Prothyon - 16

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Re: Prothyon - 16 [WIP] Coop Mission

Postby quark036 » 02 Oct 2015, 05:00

I'll do it
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Re: Prothyon - 16 [WIP] Coop Mission

Postby Deering » 02 Oct 2015, 05:33

You know where to find me.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby theeggroll » 02 Oct 2015, 14:42

Yes master
GMT - 6 http://spooky.github.io/unitdb/#/
When in doubt, Blame Gorton
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 04 Oct 2015, 14:54

Guys, Im still looking for someone who would provide voice for civilian guy character. If you think you're suitable or you know about someone, please let me know.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby ThrashAbaddon » 04 Oct 2015, 16:00

speed2 wrote:If you wanna know more about it, I made a wiki page http://wiki.faforever.com/index.php?tit ... _Scripting

it can be a bit dry for someone new so i'v used this (http://www.gizoogle.net/index.php?search=http%3A%2F%2Fwiki.faforever.com%2Findex.php?title%3DMission_Scripting&se=Gizoogle+Dis+Shiznit) enhancement :lol: .

speed2 thanks for putting all the time and effort in this mission and bravo on the job you have made. Image
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 04 Oct 2015, 18:22

With the amout of test I got so far (zero) I decided it's gonna be better to do public beta testing of my mission. So here it is:
https://mega.nz/#!Alx3mboB!oI2u4QAi5H4X ... j9mRu2_acY
Be sure to read ReadMe.txt that is packed inside. I won't answed questions that are answered inside that file.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby GeneralDisasters » 06 Oct 2015, 12:50

Just tried the map for several hours with 2 players.

Its hard.
Only made it to the middle of the first island. Thats ok though.

It's a good and pro design. Like to see new things like this still being made. Personally I prefer mission maps over pvp maps. Hope to see more in the future!

Our findings:

When playing 2 or more players the colors are almost the same, that is very hard to keep track of which units are who's. Add to that the enemy AI units are also almost the same colors. Very bad color wise. Not able to change colors either.

Limited pauses. I understand this is to make it "realistic"/hard whatever, but for such a long map, this should be optional. We lost because we used up the pauses because you know, the phone rings and things happen in rl.

Limited space at start/middle of map. I see why its made this way, but when we are only allowed low tech units, which we are forced to spam and we have to micromanage the commanders and we have several players, this becomes rather frustrating.

Had to restart a lot. Is it possible to skip the intro with a keypress? I love Gyle, don't want to get tired of him.

Nice effort and congrats! :)
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 06 Oct 2015, 15:44

I ll look at the colors but I never had a problem with that.

Limited pauses should be solved by setting Timeouts to Infinite in game lobby. (default is 3)

I might do medium and easy difficulty since I dont have too much to do now (no one reporting any suggestions or problems with second part of the mission)

And no its not possible to skip the intro.
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Re: Prothyon - 16 [WIP] Coop Mission

Postby FunkOff » 06 Oct 2015, 16:45

Nobody is reporting problems with the second part of the mission because nobody gets that far. Your mission isn't "hard", its annoying. Enable at least all of tech 2
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Re: Prothyon - 16 [WIP] Coop Mission

Postby speed2 » 06 Oct 2015, 17:40

FunkOff wrote:Nobody is reporting problems with the second part of the mission because nobody gets that far. Your mission isn't "hard", its annoying. Enable at least all of tech 2

Nope
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