Omega Squadron IA Mission Pack
Posted: Wed Jul 20, 2011 8:54 am
I'm making a map pack!
FEATURES:
- 28 Brand Spankin' New Instant Action Missions
- 2 Campaigns
Follow the commander of Omega Squadron of the Black Dogs as he fights the good fight across the solar system, leading NSDF and Black Dog forces in the 18 mission Campaign Omega Squadron, or join the Chinese Red Army and lead the assault on the NSDF in the 8 Mission Campaign The People's Dragon . Plus a couple bonus missions why not!
- Basic Red Odyssey Assets (Red Devil, Chinese, and Bdog Buildings) to Vanilla BZ1!
for use in these or other instant action missions (only)! Just unzip to your addon.
- Support for Instant Action Launcher and BZ Control Panel
Thoughts:
I wanted to create a solid but not impossible or frustrating mission pack, which seemed like it fit well within the established BZ1 canon. Only time will tell if I will have succeeded, but for now, that means:
1) Emulate the terraining styles from BZ1!
The mapmakers of BZ1 did attempt, at least to some reasonable degree, to emulate the terrain of the planets in their maps. I want my maps to "feel" vaguely reminiscent of the maps in BZ1, and so emulating their terraining style is critical.
2) Don't try too hard to add too much.
There are no new races to BZ, no new weapons (technically). Only what we are familiar with being used in a new way to tell a new story.
3) Don't make hard maps for the sake of frustrating players.
I understand that making a map takes a long time, and therefore people often try to make the hardest map they can (or at least lean toward making maps difficult), because they don't want their map to be a cakewalk. I wanted to stay away from this consciously. Very difficult maps can be fun, but frustrating ones often aren't. "Ease back!" I say to myself, "Be like the original BZ campaign!"
Progress:
Missions: 76%
Story: 100%
Maps/Terrains: 100%
Assets: 97.987419% (No overwrites, and multilayer compatible!)
Polish: 42%
Launcher: ????% (Goomba's on it!)
Hopefully done by this summer.
Screenshots:
More/Older pics in the image shack album:
http://imageshack.us/g/802/omegamprev11.jpg/
Alright. After a half year off, its back to life. Some updates:
-Now only for BZ 1.5
There were too many incongruities between BZ1.4 and 1.5, and since 1.5 is better, the map pack is now only for 1.5!
-Converted to TRO sprite tables for maximum Chinese experience.
-Added 4 maps and 2 bonus to bring the total to 28 maps from 22.
-Working with Goomba on a Launcher
Gettin' close to done! My personal goal is to be done before BZClassic, but that wont be tough.
FEATURES:
- 28 Brand Spankin' New Instant Action Missions
- 2 Campaigns
Follow the commander of Omega Squadron of the Black Dogs as he fights the good fight across the solar system, leading NSDF and Black Dog forces in the 18 mission Campaign Omega Squadron, or join the Chinese Red Army and lead the assault on the NSDF in the 8 Mission Campaign The People's Dragon . Plus a couple bonus missions why not!
- Basic Red Odyssey Assets (Red Devil, Chinese, and Bdog Buildings) to Vanilla BZ1!
for use in these or other instant action missions (only)! Just unzip to your addon.
- Support for Instant Action Launcher and BZ Control Panel
Thoughts:
I wanted to create a solid but not impossible or frustrating mission pack, which seemed like it fit well within the established BZ1 canon. Only time will tell if I will have succeeded, but for now, that means:
1) Emulate the terraining styles from BZ1!
The mapmakers of BZ1 did attempt, at least to some reasonable degree, to emulate the terrain of the planets in their maps. I want my maps to "feel" vaguely reminiscent of the maps in BZ1, and so emulating their terraining style is critical.
2) Don't try too hard to add too much.
There are no new races to BZ, no new weapons (technically). Only what we are familiar with being used in a new way to tell a new story.
3) Don't make hard maps for the sake of frustrating players.
I understand that making a map takes a long time, and therefore people often try to make the hardest map they can (or at least lean toward making maps difficult), because they don't want their map to be a cakewalk. I wanted to stay away from this consciously. Very difficult maps can be fun, but frustrating ones often aren't. "Ease back!" I say to myself, "Be like the original BZ campaign!"
Progress:
Missions: 76%
Story: 100%
Maps/Terrains: 100%
Assets: 97.987419% (No overwrites, and multilayer compatible!)
Polish: 42%
Launcher: ????% (Goomba's on it!)
Hopefully done by this summer.
Screenshots:
More/Older pics in the image shack album:
http://imageshack.us/g/802/omegamprev11.jpg/
Alright. After a half year off, its back to life. Some updates:
-Now only for BZ 1.5
There were too many incongruities between BZ1.4 and 1.5, and since 1.5 is better, the map pack is now only for 1.5!
-Converted to TRO sprite tables for maximum Chinese experience.
-Added 4 maps and 2 bonus to bring the total to 28 maps from 22.
-Working with Goomba on a Launcher
Gettin' close to done! My personal goal is to be done before BZClassic, but that wont be tough.