Printable Version of Topic

Click here to view this topic in its original format

TiberiumWeb.org Community Forums _ Finished TD Maps _ SandScorpio

Posted by: Solo Oct 16 2011, 05:33 AM

Operation SandScorpio

Map 62x62
Desert Theater
Author: Solo
Files:  SandScorpio.zip ( 191K ) : 434

Mirror site: http://www.4shared.com/file/0_RhinRf/SandScorpio.html




Storyline
Hallo Commander.
A recent Med Evac procedure was aborted when our HeliMed took a hit and was forced to land somewhere in Tabarka, Tunisia.
We discovered then that a lot of those spreaded villages in the Tunisian sands are a disguise for an embrionary network of terrorists camps sponsored by the Nod.



Briefing
||:::::::::: Point of Conflict: Tabarka, TUNISIA | LAT 37N ::::::::::||##

ASSIGNMENT
::: Destroy all terrorist training camps
::: Eliminate a traitor hiding in one of these camps
::: Locate and force-fix a GDI Helimed to extract Delphi before he dies.

TACTICALS
::: Air cover at your disposal on landing
::: Avoid Nod Outpost at SE
::: Take out radio operators to prevent jamming and distress calls
::: Capture comm-stations to coordinate air raids
::: Flarepoint at SW



Features
::: Capture Management :::
You will destroy the tents and camps, but you will have to be selective!
To give some sense of realism, as you invade the camp you have to take over the comm-center first.
The problem is: the radio-operators (engineers) might reach that before you do. So the primary targets in these camps are the engineers.
If they reach the comm-center they will do something so you won't know the consequences to face after their distress call.

::: Fixing the Helimed :::
Our Helimed was shot and needs repair. This way we will be able to rescue injured Delphi.
To do that in the field, you will use an engineer, but you will have to press CTRL so the engineer can aboard the HeliMed and make it functional again.




Gameplay and Mapmaking
Hi,
- The mission is a bunch of mini-missions
- The mission is not difficult, but you may feel kinda lost, since there are multiple paths
- I have a litttle concern regarding the resources you will loose early and you will need later and won't notice until you get pissed. I've tried to avoid that, but let me know if that happen often. Most of the time is on purpose, but I'd like to know if anything I didn't think of is going on
- If you feel a need of RUSH, you can raise Multi6 credits to 200(00) and diminish the time rate of the Autocreate trigger to 20
- You might call this mission "The quest for fire"
- Map was ready in January. Took all this time just to learn the basics of T&T
- Some triggers are still not the way I want, but I'll try to learn more later. "Player Enters" for structure is one case
- Many things have an explanation, ask me to know what was underlying.




Sequels
I don't believe this mission will become a campaign.
If you're an experienced mapmaker and you sense that the mission is quite an opportunity, but it lacks some balancement, I invite you to improve the mission within the plot.
Think this mission as a beginning of a POLICE effort: after a time, the destroyed camps in this area can reflourish. So, you can use this "theater of operation" and enhance the plot.
Maybe the camps will be reallocated, the village will spread in others direction, the outpost can turn into a fully functional base, new waypoints, a new bridge and so on.

I might come after a year to upgrade the mission, after I get more experience, but feel free to change things in an interesting way.
Maybe it will become SCG71EB, SCG71EC ...

That would be my advise.
Greetings

Posted by: Team Black Oct 19 2011, 09:25 AM

New TD map! excellent!

Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)