The Expedition
The Expedition will be a miniseries (provided the demo garners some interest) that takes its inspiration from Warzone 2100 mixed with Command and Conquer gameplay.
An alpha-release Demo is available to test the waters on some of the (gameplay)-concepts that are explored in this series.
Installation guide:
- Download the zip-folder.
- Unzip the mapfile that is within the folder
- Use the editor to "Test document" to launch the mission
In reply to WingedArchon:
Stargate.
Joke about the Colonel aside, it's pretty solid as a mission 1. It wasn't that hard ultimately, because the attacks didn't ramp up over time, in fact, I thought they got easier compared to the start, because the enemy didn't keep pace with the player's progression.
I did like that the Cadmium was locked behind the main enemy base. Which when it comes to bases, it was very easy to wipe out the Scavengers around the map. Also the rocket troopers are extremely overpowered. They nullify everything the raiders could possibly field.
Resource game was nice. Probably the best portrayal of the C&C3 economy in SC2 to date.
To cap off, regarding the UI, the infantry had their nice "button" that gave you some basic information about it, but that didn't exist for the tanks. Something that will added later, I'm assuming.
Adjacent to that, I did find the UI a bit confusing at first, because it's so empty, but I got used to it by the end.
In reply to CerberusSC2:
Cool.
Yeah its just the name though XD, never was gonna use the typical personalitytype of the character.
Still tuning those attacks. The flamethrower (not sure you got until that point) were a relatively late addition. The attacks do scale a bit but perhaps not enought in comparison to the rampup you as aa player can get in between more troop output and the resquable forces.
The same also applies more ir less to other units and buildings. The rocket trooper however are designed to be very powerful, however in comparison to the tank (future missions) the reload may be too much together with damage and a not yet optimized damage fallof versus certain unittypes. The idea is to emulate a bit of a C&C behavior.
With regards to the UI, yeah I forgot those. Its that you highlight it becuase that totally skipped my mind. Further the 'empty' UI is a bit of a throwback to the past of C&C/WZ game where stats where minimal.
The button is supposed to kindoff give an idea of what a unit/building is for. I'm still thinking of what I like to include.
I have attempted to kee a part of the bottomcenter info panel (just placed somewhere else) but moving the UI through in-editor means is iffy so I was unable to change everything as how I'd like make it. So I decided on this compromise while having something unique still.
Thanks for the feedback so far!
In reply to WingedArchon:
Compared to the tanks you get in this mission, Rocket Soldiers are superior in practically every way. Longer range, faster attack, and more damage, and they can retreat more easily with better pathing and movement behaviour.
Also no, I encountered no flamethrower wielding enemies, and I played for a solid thirty minutes to see how the enemy would behave if I just left the main base alone.
Something I noticed though, regarding the map being so sparse of enemies, is I think the enemy was pulling all the units that should be spread across the map into their attack waves, and then weren't replacing them, leaving a barren map that was easy to secure.
In reply to CerberusSC2:
This can be easily fixed --
WingedArchon can set the main enemy base troops "Rebuild Count" to Always/Always for all difficulty levels
Then untick "Available for attack waves" for all troops outside the main base
In reply to canetoado:
I'm aware, but that's not for me to fix, that's for Archon to change, if they feel it's a change they wish to make to their map. I was just pointing it out as something that stuck out to me.
In reply to canetoado:
In reply to CerberusSC2:
Both of you are correct. As with demo's they tend to have some flaws. I also noticed (while using vision cheat) they use up all preplaced units. I'fix it along the way. And for the flamethrower guy... I forgot to make the enemy able to build him :facepalm: ...
At any rate, in the expanded map I'll fix these issues.
In reply to CerberusSC2:
Sorry, I meant to say I noticed the same thing. Not saying you need to fix it!