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Posted

I'm not sure how many of you remember that Attack on Stahlheim project I wrote about on this subforum quite some time ago. It's still being worked on, albeit slowly because a) I ended up having to restructure the entire antagonistic force, and b) I feel like it should be bigger than just one five-mission arc.

 

But anyway, the point of this topic is to share assorted lesser things I make. Let's start with my first published arc, literally just titled Liberty Watch Test. As its name implies, it's just a single mission with hardly any story, meant to test a custom enemy group obviously called Liberty Watch. ID is 59603, in case anyone wanted to check it out for themselves and provide feedback.

Posted

The custom group works, they have nice snazzy costumes and unique powerset, although some have a generic bio.

 

When you do publish your grand work, please, don't make people walk back to the mission exit unless there's an actual reason for it.

  • Like 1
Posted (edited)

Thanks! I do admit that I didn't think much on the bios. I was simply trying to frame the Watch as a heroic organization with large presence similar to Longbow (European counterpart, perhaps?), so I decided it wasn't worth going into too much detail on individual units' descriptions.

 

As for returning to mission exit, it was purely for flavor reasons - the idea was that the player would escape the base by submarine and then detonate the bombs from a safe distance. Which yeah, doesn't work all that well with a map as large as the one I picked. Maybe if I added someone the player would need to kidnap...

 

EDIT: Fridge thought: I could probably have added an optional "defeat all enemies in the final room" objective which'd then spawn some ambushes trying to stop the player from escaping the base, or placed some patrols in the middle in addition to the static spawns, to make the experience more dynamic. And maybe add some basic dialogue, too.

Edited by Vic Raiden
  • 2 weeks later
Posted

I have made some updates to the mission to make it more lively:

- added an intro pop-up and dialogue lines for the boss

- added ten patrols wandering the middle portion of the map

- added an ambush triggering upon defeating a fixed (but not mandatory) lieutenant in the final room

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