msn, maybe we can work something out. If not, that's totally fine, too XD


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Crash
post Apr 28 2007, 08:22 PM
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Yet another one in works smile.gif Good luck man.


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Ixith
post Apr 29 2007, 12:41 AM
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QUOTE (Wolverine @ Apr 28 2007, 03:02 PM) *
cool ixith is making a campaign! dance.gif I wish i had the tallent to do that, sad.gif
i will play this as soon as it comes out biggrin.gif


just practice a lot and you will get enough talent to do it wink1.gif


QUOTE (Team Black @ Apr 28 2007, 03:21 PM) *
Looking good! if you want any voxels, I can throw a couple together if you want XD

BTW is this campaign for GDI or nod? (or both? roll.gif )
What I'm thinking, since I'm spiffing up ARO's campaign, his is all nod (except one or two missions..)
If yours would be gdi, what we could do is release both of ours together in something like an uber campaign pack...
(and I'll also share the voxels that I'm using as well, if you want)

Just an idea. Catch me on msn, maybe we can work something out. If not, that's totally fine, too XD


well the part about possibly making voxels if i need some sounds good. but since i planned on making both a GDI and Nod part to the campaign and i already have ideas flowing for both sides (which im keeping log of on a wordpad file tongue.gif ) i think i must pass on the idea of releasing my GDI and your spiffing up of Aro's Nod campaign together. sorry.

anyways i can give you a small introduction to the story.....well kinda:

The campaign is to take place towards the end of normal Tiberian Sun and continues to the point right before the war with CABAL. As GDI you will be taking the place of a Commander who is fighting on another front than McNeil is fighting. As Nod you will be the counter Commander of the GDI one.

I will attempt to develop the main story which will overall kinda be a side story to the main story of TS. I will try to get that to you by the end of next week.

anyways i will try and keep you all updated on the info.

hmmm im going to try and come up with a good name for the overall campaign. but since im off and on with making up good names, any suggestions would be nice. I will come up with the names for each sides campaign later on as i get more maps finished.


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Team Black
post Apr 29 2007, 02:17 AM
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QUOTE (Ixith @ Apr 28 2007, 08:41 PM) *
i think i must pass on the idea of releasing my GDI and your spiffing up of Aro's Nod campaign together. sorry.

OK it was just an idea..

But yea, if you need any voxels done, just give me a hollar, I'd be glad to help XD
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Ixith
post Apr 29 2007, 10:44 PM
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Well iv got part of the story or just a little bit more of an introduction really. Iv been bored all day really and iv done a little mapping today which is good as i havent touched finalsun except to take pics in like a week just about.

anyways. roll.gif

------------------------------------------------

GDI Campaign:
Nod is attempting to advance their tiberium based weapons to another level which we can not allow. Youv been assigned the task of finding and eliminating any new or developing chemical advances by Nod. Your primary objective is to locate and kill the 2 head scientists of Nods Tiberium and Chemical weapon labs.

Nod Campaign:
Intel reports that GDI is arousing their forces in the areas near our research stations and may attack. We can not allow GDI to destroy these new weapons and prototypes. Commander your mission is to protect these labs and the scientists inside. However, if you wish then by all means use these new weapons to eliminate all resistance in those areas.

------------------------------------------------

i have decided that I will be expanding this into using new graphics. I will come up with a list of what i want and then to those who wish to help can make those. However, before you use your time making the voxel or shp i want whoever helps to present some type of concept drawing if at all possible so i can tell you if what you see is what i see in what i want. I would post concepts myself but i am a horrible drawer and of course i am no good with making shps or voxels myself.

there shouldnt be much new stuff however. maybe a few of each category. and some will be simple i think.

once again i will keep you updated with new info as i think of things. My next step will be to make an actual working story rather than just 2 halfs of the story which really just give the overall objectives of the campaigns. Also i will get the list of stuff i would like to see soon so those who wish to help can by chance. Any work that is not mine that is used will be credited. I may even find a way to add something into a map or 2 for ya wink1.gif


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Ixith
post May 1 2007, 12:54 AM
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ok double post but i didnt want to edit this into the other long one and have it get skipped over.

This post is simply some things that i want for the GDI side to be itnroduced.

These units,buildings,infantry are either old tech or prototypes and will have their advantages but have disadvantages and will hopefully bring a new element to the game somewhat. Also since they are either old tech or prototypes they arent fit for the main battle front hence why they are not used then wink1.gif

I will try to use some of these but if they ruin the feel of game play they will be recoded a few times but if it just cant fit then they will be removed.

i will provide as good description as i can think and kinda what they will be used for. The people who wish to help will have a bit of luxury on getting to use their imaginations on this. However i may nit pick on some things as i want it to be close to my vision on what i want however i know that this will be hard since i cant make them and you guys the ones making them cant see exactly what i see and want. Also you are welcome to release your creations publicly to as this will eventually be public and im really not keeping any secrets on this now. But please for those who help i do request you to if by any chance possible show a concept to me via MSN or PM before making the actual thing so i can collaborate with you on it before you make it. that may make things easier to.

anyways here is the GDI list so far.
things i have finished in blue
things with a concept made in yellow
things with no progress normal color

GDI
These are all WORKING names
Units
-Atrium Mech= yes i have to add a mech. so i may request the aid of LKO or Machine on this one. This mech will be a twin barreled medium ranged mech. it will not deploy to fire but will be as slow or slower than the mammoth MKII not too tall but not incredibly short either. can be either 2 or 4 legged whichever is easier for the maker. (probably best 4 though)

-Medium Hover Tank= simply a hover tank that has a lite cannon on it. something like a 90mm -105 mm probably as it wont be strong but will be cheaper than the other hover yet less range and a bit stronger armor with less speed.

-Rasteer Battle Tank= This will serve as a much stronger armor tank like the original Mammoth but with one cannon. The cannon however will be strong and has to shoot within 2-3 cells away from it. (so a high powered decently ranged tank though not far range or even medium ranged for that fact.)

-Armed APC Graciously donated by RLY_BIG_TANK over at PPM. It is his MP-115A2 APC

-Mobile Air Defense= pretty much a mobile sam. it will be affective against aircraft as it will only be able to shoot at air units. will have a bit longer range than the stationary sams to but a weaker defense.

-Mobile Barracks=self-explanatory. a tank that can deploy into a barracks (this is possible isnt it?)

thats all the tanks for now.

Infantry
-EMP soldier= oh hell yeah. GDI is experimenting with hand held EMP tech now. Its under development meaning the amount of these buggers you can train will be limited and they could have side affects in the battle. Graphics wise id like to have some type of backpack on this guy possibly connecting to his gun as a EMP requires a lot of power to use.

-Scout= i may just use a chameleon spy for this and have it as a universal unit. but if someone wishes to make a GDI scout infantry unit then by all means go ahead. No weapons, no armor yet is quick and cheap to train.

-Shotgun Soldier= ok a basic soldier with a shotgun. short ranged but packs a powerful punch to all sorts of things.

-Grenadier= simple. the old TD Grenadier. this will probably replace the disc thrower if i use it or i will give it some type of difference between it and the disc thrower. but there is still that chance i wont use it.

-Sniper= I kinda want a more generic sniper rather than just using Umagon. long range infantry killer. slow RoF though and low armor. There is a chance i will ask Blubb to use his newly released GDI sniper though.

-Commando= yes i want to bring this awesome guy back. i may or may not mess with getting the sound file for him or not. but anyways i would like it to be similar to the TD commando if possible. this guy will have a lower ranged weapon than the sniper yes a faster RoF and he will also be able to do more damage to tanks. Hes also packed with c4 charges and can move on his feet compared to the sniper.

[Buildings]
-Mobile Barracks= simply a deployed state of the Tank version. please include all states needed.
-Cannon Defense= this will be another add on to the Component tower. This thing will pack more of a punch than the RPG however the RPG gets a slight edit. The RPG will have a longer range than this. HOWEVER! I am thinking about possibly asking LKO if i can use that awesome defence thing he made awhile back for this. but im not sure. id like to see if anyone can make this first.

I am contemplating on these other things though:
-Another power plant
-An advance Helipad
-and 2 new aircraft

this is all for GDI the Nod section will come later.

once again thanks to anyone who helps out with this project of mine by contributing graphics. You will be rewarded with a Beta of the campaign/mod (<-maybe not sure yet) and you will be credited and i will add something into a map or 2 for each of you who help.

This post has been edited by Ixith: May 27 2007, 05:56 PM


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Ixith
post May 18 2007, 09:18 PM
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triple post but hey this my area to show off my campaign(-minimod)/map pack work. and yes i do have a slight update.

me being very inactive with MP maps has caused me to only been wanting to set up layouts and detail lately but only for SP maps. so dont expect any MP WIPs of mine to be released until probably June (as i am out of school then so i will have lots of time and will probably be bored enough to finish things then XD)

Nod Sp map:
now this is the first map for Nod so far. though it will probably be the 2nd or 3rd part of the Nod campaign as the objectives for it will be kinda set for a mission that fits to be after another one. which i think i will make. wink1.gif

anyways to tell little of this map....this map is a GDI controlled area and thats about it for now. cause i dont want to give any thing away. even if its ever so slightly.

Ideas for missions in the campaign BTW are coming from a few different sources:
1-My own brain
2-missions from other games (even games that arent RTS games as i just need ideas)
3-other missions that i have for the campaign will cause ideas for a mission after or before it to be set up.

also i think i failed to mention that there WILL be a demo for the campaign sometime. though the demo will only be with normal TS units and should be completely normal TS compatible as i will try to use 2 of the maps that wont feature FS stuff.
the demo will feature 2 maps. 1 from each sides campaign. both of these maps have pics already shown. wink1.gif

If you wish to help me by contributing some type of graphic work such as shps, voxels, or even concepts for the stuff i have above then please PM me about it. Any help can affect the overall progress of the campaign. All graphic work will be accepted shp and voxel wise and will be used in the long run in some way or another. (more than likely) Anything sent to help will be credited and special thanks will be given even to those that tried to help.

This post has been edited by Ixith: Jun 15 2007, 03:57 AM


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Crash
post May 20 2007, 10:27 AM
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I wish you good luck ixith, I may help if you ask me on msn, I'm working hard on the second mission still. tongue.gif


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Ixith
post May 24 2007, 11:54 PM
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ill ask then Crashking if i ever need help on the mapping portion. but i think the only area i will need help is the new graphics or maybe coding.

anyways as iv said im going to release a Demo to this campaign. The Demo will be 1 GDI mission and 1 Nod mission. Now im deciding on how i want to do that. If i should just release them with the tutorial.ini and have them named fsgdi01 and fsnod01 (actually i think i could name these just gdi01 or nod01 since i dont think they have any Firestorm stuff in them) or if i should let them use their own names and write out the mission/battle.inis for them to. I mean im going to have to write those out eventually anyways. so it may be a good idea ya know.

anyways heres the way things are going for the maps:
GDI map:
Layout=finished
major details=finished
minor triggers=finished
new AI triggers=need to start
other=not sure yet
overall guess on completion percentage= 76%

Nod Map:
Layout=finished
major details=just need to add some things here and there
minor triggers=60%
new AI triggers=need to start
other=not sure yet
overall guess on completion percentage= 62%

campaign demo overall completion percentage= 69-71%
of course that depends on if i need to write up the battle/mission inis to though.

so the demo shouldnt be too far away. im hoping before mid june if possible.
also, just to let any admin thats reading this, i think i will ask for a pre-alpha forum for this project once i release the demo. once i release the demo though i may first go back through and fix up all my first 20 maps and release the 1st version of the map pack. (then later of course add the remakes of the first 8 and any others that i may release around then)


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Team Black
post May 25 2007, 02:36 PM
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Ah sweet cool.gif
Yea for the demo, that's what I'd do: gdi01 and nod01, and then just use a temporary battle.ini just to make those maps playable.

can't wait to play it XD

This post has been edited by Team Black: May 25 2007, 02:36 PM


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Ixith
post Jun 2 2007, 04:18 PM
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ok small update.

The Demo is coming closer to completion but is moving kind of slow. But as of now this is what each map looks like:

GDI Map:
Map Name: havent given thought to it yet.
Theatre: Temperate Mountainous land area.
% of things done
Layout=100%
Triggers=90%
Custom Text stuff=90%
Details=100%
Overall completion=82% (only guessing on what i think)

Still need to test it and adjust lighting and add AI Triggers and double check for any text trigger stuff.

Nod Map:
Map Name: A have a few ideas of what i want it to be.
Theatre: Temperate. Contains a fairly large river and places are cut into island like land masses. wink1.gif
% of things done
Layout=100%
Triggers=85%
Custom Text stuff=90%
Details=99% just need to look through and see what else i might want to add
Overall Completion=78% (only guessing on what i think)

The tutorial.ini is as of right now is as a complete section of what i have for the entire campaign split by each map but i will make a version that contains just the demo stuff to make things easier and so you cant see the objectives of other maps tongue.gif As for the battle.ini i havent even messed with it yet.

So overall demo Completion is about 78% done id say. But who truly knows. My plan though is to get it out by the end of this month. smile.gif

anyways thats for the demo. As for the campaign as a whole i have another GDI map in the works that i will probably use as my SMMC Retry map thus it will be available to the public after the competition and i may make another Nod map to go along with it.
Depending on my status on what has been done by the time the SMMC actually starts then I may just release my Nod map with my SMMC map as the demo once the SMMC judging is done and stuff. But i feel i should be able to complete the Demo before hand. Thus meaning you may get 2 Demos.... which is 1/4 of the campaign then. since im having 8 maps for each side.

Also graciously donated by Rly_Big_Tank was his recently released MP-115A2 APC over at PPM. It is a very nice voxel and i will be using it as my Armed APC that i wanted to have. However it will probably not make it into the demo since i want the demo to just consist of the maps and tutorial.ini and Battle.ini


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Team Black
post Jun 12 2007, 05:37 AM
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Just to let everyone know... this mod will feature an uber-exclusive NOD version of my team Black tank! XD
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Ixith
post Jun 12 2007, 08:38 PM
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yep thats right that specialty Nod Themed Team Black tank is gonna be used. What for you might ask. well im sure this list will tell you just that biggrin.gif

-Nod-
[Units]
-Shielded Cyborg (eventually becomes non-existant due to CABAL take over along with other cyborg tech. this unit will be decently armored and somewhat strong and have the attributes of cyborgs. also i already have an idea of an existing user made thing i may ask to use)
-Stealth Scout (best scout unit. incredibly fast and cheap. may or may not be included as scouts are almost pointless...)
-Stealth Light tank (good for ambushes on small armored stuff) (taken by the Nod Team Black Tank biggrin.gif)
-Chem Tank (fires small chemicle missles that have a big punch to any thing it hits. Leaves gas cloud behind to. may be limited and wont have too heavy of armor and most likely slow)
-Land Curser (this tank will have a simple purpose. To reproduce tib when your economy is hurting. Though they will have a build limit of either 1 or 2 they will be fairly heavily armored, slow, and slow rate of fire. Will look like a fairly large tank with what seem like spore containers or tib containers on them that hold the tib they are spreading)

[Infantry]
-Flamethrower (cheap does good damage to infantry and to low armored things, but sucks against everything else)
-Toxin Soldier (Costly, limited to 5 equivilant to sniper yet turns its victims into visceroids)
-Commando (same as GDIs that will be included)
-AA defense troop (cheap and good against AA but no effect towards ground)
-Stealth Medium Infantry (stronger than the light infantry plus a mini-cloak generator these guys are good for ambushes)

[Buildings]? (may not include any new buildings as not many people make buildings this all depends greatly)
-Chemical defense system?

[Edits]
-various cost changes
-other things?


ok so theres the Nod tech stuff. and with that im left with a few choices.
1) go ahead and complete the campaign and add the new stuff in as i get it later.
2)wait till i get all the new stuff then finish up with some campaign stuff

im also considering making this a full mod. (though not a TC) though if i do then all of the above tech stuff are necessary. though im not exactly sure what i want to do for it.

as for the Demo. The demo is closer to completion. all i have to do is fix minor bugs and add just a few things to the Nod mission and its done. Then ill work on finishing the GDI mission. And finally after those ill work on the battle.ini and once that is done the demo will be ready. so:
Nod map= 99% complete
GDI map= 85% complete (wont say any farther than that since i still have to test it and make sure things work properly)
Tutorial.ini= 100% complete unless i decided to add something more
battle.ini = 0% waiting till the missions are complete to do this.

so yea the demo is very close to being done. I think you will like it when you play it.

This post has been edited by Ixith: Jun 15 2007, 03:03 AM


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Ixith
post Jun 23 2007, 09:12 PM
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double post but for good reason!

I have great news to send upon ye all! well.....a few things actually XD

1) This campaign/mod now has a name!! It is to be called TS: Ascendancy

2)This mod now has a home! go Here to visit its home. Yes it is at Freedom Studious. I may ask an admin here later but i won't do that until i have the demo complete. which brings me to the bad news XD

-I have decided that the Demo will NOT be released until after the SMMC takes place. Why? well simply cause i want to be able to maybe use one of the demo maps for the SMMC when the time comes. so yes thats it.

anyways have fun times! smile.gif
(demo is slowly going anyways as I am now in MP map mode again for the most part)


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Ixith
post Mar 8 2008, 12:14 AM
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Ok...I know long while since you heard from me on this. Yes I know...demo never got released. To put it simply I got overworked when school started up and then didn't feel like doing much on those missions when I had the time.

HOWEVER, I have news

I am thinking about taking a different approach on this. I originally wanted this to just be a campaign with a slight story. However, that slight story aspect caused this thing to grow far more than I can handle and with a lack of help and a lack of me wanting to go out and recruit people who I could find to help me, this project hasn't really gotten anywhere other than just several missions near completion.

Now I have been thinking upon where I could go with this campaign/mod and for about a week I have been thinking of simplifying it a lot. Take away the story and the new stuff I was thinking about adding and make some missions influenced off of a mission pack that I always enjoyed...the Tiberian Dawn: Covert Operations.

TD: Covert Operations never truly had a story, rather each mission had a small separate story for it and objectives that usually put you in a hard spot to get out of and win. The missions were quite fun IMO. Which is why I am thinking of turning TS: Ascendancy into TS: Covert Operations.

This change would allow many things:
1-Simplify what is currently complicating things and holding me back somewhat
2-Allow for an easier install..kinda... (won't have to change rules as any added things will be added via map files for mission specifics)
3-Easier for 1 person alone to accomplish (especially when that person's only talent is in mapping)
4-Easy to update when I create new Missions. (thus the mission list can go on and on)

I personally think this is the way I should go.
What do you all think?


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Team Black
post Mar 8 2008, 12:25 AM
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I like the idea - that was actually the goal for Twisted Insurrection for a while..


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Ixith
post Mar 26 2008, 04:08 PM
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Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun



So it's official. I am changing Ascendancy to Covert Operations! TS:CO is now in the making!

TS:CO will consist of only SP maps set up much like the TD: Covert Operations. So that means they will be fun and challenging. (well hopefully)

I am hoping to make a first release of 4 missions by summer break, though no promises. The first release will consist of 2 GDI missions and 2 Nod Missions. I have already decided on which 2 Nod missions will be included and 1 of the GDI missions for sure. Those missions still need some tuning up and finishing touches but are for the most part ready.

Mission names:
Nod 1: Contamination Time
Nod 2: No Redemption for Failures
GDI 1: City Protection
GDI 2: **Mission undecided** though I have a few possibilities to choose from.

*Some Mission names are working titles and may be changed*
Also I will release editions of this. Edition 1 will include 4 maps. I hope to keep increasing the number of maps and release them in sets.

Anyways I have some pics of the map Contamination Time
The minimap area has been edited out for protection of the map. tongue.gif
Mission Description/Briefing
Commander, We have found that GDI is recruiting civilians to join their cause in the nearby towns and more importantly a larger city. It is your job to eliminate this threat. Luckily there is an easy route for this. The nearby city relies on its clean water source from a nearby area. The towns and city in that area use Water Purification systems to cleanse the water source. Destroy those systems and pollute the water.

Attached File  TSCONodWatertanks.png ( 274.62K ) Number of downloads: 0


Attached File  TSCONodBridge.png ( 405.72K ) Number of downloads: 0


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