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Community project - DRL campaign
http://45.55.195.193/viewtopic.php?f=1&t=8938
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Author:  blipflip [ Sun Dec 09, 2007 9:53 pm ]
Post subject:  Community project - DRL campaign

So, my idea is that since we have build 19 and all that that entails, we should make a DRL campaign. My idea is that once we have enough people signed up we can talk storyline and ideas in this thread. Perhaps we could have custom actors. It can be a military campaign with lots of soldiers, a squadron campaign similar to republic commando, or a one-man crusade.

Each member who signs up will make a map, and we'll decide who makes what based on the storyline that we come up with and our respective skills. In the absense of an official campaign from data, it would be nice if we made our own.

Ooh, here's a wild idea, we could maybe make canyon crash 1&2?

Anybody who's interested, post here and I'll put you in the main post.

Author:  Metal Chao [ Sun Dec 09, 2007 10:00 pm ]
Post subject:  Re: Community project - DRL campaign

Yeah ok.

But, can you make campaign settings with the editor?

Author:  Cinos [ Sun Dec 09, 2007 10:08 pm ]
Post subject:  Re: Community project - DRL campaign

blipflip wrote:
Ooh, here's a wild idea, we could maybe make canyon crash 1&2?

Image
Wouldn't you need some form of "trenchclone" to do that?

Author:  chineseboy16 [ Sun Dec 09, 2007 10:12 pm ]
Post subject:  Re: Community project - DRL campaign

blipflip wrote:
So, my idea is that since we have build 19 and all that that entails, we should make a DRL campaign. My idea is that once we have enough people signed up we can talk storyline and ideas in this thread. Perhaps we could have custom actors. It can be a military campaign with lots of soldiers, a squadron campaign similar to republic commando, or a one-man crusade.

Each member who signs up will make a map, and we'll decide who makes what based on the storyline that we come up with and our respective skills. In the absense of an official campaign from data, it would be nice if we made our own.

Ooh, here's a wild idea, we could maybe make canyon crash 1&2?

Anybody who's interested, post here and I'll put you in the main post.



Didn't data say he's allready got the storyline all set out?

Author:  Metal Chao [ Sun Dec 09, 2007 10:13 pm ]
Post subject:  Re: Community project - DRL campaign

Yeah, and so?
DF has always been a "add you own content" friendly game.

Author:  Vash [ Sun Dec 09, 2007 10:18 pm ]
Post subject:  Re: Community project - DRL campaign

I have an idea,Actually the map for my mission is almost done,A coalation strike team of 5 heavy troopers is sent into the city to destroy the military AI in the vecinity,Ie 5 clones vs lots of dummies and dreadnaughts,the Dummy AI is in a well protected building,so it will be hard to complete,but its a coold mission.

Author:  Metal Chao [ Sun Dec 09, 2007 10:19 pm ]
Post subject:  Re: Community project - DRL campaign

When filling an entire map with brain cases, I noticed that destroying one could set off a chain reaction.
Could we use this somehow? I dunno.

Author:  timmy80 [ Sun Dec 09, 2007 10:35 pm ]
Post subject:  Re: Community project - DRL campaign

This is really a good idea. Something to do while data is still finishing the campaign.

Author:  whitty [ Mon Dec 10, 2007 1:42 am ]
Post subject:  Re: Community project - DRL campaign

there is a thread for this in CC Gen. about 2-3 pages of mission ideas.

Author:  numgun [ Mon Dec 10, 2007 3:44 pm ]
Post subject:  Re: Community project - DRL campaign

There will probably be somekind of AI stuff that is specially done for campaing and all that stuff that creates to create ''possible'' cutscenes ingame and victory/failure sequences.

But even without that Im pretty sure we can do alot.

Im thinking of making a boss battle campaing mission where you need to defeat a f***ing large machine beast armed to its fullest that is blocking the way from the brain you must destroy.

Need to brainstorm on that how will I do it but It might be possible and even fun.


Although before I jump into this boat, ill finish up the MPAM, convert all my older stuff, and see what is the new build capable of.

Author:  Lord Tim [ Mon Dec 10, 2007 4:02 pm ]
Post subject:  Re: Community project - DRL campaign

Not to rain on your parade, or anything, but...

  • You can't make new Missions. Any user created missions would have to be one player skirmish maps.
  • The above means that you can't use any mission code. None of those nice animated screens... for now... I may have a method to fix that.

You can:

  • Have custom activities.ini for each map.
  • Make fancy doors that would work as puzzles or something in a campaignlike setting.
  • Giant Mech Walkers

Hooray for bulleted lists.

Author:  blipflip [ Mon Dec 10, 2007 5:55 pm ]
Post subject:  Re: Community project - DRL campaign

Data says that we'll be able to make our own missions later on. But maybe you're right, we should wait until we have good modding skills for this new build and a guarantee that we can make new missions before we start something so ambitious. I'd love to do this in the future, but I probably introduced it too early.

Author:  robolee [ Mon Dec 10, 2007 8:02 pm ]
Post subject:  Re: Community project - DRL campaign

blipflip wrote:
Data says that we'll be able to make our own missions later on. But maybe you're right, we should wait until we have good modding skills for this new build and a guarantee that we can make new missions before we start something so ambitious. I'd love to do this in the future, but I probably introduced it too early.


it's virtually the same, trust me, just a few slight differences which I have spotted thus far. (instance names and hand variable when adding to actor, however I haven't experimented much)

Author:  numgun [ Tue Dec 11, 2007 11:57 am ]
Post subject:  Re: Community project - DRL campaign

blipflip wrote:
Data says that we'll be able to make our own missions later on. But maybe you're right, we should wait until we have good modding skills for this new build and a guarantee that we can make new missions before we start something so ambitious. I'd love to do this in the future, but I probably introduced it too early.


Not really. If your mission includes custom actors/weapons/stuff you can do that now to be prepared when you get the AI commanding/cutscene stuff and do it then.

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