It's official...


(Diego) #1

Praetoria will be a 4 map campaign, not 3. After all that work trying to squeeze my airfield in Mission 3, I think the map has just gotten too damn big again. It still compiles fine, but it is so huge that the details on the command map will get lost. This one has a lot of interior spaces so I need as much detail as I can get in there to help people learn how to navigate the map.

I finally made up my mind after figuring out a new objective to start Mission 4. A lot of the objectives for Mission 3 are already working so I can hopefully start my private playtesting in a couple of weeks. Once I get the map split, and patch the holes, I’ll post some WIP screens for you.


(UJERebel) #2

Woooooohoooo^^


(system) #3

A, finally some good news for the WolfET community, really awesome - looking forward to the wip pictures.


(stealth6) #4

NICE!

:riflenade:


(Diego) #5

Started our first playtest of the revised Mission 3 today. Went pretty well. Some typical early bugs to work through. The only really annoying one is for the sound on the truck. Looks like disabling the truck before the players can move it breaks the sound. But otherwise it works ok.

Still have a little modeling to do, some extra details to add for cover, and a long list of very minor bugs to work out. But we will give it a good shakedown for a few weeks to test the gameplay. This version works a lot better than the version that was joined with Mission 2. But the map is still extremely large with a lot of interior space so it is easy to get lost. But I don’t have a proper command map, yet. So I know that is contributing to the confusion.

But the objectives in Mission 3 are more typical.
Steal a key Card.
Cap a Flag
Build a CP
Escort a Tug
Raise and Lower a Track Switch - Just like in Railgun.
Escort a Truck

Not sure yet if I’m going to keep my current Skybox. Once I’m happy with the one I have, I’ll post some screens.


(macbeth) #6

for how many players your map ???


(-SSF-Sage) #7

For talking about it as a campaign, wouldn’t it be a bit silly to not keep the optimal player count same in all maps?