Quote:As for the others, very interesting concepts, but to apply those to my current version would take ages. I appreciate them though, will definitely take notes for future projects.
I understand for sure.
The work you've done already is MASSIVELY impressive and it's awesome!
I can't wait to play it soon. Perhaps I can playtest it one more time before it's released?
I also created a map.ini full of special effects edits. The main changes are adding dynamic flashing lighting to several weapon effects, and adding blood to infantry while also adding a little sound effect to make them grunt when shot. The changes are very small, but I think they'd be awesome in your map!
One more thing... I really want to get back into mapmaking for Zero Hour soon. I think there was a map I sent you before that I unfortunately never did anything with. I'm thinking of picking that map back up but with a vastly different design and structure. I tend to do pretty well with landscaping and adding the buildings and all-- but I absolutely STINK at map scripting and am a novice at map.ini's. Perhaps we could collaborate on the map again?
Quote:Quote:Difficulty must be Medium or Hard (not EXPert) , Must also Include Intersting Scripts , New Attack ways and Special Effects.
The mission was firstly intended to be very hard. But I made some friends playtest it and it was way too hard. Ever since then I was planning to have 4 difficulties, [Easy, Medium, Hard, IMPOSSIBLE] each one a different map, it wouldn't take much work since all I had to do was change a few variables like starting money and wave timers.
If you want some cool names for the difficulties, here's some suggestions. XD The text after the intro could tell what difficulty you have for the map. Just a simple "Difficulty: Medium" or whatever. I also would suggest possibly leaving the amount of cash the player gets, and their tech tree, the same throughout every difficulty, but to increase the amount of cash and reinforcements, etc, that the enemy gets, and for harder difficulties maybe even start increasing the armor of enemy units (but not their damage).
Anyway, the names could be....
I'm Too Young To Die (Easy)
Give Me a Fun Challenge (Medium)
Hit My Army Hard (Hard)
Hurt Me Plenty (Expert)
Enemy Is a Cheating Bast4rd (Torment I)
Enemy Cheats Even More (Torment II)
Impossible (Torment III)XD
"Difficulty: I'm Too Young To Die (Easy)You wimp."
"Difficulty: Give Me a Fun Challenge (Medium)Good luck, general!"
"Difficulty: Hit My Army Hard (Hard)Now we're talkin'!"
"Difficulty: Hurt Me Plenty (Expert)You're in for a rough ride, general...
The enemy has unlimited funds, periodic reinforcements from plane,
and all enemy units have 25% stronger armor."
"Difficulty: Enemy Is a Cheating Bast4rd (Torment I)Enemy gets stronger periodic reinforcements from plane that get harder as you progress. Enemy has
unlimited funds and enemy units all have 25% stronger armor."
"Difficulty: Enemy Cheats Even More (Torment II)Enemy gets larger periodic reinforcements from plane that get harder as you progress. Enemy has
unlimited funds. Enemy units all have 25% stronger armor, enemy structures self-repair.
"Difficulty: Impossible (Torment III)Enemy gets stronger and larger periodic reinforcements from plane that get harder as you progress.
Enemy has unlimited funds. Enemy units all have 25% stronger armor, all enemy missiles have EMP,
enemy structures self-repair, all enemy units have Horde Bonus, and enemy receives Stealth Quad Snipers."
You could also add certain special things for the player on harder difficulties. For example they may be able to train more special units, or have access to more general's points. On the Torment difficulties they could even have access to every general's point, but the mission would still be freaking hard. XD
I think I may actually incorporate these ideas into my future maps. Having several difficulty levels like this might be fun.
Edited by user Thursday, June 15, 2017 10:54:22 PM(UTC)
| Reason: Not specified