Story-driven campaigns


(Wicky) #1

Thanks for your quick reply on the topic of changing classes.

Here’s an idea for future map-creators hint that goes along with the question, if it is actually possible to create campaigns in this way.

A campaign could consist of maps, that follow a story-line which carries over to the next map. Like as when the allies don’t manage to dynamite the fuel dump in their mission, then the next map is choosen Oasis, because the axis are attacking a town with their tank, which they have enough fuel for.
But, if the allies are successful in blowing up the fuel dump, then the axis don’t have fuel to operate their tanks, and next map choosen is Gold-Rush: Since the Axis tanks are left without fuel, Allies would take on the opportunity to steal an empty tank, refuel it with their own supplies, and try stealing the gold.
That’s a bit far-fetched I know, but it was the only combination of maps that I could think of.

Wicky


(MuffinMan) #2

would be interesting, although there would have to be quite a lot maps to make a campain with more than just one possible decision, i mean you would have one map to start, and then you would need 2 maps to go on, depending on the last results and for each of them 2 decisions again… this would work with 3 maps but any more is overkill

another possibility would be to make let’s say 2 base maps with the first one normal map and the second would be chosen depending on the winning team, there would be 2 versions of the same map then with different spawn points, differing objectives and maby slightly changed level architecture, this would mean to do basically just 2 1/2 maps

in any case i don’t know if scripting is possible to choose the next map, sd-team - would it be possible?


(sock) #3

Not as far as I’m aware. The map loading and selection is controlled via the campaign/arena scripts. The order of the maps cannot be changed. But you can pass variables between scripts so that the next script could react on previous results. Like moving brushwork around or spawn areas etc.

Sock
:moo:


(MuffinMan) #4

hmm that would be a start, though i don’t expect complete campaigns to be realeased too soon anyway…


(D3C0Y) #5

I have gathered a team for making a full campaign, that is story-driven
It revolves around Operation Overlord (the allied plan to liberate france), and yes it will have some D-day action in it :slight_smile:


(sock) #6

Good luck with your project.

Sock
:moo:


(D3C0Y) #7

thnx sock or was it a sarcastic good luck :smiley:


(sock) #8

Nope, I was just wishing you good luck.

Sock
:moo:


(D3C0Y) #9

ow in that case thnx m8 :smiley: :clap:


(denizsi) #10

I have this idea to change the course/order of the area played but it’s pricey on the filesize side, and perhaps smaller maps should be made for each act. Maybe, creating two different areas in the same map would work?

Could work like one of these I guess; allied team won in map1 so the A area in map2 will be played and if axis won in map1, then B area in map2 will be played. Could even be set to a third act if enough thought is given into, like after either A or B of map2, the 3rd will be the other one on the same map, B or A.

Or just 3 ares in one map which will probably have a huge filesize


(Freedom[]Tickler) #11

Den,

I think you and I are having the same thoughts. Just saw your post about multiple way points for movers. I also was tossing around the idea of storied campaigns w/ multiple outcomes etc.

Prolly be best to make a new campaign to implement this.