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chiron's HQ v2.0
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chiron
Developing Poster


Joined: 13 Jan 2004
Posts: 20
Location: Sweden

PostPosted: Sun Feb 22, 2004 10:11 am    Post subject: chiron's HQ v2.0 Reply with quote

Description:
This mission has no complicated plot, the only thing you have to do is destroy or take over the OMNI HQ.

My challenge has been learning the M and get the triggers and units right, but most important trying to get the balance right.
It's set to be played on normal level and I hope this will get most users a good fight Wink

I've been experimenting with spawn verses build, personally I don't like when units pop up out of thin air, so at last, almost all OMNI forces are built not spawned. I have to give huge cred to betatester SoLan, he know what he talks about and pays attention to details, big Thanks!

I also have been trying to make good use of repair and rebuild if OMNI forces are destroyed and have learned that if you don't use spawn you don't need so many switches, if there aren't any money or VTS nothing get's built, simple.

Please give me feedback, but be gentle, it's my first ... Wink

Author:
chiron

History:
version 1.9 released 2004-02-22, update for v1.1 (28 downloads)
version 2.0 update 2004-02-24
- created a simple plot to give some reason to why you need to destroy the HQ, some people need that in order to blow things up Wink
- added some logics to a specific unit group ...



chirons_HQ_2.0.pdb
 Description:
OMNI forces have a process engineer who has come up with a reverse technology that could make our efforts useless, destroy or take over the OMNI HQ.

Download
 Filename:  chirons_HQ_2.0.pdb
 Filesize:  8.44 KB
 Downloaded:  31463 Time(s)


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Last edited by chiron on Tue Mar 16, 2004 7:48 am; edited 4 times in total
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PhillipEarl
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Joined: 12 Jan 2004
Posts: 329
Location: Charlotte, NC

PostPosted: Tue Feb 24, 2004 5:05 am    Post subject: Reply with quote

Hey, don't sell yourself short! You've written a darned good mission. The Triggers worked great - those stupid corporate raiders kept me on my toes after taking me by surprise once. ...Once. Never leave you're base unguarded. I knew that. I just didn't play that.

The layout was great: those hidden and protected galaxite fields are enough to foil any "destroy the enemy bullup" strategies, and the different routes kept enemies coming from all directions.

Don't worry about the absence of a plot, either. A plot is not always necessary - hence the popularity of "skirmish mode." That being said, destroying or capturing the HQ as a condition for victory is kind of a unique twist on the game, and I will admit that I kinda missed having a reason behind it.
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chiron
Developing Poster


Joined: 13 Jan 2004
Posts: 20
Location: Sweden

PostPosted: Tue Feb 24, 2004 6:37 am    Post subject: Reply with quote

Thank you PhillipEarl,
makes me very happy, my first review, and a good one too Laughing

Now I can move on, I have some ideas ...

Thanks again !

/chiron

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SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183

PostPosted: Tue Feb 24, 2004 7:29 am    Post subject: Reply with quote

Nice job, chiron! Smile

In the last version (1.9) those pesky OMNI forces are a challenge even for someone who has played the level before. Confused If you just included a reason to take out the enemy HQ in your mission briefing, there would be no reason to say anything about the level being for "learning the M"! Smile

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crakerz
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Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area

PostPosted: Tue Feb 24, 2004 9:52 am    Post subject: Reply with quote

Good Level, chiron! No story necessary; your level speaks volumes for itself! Cool

I have only one suggestion: when I created my HQ (and I have a habit of doing this) I put it up in the little cove at the top, then surrounded it with other buildings. When your raiders came, they couldn't get to it. So, they just sat there until I got around to shooting them. If these are a unit group, you might think about changing the actions so that after so many seconds, they switch from HQ focus to any structure focus. That alone would have gutted my base on at least one occasion! Shocked

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chiron
Developing Poster


Joined: 13 Jan 2004
Posts: 20
Location: Sweden

PostPosted: Tue Feb 24, 2004 11:48 am    Post subject: Reply with quote

Thank you all !
Now I must come up with a story, didn't plan to make one but I need to put up another version beacuse crakerz made a very good point about....

Edit spoiler...

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Last edited by chiron on Wed Mar 10, 2004 1:57 pm; edited 1 time in total
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chiron
Developing Poster


Joined: 13 Jan 2004
Posts: 20
Location: Sweden

PostPosted: Tue Feb 24, 2004 1:29 pm    Post subject: Reply with quote

Version 2.0 is up!

Enjoy...

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joshlerman
Established Forum User


Joined: 20 Jan 2004
Posts: 57

PostPosted: Fri Feb 27, 2004 5:42 pm    Post subject: Reply with quote

Excellent mission, great layout and it was quite challenging. Well done!
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motionmind
WI Forum Novice


Joined: 01 Mar 2004
Posts: 2

PostPosted: Tue Mar 02, 2004 12:17 pm    Post subject: Reply with quote

great mission

SPOILER EDITED


Last edited by motionmind on Thu Mar 11, 2004 9:14 am; edited 1 time in total
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blackcarrera
Developing Poster


Joined: 18 Jan 2004
Posts: 15

PostPosted: Thu Mar 04, 2004 1:50 pm    Post subject: Reply with quote

I ran out of resources just from building units to defend my base and they just kept comeing and comeing.

Any ways, there just wasn't enough for me to go on the offencive except for the two bullpups I destroid of their's.

I played this on normal.
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blackcarrera
Developing Poster


Joined: 18 Jan 2004
Posts: 15

PostPosted: Thu Mar 04, 2004 1:53 pm    Post subject: Reply with quote

One thing I thought was great is that there where different places of attack wich caused for unit division. Not one or two but more.
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Jazz3D1
Semi-frequent Poster


Joined: 15 Mar 2004
Posts: 47
Location: Landover, Maryland

PostPosted: Tue Mar 16, 2004 10:28 am    Post subject: Good Job Reply with quote

I just completed the mission. I think this was very good for your first mission.

Good News:
1.) You placed just enough galaxite on the mission to complete the goal. This certainly makes you think of a better strategic way to accomplish the goal of capturing the HQ.
2.) The troopers were just pesky enough to make the end user always protect their own assets.

Bad News:
1.) None......great job for you first mission. I like it, keep up the good work.

Would you happen to have any suggestions for a newbie. I'm currently creating my first mission and have tons of ideas?
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guitarist809
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Joined: 08 Jan 2005
Posts: 1230

PostPosted: Tue May 31, 2005 5:35 pm    Post subject: Reply with quote

zeis is an old topik!
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Chillin
WI Forum Novice


Joined: 24 Nov 2005
Posts: 1

PostPosted: Thu Nov 24, 2005 11:43 am    Post subject: Reply with quote

My first post on this forum... I really enjoyed this mission. Keep returning to play. Attacks come from all angles - great fun, and keeps me on my toes! The paths that the enemy takes to approach my base have been really well thought out - not the usual come-straight-at-me, instead they seem to creep up from the sides, and sometimes ignore my nearby troops/vehicles. This means they don't approach them, and so my vehicles don't automatically start firing if they aren't close enough. Very sneaky Smile
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!HUDRA!
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Joined: 28 Apr 2005
Posts: 460
Location: Big Bear California

PostPosted: Mon Nov 28, 2005 9:32 pm    Post subject: Reply with quote

Lol gues what this is my fav mission!!! Its so fun and somtime chalenging.
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