Seraphim Campaign Ideas

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Re: Seraphim Campaign Ideas

Postby theeggroll » 17 Feb 2016, 20:24

Be really hissy and hoarse and make really sissy S's and sound angry at humanity
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Re: Seraphim Campaign Ideas

Postby Blodir » 17 Feb 2016, 20:32

There really isn't much to it, just two clips playing on top of each other: one in seraphim language and one in english with some funny overacting. Add delay, reverb with high pass filter and some eq, compressor probably saturation, but none of this is super apparent. Mostly it's just the voice actors
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Re: Seraphim Campaign Ideas

Postby Morax » 17 Feb 2016, 22:48

I wish I could un-see and un-hear that...

Wow, what a shameful showing of the "threatening alien race" that will destroy all that exists. If only you could take the awesome characters and voice acting of StarCraft and the amazing gameplay of Supp Comm to make a game.

Anyways, I could make a voice like this, but it would have to be a bit non-dumb and actually sound threatening. I'll take a crack at it over the weekend.
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Re: Seraphim Campaign Ideas

Postby SeraphimLeftNut » 18 Feb 2016, 02:00

I think it would add to the lore if all seraphim voice acting was done by someone immediately after coughing their lungs out after a massive hit, preferrably with some phlegm. That is the only way I can imagine getting a voice to sound like that naturally.
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Re: Seraphim Campaign Ideas

Postby Morax » 18 Feb 2016, 16:07

Yeah, speed2, I say do a twist on the voices and refrain from conformity to the original ones.
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Re: Seraphim Campaign Ideas

Postby speed2 » 26 Feb 2016, 00:16

New test version:

Fort Clarke Assault Beta V6
All objectives are in place how they'll most probably stay.
First two parts are "done". When map expands the second time, that part is half way done. Some attack that will be larger in near future. But anyway I could use to know how strong it currently is and if you have problems with that or now, since the mission kinda forces you not to turtle.

Please keep in mind if you have problems on Hard difficulty and you're not let's say 1500+ then try medium :)
(yes I've beaten it no problem)

It will probably get easier when it can be played in coop, since only single player is currently available cause of current state of coop on FAF (broken T_T)

So test as much as you can, suggest improvements, bugs, you're fafourite actor, anything :D

Voice Overs are not done yet, that's why you won't see a single video now, so don't panic cause of that.


If you cant launch the game cause you cant change to sandbox, host any game on FAF, change options to sandbox, close it and try again
Last edited by speed2 on 28 Feb 2016, 12:38, edited 2 times in total.
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Re: Seraphim Campaign Ideas

Postby TheKoopa » 26 Feb 2016, 05:21

Just a couple of questions, you're using the map editor and scripting the changes to happen right? Where would one make these changes?
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Evildrew: Just because I didnt choose you for my team last year doesnt give you the right to be all bitchy and negative about my proposal
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Re: Seraphim Campaign Ideas

Postby speed2 » 26 Feb 2016, 08:58

Yes, its explained here
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http://wiki.faforever.com/index.php?title=Mission_Scripting
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Re: Seraphim Campaign Ideas

Postby Deafening Milk » 28 Feb 2016, 16:29

What about some Seraphim infighting prior to the Invasion of Earth? In one mission doesn't the princess say "they aren't who they say they are"? (Or am I mistaken here?)
If I am right you could make a backstory where the Seraphim split into factions after the ones who taught the Aeon the way were killed by Humans that some wanted to stick to the peaceful way whilst others wanted vengeance and the ones seeking vengeance won or split off and are conducting the attack of their own accord. That would be why these Seraphim aren't who they say they are (they could be pretending to be the will of the way or something when in reality they are not and those that still follow the way had to flee/were crippled/are unaware of these attacks.
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Re: Seraphim Campaign Ideas

Postby speed2 » 01 Mar 2016, 02:53

New test version:

Fort Clarke Assault Beta V7
  • Download
  • Click on Download thought your browser
  • Get beta patch and coop launcher here viewtopic.php?f=42&t=11868
    • Today I've updated the mod, so everyone download new version of beta patch ^^
  • What's new:
    • Stronger experimental attack, UEF joins the attack, so far only on land and air
    • Fort Clarke base updated
    • Fort Clarke builds attacks
    • Aeon Naval base builds units and Tempest during last objectives
    • Nuke Party added (don't worry, you are not on the target list... yet :twisted:
    • Signs of Cinematic intro before every objective (still needs much love)
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