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Sunrise Dynasty Mission 1 Test 1

By AUrankSortale
Sunrise Dynasty Mission 1 Test 1






Players: 1
Singleplayer
Map: Escarpment-v2
Game:Zero-K v1.4.10.2
Created:10 years ago
Changed: 10 years ago (revision 128)
Played: 82 times
Rated: 2 times
Rating: Your vote:
Difficulty: Your vote:

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Skasi
10 years ago
"Build at least 6 Glaives." pfft, I won this without building a single unit. Get on my level!
+0 / -0


10 years ago
Some observations:

1) The fact that one wave is sent immediately when the first dies tends to screwball anyone who doesn't ready enough units before getting started.

2) Last wave didn't seem to end properly (I had to wait for it to expire).
+0 / -0
Skasi
10 years ago
So.. a good tactic would be to kill all units of a wave EXCEPT for the last unit remaining? Some other rts missions got bugged stuff like that.
+0 / -0
10 years ago
I cheated, built vindicator :D
+0 / -0
update

1. lock units in place (my bad forgot but that's what testing is for)

2. there are 5 attacking wave. only 2 attacking was on first unit of previous wave die. 2 attacking wave was on timer. and 1 was on location. warning was in place for player to get a minimal amount of unit needed.

3. 4 spy wave. 1 was the initial, 2 was with attacking wave and 1 was on location.

4. last unit remaining of a wave serve no significant purpose.
+0 / -0


10 years ago
I think that the transport arrival warning is redundant and perhaps confusing. There are many threats before that time so transports are just an added one.
+1 / -0


10 years ago
I managed to sneak out from the initial infiltrators using cloak.

Also the beam-out should actually make commander disappear in a flash :)
+0 / -0


10 years ago
I get the feeling that this commander should not have cloak. It makes a few missions too easy. This change would have to be consistently applied across all missions.

The end of the mission lacks a rescue party. I can see that the mission is going for the "you just achieve your objective but are now overrun" trope (as in half the Starcraft 1 Terran missions) because I was attacked by 2 Crabes. But nothing rescues me, it just says that I win. There needs to be something which the commander has to reach, a teleport beacon or dropship point.
+1 / -0

10 years ago
I need people to tell me how to cloak the bloody commander or how to lock it. only EErankAdminAnarchid told me that Ada is cloakable and not mentioning how.

need more opinion on transport warning as some seem to considered it necessary. if many want it gone, I'll remove it.


the ending bit, that's a problem. I am not the script writer and to be honest, no one have a clear idea what should happen then. give me a definite decision and I'll carry it out.

+0 / -0


10 years ago
Oops, cremcom1 had canCloak = true. Fixed in next stable.
+0 / -0
Skasi
10 years ago
Other than a dull, OP "beam me up Scotty!" I can see to options for an ending: 1) Allied dropship arrives, is ordered to pick up player and moves off map. 2) Allied Djinn arrives, places a beacon and moves away. The player has to defend the beacon for a couple minutes (time for the Djinn to move to safety), then use it with the commander.

These units can be triggered to arrive some minutes after the game starts.

Alternatively, if you feel like giving the player more responsibility you can add an objective to build these units.
+0 / -0


10 years ago
I think dropships arriving makes the most sense. That was you can win no matter where your commander ends up.

I would include the commander in the mission instead of using the game version because it may change.
+0 / -0
10 years ago
Good mission, I got Ada killed in my first try, in the second try the first enemy wave was very early, before I could even make 5 glaives and send them north, I think this might be because I tried to skip the cinematic using 'esc'.
The third time I killed all waves but then nothing happens. I didn't see any crabes either, so maybe I stopped more waves from coming in, but I don't know why. Maybe because I killed the moho's?
+0 / -0


10 years ago
It is possible to send Glaives to the top fast enough to prevent the second round of Spy EMPing. This makes the rest quite easy.
+0 / -0

10 years ago
Good input, I'll update the mission accordingly.

- clarify objective
- implement ending event Transport arrive


just a question, how long did it take you to clear all waves (excluding the Crabe wave)?
+0 / -0


10 years ago
Clear? I did not clear the Crabe wave.
+0 / -0


10 years ago
I managed to clear the crabe wave on one of three successful runs i had, which required no less than two snipers.

It is much easier to just run your gal from them as they slaughter your units.
+0 / -0

10 years ago
working as intended not to mention new player will have a much slower APM

Ending added.

objective stressed.
+0 / -0


10 years ago
This was probably on a way older version, but I whacked the Crabe surprisingly easily on account of it not sitting still.
+0 / -0
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