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| CZMP: Blood of Heroes |
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crakerz Mega-Poster Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area |
Description:
2-MP Steal your Opponent's Dog Skull by moving your Qwik (Fox) over their Stake (Pad). Keep the Qwik alive until it can bring the Skull back to your Stake. Qwik dies, Skull returns. Only Qwiks Respawn. One Hundred Stones, Three Times (Three rounds, ten minutes each). First Skull Staked wins! Other Info: This level is a tribute to a great B-movie starring Rutger Hauer, called Blood of Heroes. Taking place in a postwar future, bands of "juggers" wander from dogtown to dogtown, and compete at the dubious game of jugging, where the object is to place a dogskull on the opponent's stake. There are few rules, but lots of blood. In the WI version, it somewhat resembles "Capture the Flag". Juggers have five "players" per team (not including the reserves): -The Qwik (played by Fox) is the only player allowed to touch the skull. In this version, the skull is stolen from the opposing team's stake, or triangular pad. Then, the Qwik must survive the trip back to its own stake to stake it. Do that just once, and you win! -The Griffer (played by Eagle) is the Qwik's friend, and protects him. -The Slash (played by Liberator) is deadly to Qwiks, and hunts them down. -The Drive (played by Broadsword) protects the Stake, or Skull Home. -The Backcharge (played by Hydra) is the most powerful player, but the hardest to obtain. To get it, you must find the secret grove. The Qwik is the only player to respawn automatically. The Griffer, Drive, and Slash are only replaced (also automatically) at the end of the round. The Backcharge will respawn whenever the "secret" in the grove of trees at top of the opposing team's side is entered by any of your players. Only one of each player will be allowed on the field at any one time. At the end of each Hundred Stones, the surviving players all return to their respective sides, and the wounded are replaced. The game is played in three rounds of ten game minutes each. This is marked by "STONES", one every six game seconds, shown at the top right of the screen. The top left shows whether the Red or Blue skull is Home, Stolen, or Staked, and the bottom left shows important game alerts. The game ends when either a skull is staked, or one hundred stones is done three times. At the start of the second hundred stones, the towers in the middle area are activated. At the start of last hundred stones, towers are spawned in both the "secret" groves. (There aren't that many trees, so these aren't hard to find. Each side has a different grove, though). This one is something that I have been working on for some time, trying to make a solo version. My youngest daughter came up with the idea, and helped a bit with the concepts and testing. Someday, I hope to have a decent solo version. PS: Watch the movie! It's now out on DVD. Bug reports and comments are always much appreciated. Link to Mission Pack Download Page Author: Zion A. Dutro aka CrakerZ History: 20040617 10:22PM: -Posted CMPZ03.pdb |
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PhillipEarl Mega-Poster Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC |
Phew! Halfway through your post, I had nearly talked myself into upgrading my handheld so I could play multiplayer and check this mission out, then I saw that you were working on a solo version and stopped myself from spending the money.
That was a close one. My wife would have murdered me. (Eagerly awaiting the solo version!) |
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crakerz Mega-Poster Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area |
phillipearl, this is the second (solo) level I tried to create during beta. Too many problems and bugs in 1.1 and M made it nearly impossible, so I shelved it (when I requested Scott increase the trigger level to 128, it was because of the logic required for this level in solo). MP made most of the requirements easier, so I figured I would at least have it incarnated in one form.
One main issue was creating the intricate logic for the Red Team AI, which needs to change tactics each round, and another was the tracking logic required. I've solved both of those issues, and a number of others. I could actually finish it now, but it will be a daunting typing chore, so I've put it off. If enough people express an interest in a solo version, I might be persuaded to finish it. So, I'll put you down for a "Yes" ? (Maybe I should make this a poll.....) |
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UGMC Mega-Poster Joined: 03 Jun 2004 Posts: 348 Location: my own little world |
So-lo! So-lo! So-lo! I'm expressing my interest!
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PhillipEarl Mega-Poster Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC |
DEFINITELY put me down for a "Yes"... a poll might not be a bad idea, either...
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PhillipEarl Mega-Poster Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC |
Soooo..... just wondering if you'd ever managed to iron out the bugs in the single player version of this?
....no pressure, or anything..... .........................just wondering.... |
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SoLan Very Active User Joined: 13 Jan 2004 Posts: 183 |
Just in case PhillipEarls enthusiasm didn't convince you to finish the solo version of this: I say "Yes"!
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crakerz Mega-Poster Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area |
Well, I've been busy the past few months
I had kinda moved on to another multi-mission campaign with some new programming twists, but since I haven't used the editor for awhile, I should probably use BoH to refamiliarize myself. Stay tuned....... |
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