Prothyon - 16

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Prothyon - 16

Postby speed2 » 12 May 2015, 00:51

Prothyon - 16

Feedback Thread
Feel free to post any thoughts about this mission or suggestions of what you'd like to see changed or improved. Link to the recent changes can be found in this post: viewtopic.php?f=78&t=13626&p=140165#p140165

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Info:
  • Author: speed2
  • Supported players: 4 (designed for 1)
  • Faction: UEF
  • Several Primary and Secondary Objectives (will take more than hour to finish)
  • Voice overs (Gyle, Morax, Typo)

Short teaser video

Bit of gameplay:


UEF Naval Turtle at its best
Image
Last edited by speed2 on 12 Jul 2016, 15:57, edited 16 times in total.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby RaptorJesus » 13 May 2015, 02:09

This is very cool. It looks like the map/base design is staying pretty true to the original supcom campaigns, which I really like. :D
One thing I'm worried about is the quality of the voices you get, but UEF characters are boring so it should be pretty easy to find some people for that lol.

Is it only you working on this mission, or have you got a team put together?


Good luck, of course.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 13 May 2015, 10:54

Well, map is Shards :D but I will be using just part of it. There are no good unsymetric maps usable for campaign. In next one I will have to find someone to make me that map.

Quality of voices will be the best we can get...you'll see I mean hear :D And yes UEF is bit easier to make since those are just humans, but proper tools and few hours of setting up we can get also other faction voices.

I do most of the work on it since its mostly putting code together (Washy is looking with me on non working code if needed :D ). Tthere are few people helping in other aspects. Exotic Retard did the research about voices and videos and hes ready to add them once they're done, I will have someone else recording them (you can take a wild guess who from this community would be suitable for UEF voice? :D )
And ofc my team of testers that keep dying to AI and giving me suggestions to difficulty.
Last edited by speed2 on 13 May 2015, 10:58, edited 1 time in total.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby Deering » 13 May 2015, 10:56

I will take that file now thanks :D
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Re: Prothyon - 16 [WIP] Coop Mission

Postby Anihilnine » 13 May 2015, 12:16

Offtopic do you have the ability to add sounds in a ui mod? Thanks and gl
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Re: Prothyon - 16 [WIP] Coop Mission

Postby Flexable » 13 May 2015, 14:03

Nice, you'll make my son happy!
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Re: Prothyon - 16 [WIP] Coop Mission

Postby zeroAPM » 13 May 2015, 21:00

What maps can we expect? Only stuff from the ladder or there is some non-symmetrical map in the works?
Will there be "special map conditions" like absence of mexes or restriction to the available units? Will there be Myth-like maps (where you have a limited amounts of units and you have to complete the level with them)?
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 13 May 2015, 21:26

So far you can expect this one mission, after that you can hope someone else will also make something, cause this takes A LOT of time to do, especially if you do it for first time and making it mostly alone. Im already working on it more than 100 hours, I stopped counting it...
More specific info about this mission will be posted soon.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby theeggroll » 13 May 2015, 21:40

Expect to die a lot..
GMT - 6 http://spooky.github.io/unitdb/#/
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 13 May 2015, 22:46

theeggroll wrote:Expect to die a lot..

shus, dont spoil
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