Posted on 10/04/11 @ 01:14 AM (updated 08/15/12
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A campaign about Sev'Rance Tann and Naat Reath after Krant.
I have to say that this was inspired by another campaign on the site, The Tale of Sev'Rance Tann, though I didn't believe the creator did much for Naat in the story. A few pieces probably won't be very original.
This is my first trial at this sort of thing and wanted some sort of idea of how I was doing before I got too far.
There are a few mods from the episode 3 modpack on this site that one should use while trying this:
Droid control ship
Banking Clan frigate
Clone scout walker
THIS SCENARIO IS NOT MADE, DISTRIBUTED, OR SUPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS tm & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND ITS LICENSORS' "
After my first attempt I returned and made several improvements, the largest of which is making use of an A.I. file: Immobile-Code. I didn’t make it, but downloaded it from the site with another campaign, I honestly don’t remember which, but the file was created by Astro_mech. I also made a number of changes to the missions and added another which will be a better conclusion to this part of the story.
You will still need some mods for the game to make sense, I will give a complete list and links in the readme (thank Gen. Dallows for suggesting that).
As before, I really like any suggestions, advice, or general responses. I am new to this and would like to hear advice for anything, map design, mission set up, difficulty, or even storytelling (not the story, I have that in mind already). Concerning the storytelling, you might notice I’ve tried a few different things throughout this campaign and would like to know which I should go with.
Not sure if I need to say this again, but better safe than sorry.
THIS SCENARIO IS NOT MADE, DISTRIBUTED, OR SUPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS tm & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND ITS LICENSORS'
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It was fun to get through, but I found a couple of levels were a bit tricky and took several attempts. I have nothing against difficulty, but it is tedious to keep reloading. The two angles was a good idea though, and it was good to play though both civs that the main characters represent.
Overall not at all bad, but I felt like there was quite a bit of walking around between lightning fast battles. A kind of SHOOT waaaaaalk feeling. However this did seem to improve as the campaign went on, and it wasn't a game-breaker.
There were some nice ideas - nothing ground-breaking, but trigger use was very professional and smooth. I was particularly impressed with entering/exiting buildings, where the characters are transported to an "internal" location on another part of the map. This has been done before, but it was seamless every time and I only picked up on one bug whilst doing it (which is in the readme). Solid ideas put into practice very well.
Map Design: 3
I felt this was a little lacking. The build and destroy maps were particularly sparse, with few resources or decorations. Some maps were short on elevation and terrain mixing, making them look a little bland. Also some corridors and alleyways were a little narrow and moving a number of troops was difficult. They were still practical though, and could be played without much bother.
I really liked the story. It is a little tenuous at first, but as it flows it is easy to get into. The two perspectives give the campaign a neat flair and keeps it lively. All the instructions and such were well written and suited the style of the scenario. The story was even interesting within scenarios, which can be difficult to produce with the game's limited functions.
All in all I had fun playing it. I liked the way the plot unfolded and was left wanting a few more scenarios at the end! For a first submission, I'd say you've done a very good job.