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DameonSoft :: View topic - Silver Creek Campaign
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Silver Creek Campaign

 
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ReishVedaur
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PostPosted: Sun Feb 13, 2005 2:47 am    Post subject: Silver Creek Campaign Reply with quote Scroll Down to Next postGo to last Post of Page

Here you are! The official announcement of the Silver Creek Campaign!

Quote:
Most recent news:
Development has started on the three new game modes for Silver Creek Campaign! To learn more, scroll past the mission descriptions.

Water Treatment BETA released! You can get it here:

- Download @ File Front
- Download @ Teasars Palace

We're looking for people who are very well versed in SP mapping, and scripting -- if not to do the map, then just to help -- as well as a more-experienced outdoor portaller than myself, and highly-talented mappers if available to help out with a few projects along the way.


Clear Insertion (SP only)
Click to view this image at its original size
Click on the image to view it at its original size 2 3 4 5 6
You and your squad are parachuted into an area that intelligence has reported is devoid of enemy activity. Upon landing, you and your men, scattered but not badly, begin to regroup in front of a large farmhouse near the creek. Your engineer comes running across the farm field behind the house, and suddenly he's taken out by sniper fire. A truck loaded with german soldiers crashes its way out of the garage, and the windows of the stables and the farm house are suddenly quite full with german soldiers shooting down at you. After taking out the truck, you and your men retreat to the creek. Two more truckloads of soldiers and a previously-hidden tank begin to make their way up the same road you had just come up, and the soldiers keep pushing against the defenses. You're forced to find a break in the treeline to clear out the stables and retrieve the engineer's legbag, then use it to destroy some trees and slow the german soldiers' advance down the creek while you retreat further down the creek, towards White Oaks Park.

White Oaks Park (SP and MP)
A heavily-forested park trail leading to a log cabin and a big open field with once-operational flak cannons, all on the outskirts of a practically-levelled city. It proves to be a challenge to make, and it will be. It's loosely-based on a real location, in the same subdivision of Austin, TX, that I used to live in up 'til I was 7.
Your team and the company that was already there force their way through hard resistance in the park. You then reach the outskirts and fight your way into the destroyed buildings, setting up defensive positions and waiting for reinforcements. Upon their arrival, it's your team's cue to leave, and you return to the creek, only to be greeted by the soldiers whose path you'd tried to obstruct on your way there. Another intense firefight, the position is finally secured, and you're able to continue down towards your main objective.

Water Treatment (SP and MP)
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Click on the image to view it at its original size 2 3 4 5 6
Based very faithfully to a real location, wherein there is a nature preservation outpost (the cabin), a retired rail bridge, a yard waste drop-off site (big mounds of leaves, grass, soil and tree limbs), and a water treatment facility, all based around a knee-bend in a creek. The moment I saw it, I knew I had to map it.
A target of opportunity at the outskirts of a nearly-unscathed, german-occupied city, you decide to destroy a water treatment facility. This is a quick and easy assault with the ample cover the yard waste drop-off site provides. A crew working on rebuilding a railroad line that had been taken out overhears the battle and drives down in a truck, which you get to shoot down with the nested MG42. After finding railroad spikes on the truck, you head down the gated path where the truck came from and find the crew working on the railroad, and take them out. Finding some explosives and not wanting the enemy to find any creative use for it, you go and destroy a nearby radio tower. Afterwards, you continue down the creek.

Autumn Dusk, Part 1(SP and MP)
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Click on the image to view it at its original size 2 3 4 5 6
Based with many liberties on my immediate neighborhood. Several open houses in a non-maze-like, strategical setup. The multiplayer version is based in autumn and will be released as "Autumn Dusk" seperate of the campaign, just to dice things up a bit and give you all something to look forward to, and it ends at the pipe under the bridge.
Your team quickly engages and takes out a german outpost nearby a retired rail bridge, which unexpectedly links you up with another squad, separated during their fighting in the city. You take command of them and lead them into the creek, and assault the southwest corner of the city of Autumn, which happens to hold two flak cannons. After some heavy fighting to push the germans back to the trenches, you finally take them out and then destroy the cannons, turning back to the creek to head deeper into the city.

Autumn Dusk, Part 2 (SP only, but may be MP as well)
The supposed final mission, joining the main assault on Autumn. Receiving mortar fire, getting cut off by german trucks and machine gun nests, even a few tanks, the previously unscathed city soon becomes twisted wreckage as you struggle to gain ground.

Source and Silo (SP and MP)
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Click on the image to view it at its original size 2 3 4 5 6
Coleman has been very gracious to us, allowing us to use his immense map project, Silo2, and turn it into the final mission of Silver Creek Campaign. The singleplayer version will be split into two parts, while the multiplayer version will only be one map.
Part 1: In the night following the raid on the town of Autumn, after the Germans had retreated, massive explosions shake the city. Reports from recon indicate that at the source of Silver Creek, there is a large German trench complex that holds a missile silo, and that they've been launching the deadly V2 rockets at the city of Autumn since the Germans left. When reinforcements arrive, it comes to you and your men to enter the installation. Your first task is to clear the pillboxes and destroy the anti-aircraft guns that litter the installation. Then you must find away into the main installation.
Part 2: After bombing your way inside, you must navigate the tunnel systems deep inside the installation and find the missile silo, then set your explosives and retreat.

==========================

Silver Creek Campaign's NEW GAMETYPES! (expect in-game footage within the month!)

Remeber the Alamo (RTA)
What makes this one much more interesting is that it actually somewhat simulates a singleplayer experience.
In RTA, the teams are set as Attacking and Defending. Each of these teams has an Assault Position, and an Alamo Position. These teams are set on opposing sides of the map, and move in towards the center, claiming Objective Areas along the way. An Objective Area is essentially a strip across the map that covers a number of defensive positions that a team can claim for their team after being the only team in it for 15 seconds.
Now here comes the more interesting part. The forwardmost Objective Area a team holds is called the Team Front. Although only one team can claim ownership of an Objective Area, the Team Front allows both teams to enter and exit them at will. However, if a member of a team enters the Objective Area behind the opposing Team Front, a voice message chimes up telling you, "Get back here!" and if not obliged within 3-5 seconds, they get sniped -- essentially, a new version of the minefield.
Each Objective Area has two different areas inside of it: void, and capturable. Void areas count as a part of the Objective Area in the sense that if an enemy force enters it illegally (see the sniper rule), they are sniped, but they do not count for actually being in the Objective Area for captures. Capturable areas count as both. Typically, a void area is a road between two areas, and a capturable area is a defensive position or structure such as a house.
As for the Objective Areas themselves, inside them are set up spawn points. Two Areas or more behind the Team Front, these spawn points become active, allowing the team to regroup in the Team Front faster after dying, while not making it so fast that it would be impossible for the opposing team to advance.
Now, for something that is also quite interesting. If the opposing team's Team Front becomes the Objective Area directly in front of the Assault or Defending Position, spawning for that team falls back only to their Alamo. If their Assault Position falls into enemy hands, all spawning by that team stops. However!, this can also get a little interesting, as I might also wish to include a destructable or stealable objective into the Assault and Defending Positions, and if destroyed the match ends instantly in favor of the ones that destroyed it.


Outcamp (OC)
-- This gametype is more for fun than anything. It is your job in this mode to find the best, pre-set camping positions (outlined with a spawned decal around the border of each) to earn points! It's a deathmatch type of gameplay, meaning no teams. You're all on your own, trying to earn as many points as possible.
The scoring system for Outcamp works like this:
Non-Camper killing Non-Camper: 0 points
Camper killing Non-Camper: 1 point
Non-Camper killing Camper: 3 points
Camper killing Camper: 5 points



Living Alamo (LA)
This gametype is Remember The Alamo + Realism. Let me explain...
Start with Remember The Alamo from above. Now, change the Alamo into an aid station and supply depot which, when encroached upon, is evacuated of all supplies and treatment items. One player at the start of the match chooses to be the commander; he can be voted out if they feel he doesn't do a good job. The commander stays in the Alamo, with a lookout tower at his disposal to fire either his rifle or the mounted machinegun from, but more than this he is automatically given artillery binoculars, and every three minutes is alloted a new usage of the artillery. But he has to be careful; commanders can be killed just the same as the infantry on the ground.
Now, for this next bit, it is important to remember one of the dynamics behind RTA, and war in general: You're fighting for ground, so your absense means it's easier for the enemy to move in. In order to encourage using cover instead of charging ahead, I've decided to include reactions based on damage locations. For instance, no matter where you're hit, you will fall down prone initially.
A shot to the hand or arm damages you, bleeds slowly, knocks the current weapon from your hand, and disables the use of rifles, machineguns or grenades (but you can still use the pistol), and takes your original accuracy down to 25%. A medic who patches you up stops the bleeding and recovers your health as well as puts your accuracy back to 50%, but you must return to the aid station to regain the rest.
A shot to the leg damages you, bleeds slowly, disables you from crouching or standing, takes your speed down to 50% of the original, but does not disable you from firing. A medic who patches you up will stop the bleeding and recover health, as well as give you the ability to crouch, but you must return to the aid station to regain the rest.
A shot to the stomach damages you, bleeds slowly, and disables you from moving or firing, as well as dropping your speed and accuracy down to 50%. A medic who patches you up stops the bleeding and recovers your health, as well as enabling you to move in a prone or crouch, and fire your weapon, but you must return to the aid station to regain the rest.
A shot to the chest is identical to a shot to the stomach, except you bleed faster.
And a shot to the head is certain death; even if you got back to the aid station, you'd be in no shape to fight afterwards.
In order to dissuade the use of you getting yourself killed in order to avoid the time it takes to go back to the aid station, the default time you have to wait to respawn is 90 seconds. That would be changeable through a cvar, however, hopefully with a limit of at least 45 seconds.

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snafu7
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PostPosted: Sun Feb 13, 2005 3:34 am    Post subject: Reply with quote Go to Top of PageScroll Up to Previous postScroll Down to Next postGo to last Post of Page

Wow, sounds great, can't wait to try it out, and the new gametypes sound really fun.



Check out my new gaming forum at http://snafu7.proboards41.com/index.cgi (Right now there aren´t any members, and I´m working on building up a community.)
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ReishVedaur
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PostPosted: Wed Feb 16, 2005 1:25 am    Post subject: Reply with quote Go to Top of PageScroll Up to Previous post

Heh.. the guy that's helping me with all the gametypes is leaving the modding community because he's burnt out with his paintball mod.

This very well could kill my mod, unless I find someone willing to take it on. =\

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