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Days of Darkness: A Dawn of War Campaign


The Normish

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Days of Darkness - A Dawn of War Campaign

Concept:
To create a simple and enjoyable multi-player narrative campaign for Dawn of War: Soulstorm. The finished project will contain a map pack, a .pdf booklet, and several other features necessary for play, or for no reason whatsoever.

RelicNews Forum thread

Current Team members:
- The Normish - Project leader
- Reaper297 - Head of the RelicNews thread
- FZappa
- Skirax
- calgar101
- Obi

Objectives:
- Plot and Story - INCOMPLETE
- Rules and Logistics - INCOMPLETE
- Art and Design - INCOMPLETE
- Programming and Maps - INCOMPLETE
- Playtesting - INCOMPLETE
- Community Feedback - INCOMPLETE

Updates (as of 07/06/2010 17:37 East African Time):
- 07/06/2010 20:14 EAT --- Mission outlines and victory conditions posted by The Normish (post #21)
- 07/06/2010 21:14 EAT --- New Team Member: FZappa (post #22)
- 18/06/2010 13:57 EAT --- Logo design & Cover Art draft posted by The Normish (post #36)

Updates (as of 13/08/2010 11:30 Central European Time):
- 13/08/2010 11:30 CET --- New Team Member: Skirax (post #37)

Updates (as of 19/08/2010 16:37 Eastern Time - U.S. and Canada):
- 13/08/2010 16:37 ET --- New Team Member: calgar101 (post #42)
- 31/08/2010 12:51 ET --- Link posted to the Scouring of Nagorynth by The Normish (post #45)
- 09/09/2010 18:52 ET --- Alternate PDF artwork posted by The Normish (post #52)
- 11/09/2010 07:55 ET --- RelicNews Forum thread started by Reaper297 (post #53)
- 19/09/2010 23:28 ET --- New Team Member: Obi (post #55)
- 12/10/2010 18:28 ET --- Announcement by The Normish (post #73)
- 28/10/2010 13:17 ET --- Factional Character added to list: Commissar Alcian Lyons (post #2)
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Days of Darkness - The War on Marsheebi


(It helps to read it in the Dawn of War: Soulstorm Narrator voice - you know the one)

Planet Marsheebi was a peaceful, unremarkable planet, with sprawling cities, vast forests, open plains, and impassable mountains. Tucked away in a forgotten corner of Imperial space, somewhere in Ultima Segmentum, the planet had very few enemies in a Galaxy of War. Occasionally, an Ork Warband or some Dark Eldar pirates would stray too close to the Orbital Defense System and were shot down.

The people of Marsheebi were content and productive, working under the vigilant but just eye of the Imperial Guard.

One day, however, a mining expedition uncovered mysterious ruins deep within the mountain ranges that punctuated the planet’s largest continent… and the Necrons were awakened.

Guided by a Lord who retained much of his former personality, and was still loyal to the C’Tan, the Necrons began their conquest of Marsheebi. Imperial Guardsmen were called out of the cities in order to hold them back, with unsuccessful results. Within five months, the entire continent had fallen.

The Guard’s prolonged absence from major cities allowed several heretical cults, who had long been hidden in the shadows of street corners as well as in some of the highest positions of government, to surface. These cults called to the people of Marsheebi, claiming that the Emperor had abandoned them, and that the Chaos Gods would save them from the Necrons. It was not long before the Orbital Defense platforms also defected, or were obliterated by their neighbors. Chaos Marines from the Iron Warriors Traitor Legion were called down from a Warp portal, and they soon began their nefarious plans to conquer the world for their Dark Gods.

Unfortunately, the dissipation of the Orbital Defense System allowed the long-time enemies of Marsheebi, the Dark Eldar raiders, to slip through undetected. They made landfall in the North of the planet, and began to harvest souls from nearby settlements and Guard outposts. The Orks, finally united under a vengeful and bloodthirsty warlord, also descended upon the planet at multiple points and in varying strength.

The Imperial Guard, which had taken refuge in the more defensible and still loyal cities, sent out multiple distress signals, hoping that nearby Imperial forces would pick them up. The first to receive the signal were the Space Marines of the Doom Guard, who had been tracking the Iron Warriors Warband following a prior defeat. Eager to extract vengeance, they made base with the Guard. The Adeptus Sororitas also sent aid, and brought with them the purifying fury of the Inquisition. They immediately began assaulting the centers of heretical power.

These distress signals also alerted several unintended targets to the happenings on Marsheebi. The Tau sent an expeditionary force to determine the planet’s potential for colonization, accompanied by a valued member of the Ethereal Caste, while the Eldar Craftworld Ulthwé sent Farseer Tenathal and her soldiers for mysterious reasons of their own (though the presence of Necrons and Dark Eldar may have played a part).

The War on Marsheebi had just begun. Nine armies clashed, eight factions opposed, but there would be only one victor.

These are days of darkness…

Recommended Faction Attributions


• Player 1: The Imperium (Space Marines, Imperial Guard, Sisters of Battle)
• Player 2: Orks
• Player 3: Chaos
• Player 4: Eldar
• Player 5: Dark Eldar
• Player 6: Tau Empire
• Player 7: Necrons

If desired, Player 1 can divide the three Imperial factions (Space Marines, Imperial Guard, and Sisters of Battle) between them and two other players, resulting in 9 players (keep in mind that maximum map sizes are for eight players).
If desired, several factions may be placed under the control of a Computer AI (difficulty setting: “Harder to Insane). This can be done so that there are less human players required, for a minimum of two.
If desired, one can also change the faction-to-player ratio. For example, there could be seven Space Marine players, or three Necron players and four Tau Empire ones, et cetera.
It is however recommended to play with seven to eight players, though a rotation cycle can be set up for nine players.

Factional Characters


Note: These characters are intended for the default factions and plot. Feel free to substitute your own or omit named characters completely.

• Space Marines: Doom Guard
o Second Company Captain Varas Uller (Force Commander)
o Reclusiarch Matteo Grandis (Chaplain)
o Brother-Codicier Teesan (Librarian)

• Imperial Guard: Marsheebi City Guard
o General Orlando Peosa (Command Squad)
o Commissar Alcian Lyons (Commissar)

• Sisters of Battle: The Sisters of Holy Flame
o Canoness Agnes Deogratia (Canoness)
o Confessor Jehan deMark (Confessor)
o Saint Maria-Regis (Living Saint)

• Orks: Rippatoof’s Waaagh!
o Warboss Rippatoof (Warboss)
o Gobla’ (Big Mek)

• Chaos: Iron Warriors
o Ulysses Haart (Chaos Lord / Daemon Prince)
o The Nameless (Chaos Sorceror)
o Uldannath the Bloody (Bloodthirster)

• Eldar: Craftworld Ulthwé
o Farseer Tenathal (Farseer)

• Dark Eldar: The Marsheebi Raiding Force
o Archon Ys (Archon)

• Tau Empire: Expeditionary Force 57-9
o Shas’O T’au *indecipherable – Imperial callsign: Oddhand* (Tau Commander)
o Aun’Vre T’au *indecipherable – Imperial callsign: Longface* (Ethereal)

• Necrons: Marsheebi Tomb World
o *Imperial callsign: Reaperlord* (Necron Lord)
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The Narrative Campaign


Mission 1: The Guard Falls
Map: name
Factions: Necrons vs. Imperial Guard
Victory Conditions:
• Annihilate
Results:
• Necron Victory: To be determined
• Imperial Guard Victory: To be determined

Mission 2: A Chaotic Influence
Map: name (note: ORBITAL BOMBARDMENT feature should be made)
Factions: Chaos vs. Dark Eldar vs. Necrons vs. Imperial Guard
Victory Conditions:
• Control Area
• Take and Hold
Results:
• Chaos Victory: To be determined
• Dark Eldar Victory: To be determined
• Necron Victory: To be determined
• Imperial Guard Victory: To be determined

Mission 3: Scavengers and Barbarians
Map: name
Factions: Dark Eldar vs. Orks
Victory Conditions:
• Game Timer: This mission lasts one hour. Each time a Strategic Point is claimed, the faction who captured it obtains a point. At the end of the one hour time limit, the faction with the most points is the victor. Critical Locations and Relics have no function other than their default ones.
Results:
• Dark Eldar Victory: To be determined
• Ork Victory: To be determined

Mission 4: A Call for Help
Map: name (note: the map may contain only a single relic)
Factions: Imperial Guard vs. Chaos
Victory Conditions:
• Game Timer: The Imperial Guard must capture and hold the relic for a minimum of ten minutes without interruption. If they lose the relic at any point of the mission, they lose. The objective of Chaos is to prevent the Imperial Guard from completing this objective.
Results:
• Imperial Guard Victory:To be determined
• Chaos Victory:To be determined

Mission 5: The Emperor’s Finest
Map: name (note: ORBITAL BOMBARDMENT feature should be made)
Factions: Space Marines vs. Chaos and Dark Eldar vs. Necrons
Victory Conditions:
• Assassinate
Results:
• Space Marine Victory: To be determined
• Chaos and Dark Eldar Victory: To be determined
• Necron Victory: To be determined

Mission 6: Xeno Interest
Map: name
Factions: Tau vs. Necrons vs. Eldar
Victory Conditions:
• Annihilate: The Necrons must defeat BOTH the other factions in order to win. The faction cannot let the Tau kill the Eldar or vice-versa, or it will be defeated. The other two factions can do as they please.
Results:
• Tau Victory: To be determined
• Necron Victory: To be determined
• Eldar Victory: To be determined

Mission 7: All-Out Offensive
Map: name
Factions: The Imperium vs. Tau and Eldar vs. Dark Eldar vs. Chaos and Orks vs. Necrons
Victory Conditions:
• Annihilate
Results:
• Imperial Victory: To be determined
• Tau and Eldar Victory: To be determined
• Dark Eldar Victory: To be determined
• Chaos and Ork Victory: To be determined
• Necron Victory: To be determined

Mission 8: Cityfight
Map: name (note: ORBITAL BOMBARDMENT feature should be made)
Factions: The Imperium vs. Chaos and Orks vs. Tau
Victory Conditions:
• Destroy HQ
Results:
• Imperial Victory: To be determined
• Choas and Ork Victory: To be determined
• Tau Victory: To be determined

Mission 9: Requiem
Map: name (note: NOCTURNAL FIGHTING feature should be made)
Factions: Eldar vs. Necrons vs. Dark Eldar
Victory Conditions:
• Annihilate: If the Dark Eldar are defeated before the Eldar, then the Eldar receive a bonus of some sort. This applies vice-versa as well.
Results:
• Eldar Victory: To be determined
• Necron Victory: To be determined
• Dark Eldar Victory: To be determined

Mission 10: Hold the Line
Map: name (note: the map should be heavily one-sided)
Factions: The Imperium vs. Chaos and Orks and Eldar and Tau and Dark Eldar and Necrons
Victory Conditions:
• Game Timer: The Imperium must hold off the enemy for one and a half hours. If the Imperium is annihilated before then, they lose the mission.
Results:
• Imperial Victory: To be determined
• Chaos and Ork and Eldar and Tau and Dark Eldar and Necron Victory: To be determined

Mission 11: Apocalyptic End
Map: name (note: DAEMON LAND and APOCALYSE features should be made)
Factions: The Imperium and Eldar and Tau vs. Chaos and Orks and Dark Eldar vs. Necrons
Victory Conditions:
• Control Area: The timer for Take and Hold must also be running for this victory to take effect.
• Take and Hold: The timer for Control Area must also be running for this victory to take effect.

Chart demonstrating which Factions may battle in which Missions (conditions notwithstanding)

Mission 1 Mission 2 Mission 3 Mission 4 Mission 5 Mission 6 Mission 7 Mission 8 Mission 9 Mission 10 Mission 11


Space Marines

NO NO NO NO YES NO YES YES NO YES YES


Imperial Guard

YES YES NO YES YES NO YES YES NO YES YES


Sisters of Battle

NO NO NO NO YES NO YES YES NO YES YES


Orks

NO YES YES NO NO NO YES YES NO YES YES


Eldar

NO NO NO NO NO YES YES NO YES YES YES


Dark Eldar

NO YES YES NO YES NO YES NO YES YES YES


Chaos

NO YES NO YES YES NO YES YES NO YES YES


Necrons

YES YES NO NO YES YES YES NO YES YES YES


Tau Empire

NO NO NO NO NO YES YES YES NO YES YES

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I actually like it. If you really wanted to you could get together a small team and make a mod out of it. As for the conditions you could achieve most of those via SCAR code, if you're willing to dedicate lots of time to learning it. Mind you though it really pays off in the end once you do.

 

That's just my suggestion however.

 

That aside though it's a very solid story. Definitely worthy of a campaign.

 

Also are you doing this by your self or are you working with some other people?

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So far by myself. Once I get the first draft done, I'll show it to my friends and we'll playtest it, so that I can make some adjustments and such. I wanted to make my own maps for it, but I have trouble finding mape editing tools, despite the useful links provided to me in another thread.
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I'm assuming you downloaded the tools, so there should be one called Mission Editor. That's the map editor.

 

Honestly if I didn't have any projects of my own going on I would help you with the mapping part and maybe the SCAR, but as it stands I've got two projects in the making. If I have any time however I'll let you know and I could attempt to get some maps done for you or coding. If you want to see some of my past work just search for Reaper297 as the developer on FileFront.

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Well, at the moment, I plan on having people choose their own generic maps for each mission (within mission guidelines, of course), with any custom victory conditions easy to replicate.

Thanks for the offer, I will surely accept your help if you can give it. It would be great to have a whole Mod for this.

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You're too kind!

Well, there are several "themes," I hope that's alright. I'm still drawing up the skeletons of the missions themsleves, so I'll give you what I have. Note that it is subject to change (though it won't be drastic change).

 

Mission 1: The Guard Falls / an open plain, perhaps some rock formations and cliffs, and a coast if possible.

Mission 2: A Chaotic Influence / some sort of industrial supply area or a small urban setting. It should have spaceport, if possible.

Mission 3: Scavengers and Barbarians / a dense forest (not jungle though), with some things resembling scrapheaps as critical locations.

Mission 4: A Call for Help / semi-urban setting. One relic only, as some sort of beacon.

Mission 5: The Emperor's Finest / urban setting, dense buildings, perhaps a river and some parks.

Mission 6: Xeno Interest / snowscape.

Mission 7: All-Out Offensive / I'm not sure for this one - what best suits a massive battle with all of the factions?

Mission 8: Cityfight / dense urban area, plenty of ruins and craters, and narrow streets. If possible, interiors of buildings.

Mission 9: Requiem / a night-time map, if possible, in a sort of ope plain with a few buildings here and there - farmland?

Mission 10: Hold the Line / epic sized trench formations, automated defenses, and some defensive rock formations.

Mission 11: Apocalyptic End / daemon-corrupted landscape, rivers of blood, mountains of corpses, yadda yadda.

 

If you want, I can give you specifics over the teams, once I have that sorted out for each mission.

As for encoding characters, what is you mean exactly? Custom models? Custom powers?

 

EDIT: I have downloaded the mod tools, but they won't open for some indecipherable reason. Even if I could though, I doubt I could make the maps and mods until I have these blasted missions, objectives, and results sorted out, as well as faction attribution.

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Several themes are fine by me.

 

As for coding up the characters I meant by getting their names set up. If you want some new powers for them I'd be willing to get those done as well just need some descriptions on what they will do.

 

As for models, I'm not so much of a modeler, but simple re-textures could work unless you want new models of course.

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Update yay! :rolleyes: Anyways I've gotten a good bit of work done on the first map and I'm nearly done coding up the new characters. Could post pics up later if you want them.

 

Should probably be done with the map and code sometime this week or so. Probably on Wednesday or late Tuesday.

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Thanks.

Sorry, I haven't had any internet for a week, and it's still choppy.

Well, sounds like you have the technical side of things handled. Pics would be lovely indeed.

As for me, well I'm having trouble getting the campaign in my head. Not the missions or the story, that's fine, but all the conditions for victory and the results of said victories. I drew up a chart to tell me which factions can participate in which missions, but I'm worried that all the conditions for victory and exclusions of factions based on victories or defeats might be a bit unfair.

So I have a question.

Is it possible to make it so that when a faction does something in one mission, it can have specific things in the next?

For example, if the Imperial Guard loose Mission 1, they no longer have to sit out of several Missions, but instead lose the ability to make, say, Chimera transports or something.

You get where I'm going? I'm trying to streamline the campaign and allow for more fair distribution fo battles.

 

P.S.: Keep in mind that it is still likely that missions will change, so don't work too much on the maps. I'd love to see some pictures of the one you have though, so I can give feedback.

 

EDIT: Forgot to ask, but is it alright if some of the characters use older models and voices? For example, I much prefer the original DoW Force Commander (G. Angelos) to the Soulstorm one (I. Boreale). Same goes for the IG Commander, I prefer the WA version. Is this a simple task?

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If I remember correctly it was possible to make it so if they lose then they lose an ability to build a unit or building or research.

 

I believe it would be alright. Several mods before have done it. There was a tutorial on it somewhere to. It was for the most part simple. It just required taking the model and sounds and replacing the current ones.

 

Also I'll try to get some pics up tomorrow.

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I just had an idea, and I can't believe I didn't think of it sooner.

Map-based campaign.

It wouldn't even have to be of the same quality of the DoW map campaigns.

Up until now, I've been going with a narrative tree based campaign, which was becoming difficult to manage. This seems to me like the best solution. On your end, there would be very little to change, Reaper297, unless you think you can manage a DoW Campaign map?

Of course, I should also consider then that the conditions and results of a battle would have less effect, and would make the Campaign less complex.

What do you think?

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By map based campaign do you mean something like the meta map system from dark crusade and soulstorm?

 

I personally think that linear based campaigns tell the story a lot better than those following the the meta map system mentioned above. But really it's up to you seeing as it's your story.

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Well, I would have more updates concerning the missions, but my mother keeps throwing all of these parties and I can't find the time.

I did take a break to do this however:

gallery_50723_4325_160976.png

I think it's okay to have a map to go along with a narrative campaign.

Incidentally, I decide to keep it as a narrative campaign, with a general plot already decided, but with details to be established by the missions. Details such as tech-trees, starting positions, etc. The Campaign Victors would be decided via the awarding of victory points following each mission. the amount of which depend on the value of the mission in question.

EDIT: Sorry, forgot to comment on your map pics, Reaper297. Looks good, pretty much what I was going for. One comment though: It seems like one half has most of the strategic points, and seems to have the more defensible zone. No problem with that per se, but I don't want one player to have an unfair advantage.

Re-EDIT: I've also decided to re-format the first post, so that it looks more official and project-like.

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Alright, a new update.

I have here all the victory conditions for each map, I am only missing the results of each mission, because that's the most difficult part, and the actual narrative story of the campaign, because I thought I should get everything else out of the way first.

 

Mission 1: The Guard Falls

Map: name

Factions: Necrons vs. Imperial Guard

Victory Conditions:

• Annihilate

Results:

• Necron Victory:

• Imperial Guard Victory:

 

Mission 2: A Chaotic Influence

Map: name (note: ORBITAL BOMBARDMENT feature should be made)

Factions: Chaos vs. Dark Eldar vs. Necrons vs. Imperial Guard

Victory Conditions:

• Control Area

• Take and Hold

Results:

• Chaos Victory:

• Dark Eldar Victory:

• Necron Victory:

• Imperial Guard Victory:

 

Mission 3: Scavengers and Barbarians

Map: name

Factions: Dark Eldar vs. Orks

Victory Conditions:

• Game Timer: This mission lasts one hour. Each time a Strategic Point is claimed, the faction who captured it obtains a point. At the end of the one hour time limit, the faction with the most points is the victor. Critical Locations and Relics have no function other than their default ones.

Results:

• Dark Eldar Victory:

• Ork Victory:

 

Mission 4: A Call for Help

Map: name (note: the map may contain only a single relic)

Factions: Imperial Guard vs. Chaos

Victory Conditions:

• Game Timer: The Imperial Guard must capture and hold the relic for a minimum of ten minutes without interruption. If they lose the relic at any point of the mission, they lose. The objective of Chaos is to prevent the Imperial Guard from completing this objective.

Results:

• Imperial Guard Victory:

• Chaos Victory:

 

Mission 5: The Emperor’s Finest

Map: name (note: ORBITAL BOMBARDMENT feature should be made)

Factions: Space Marines vs. Chaos and Dark Eldar vs. Necrons

Victory Conditions:

• Assassinate

Results:

• Space Marine Victory:

• Chaos and Dark Eldar Victory:

• Necron Victory:

 

Mission 6: Xeno Interest

Map: name

Factions: Tau vs. Necrons vs. Eldar

Victory Conditions:

• Annihilate: The Necrons must defeat BOTH the other factions in order to win. The faction cannot let the Tau kill the Eldar or vice-versa, or it will be defeated. The other two factions can do as they please.

Results:

• Tau Victory:

• Necron Victory:

• Eldar Victory:

 

Mission 7: All-Out Offensive

Map: name

Factions: The Imperium vs. Tau and Eldar vs. Dark Eldar vs. Chaos and Orks vs. Necrons

Victory Conditions:

• Annihilate

Results:

• Imperial Victory:

• Tau and Eldar Victory:

• Dark Eldar Victory:

• Chaos and Ork Victory:

• Necron Victory:

 

Mission 8: Cityfight

Map: name (note: ORBITAL BOMBARDMENT feature should be made)

Factions: The Imperium vs. Chaos and Orks vs. Tau

Victory Conditions:

• Destroy HQ

Results:

• Imperial Victory:

• Choas and Ork Victory:

• Tau Victory:

 

Mission 9: Requiem

Map: name (note: NOCTURNAL FIGHTING feature should be made)

Factions: Eldar vs. Necrons vs. Dark Eldar

Victory Conditions:

• Annihilate: If the Dark Eldar are defeated before the Eldar, then the Eldar receive a bonus of some sort. This applies vice-versa as well.

Results:

• Eldar Victory:

• Necron Victory:

• Dark Eldar Victory:

 

Mission 10: Hold the Line

Map: name (note: the map should be heavily one-sided)

Factions: The Imperium vs. Chaos and Orks and Eldar and Tau and Dark Eldar and Necrons

Victory Conditions:

• Game Timer: The Imperium must hold off the enemy for one and a half hours. If the Imperium is annihilated before then, they lose the mission.

Results:

• Imperial Victory:

• Chaos and Ork and Eldar and Tau and Dark Eldar and Necron Victory:

 

Mission 11: Apocalyptic End

Map: name (note: DAEMON LAND and APOCALYSE features should be made)

Factions: The Imperium and Eldar and Tau vs. Chaos and Orks and Dark Eldar vs. Necrons

Victory Conditions:

• Control Area: The timer for Take and Hold must also be running for this victory to take effect.

• Take and Hold: The timer for Control Area must also be running for this victory to take effect.

 

Chart demonstrating which Factions may battle in which Missions (conditions notwithstanding)

 

Mission 1 Mission 2 Mission 3 Mission 4 Mission 5 Mission 6 Mission 7 Mission 8 Mission 9 Mission 10 Mission 11

Space Marines

NO NO NO NO YES NO YES YES NO YES YES

Imperial Guard

YES YES NO YES YES NO YES YES NO YES YES

Sisters of Battle

NO NO NO NO YES NO YES YES NO YES YES

Orks

NO YES YES NO NO NO YES YES NO YES YES

Eldar

NO NO NO NO NO YES YES NO YES YES YES

Dark Eldar

NO YES YES NO YES NO YES NO YES YES YES

Chaos

NO YES NO YES YES NO YES YES NO YES YES

Necrons

YES YES NO NO YES YES YES NO YES YES YES

Tau Empire

NO NO NO NO NO YES YES YES NO YES YES

 

Sorry the graph isn't of great quality, but you get the idea.

As for the "features" I mention, I'm usre they're feasible:

ORBITAL BOMBARDMENT: Have, every five or ten minutes, an Orbital Bombardment fall on the field at a random location (this is due to the various fleets in orbit shelling the planet).

NOCTURNAL FIGHTING: I'm sure there already is some sort of mod for night-time fighting, perhaps it could be borrowed. The principle of the thing is that visibility is limited, accuracy is decreased, and morale is lower. Something like that.

DAEMON LAND: Similar to ORBITAL BOMBARDMENT, only with daemon stuff. You could also have daemon units (horror squads, for example), randomly appear on the map every so often, and be hostile to all.

APOCALYPSE: This would double squad caps for each faction, so you can have an Apocalypse-style game.

 

What do you think?

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I like this Idea

 

I volunteer for testing scenarios, as well as perhaps some creative input if nobody minds. I'll be more than happy to write some of the fiction behind the battles as well. May I join?

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I see no problem with that. When we're done with missions, I suppose we could have you test them out for bugs and similar. I have no objections with you writing some of the fluff, as long as I clear that.

 

Speaking of play testing generally now, we'd have to organize at some point to have seven or so people play through the campaign in its entirety. THank goodness for the internet, eh?

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OH! OH! I just thought of something! What if we included cutscenes? Some dramatic additions beyond the booklet might be interesting. Also, would there be voice acting? That could actually be fun as well. Maybe we can duplicate the ham of the Soulstorm narrator...

 

What do you guys think?

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Not gonna lie, cut scenes would definitely spruce up the maps as well as help tell the story from the factions point of view. Unfortunately I know nothing of getting cut scenes up and running. I'm still trying to learn that part. But if The Normish is fine by it it could definitely be done. I need to check RelicNews to see if there are any tuts on how to create a Nis sequence. If that fails I know a guy who might be able to help out if he's willing to.

 

As for voice actors I could get in contact with Thudo and see if he could find some talented voice actors. Not sure how many will be available though, but it's worth a shot.

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