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the.unseen
10-16-2009, 22:41
small maps for a quick campaign, please try it!

from white dwarf #158, tiles modified from 3rd edition

credits to the original artist and authors

LINK:
http://sharebee.com/6cf205c7


thanks to everyone

:johndoe:

alex3337
10-17-2009, 16:54
Thanks a lot! It is one of the 4 missing campaigns in my list (not counting Strike Deep, which I'm still working on).

In my TODO list I still have:

- Silent Voyager (it's marines vs marines ... )
- The Last Stand
- Wolf Lair

As soon as I'm done with Strike Deep I'll go for Wolf Lair.

The Last Stand is not to be confused with "Cloud Runner's Last Stand" released by Bagio99 for TDSH v1.0.

alex3337
10-17-2009, 22:19
I played the first two missions (my wife got to me before I could play the final one) ...

The original campaign specifies that all Wolf Guard Squad marines have a +1 combat bonus. In your adaptation all marines come equipped with a fusion cutter, but that doesn't get you any combat bonus ... maybe equip them with Power Sword?

(Not that I've had any melees so far, so it doesn't really matter)

I noticed you did some changes in the second mission: The original squad has a flamer on it, and the enemy has 6 starting blips. Your adaptation has no flamer and no starting blips ... I wonder if it's due to some play-testing?

The mission plays quite good as it is, so maybe the flamer or the blips would break the balance.

Also, in the 3rd mission, the doors should be destroyed, not opened. In Alien Assault you could use bulkheads instead of security doors, and then give a use to all those fusion cutters ...

In any case, I suggest you remove the flamer reloads. The missions don't last that long (maps are not that big), and 12 flamer shots actually allow you to completely isolate parts of the map for the whole game.

Good job!

the_Fifth_Horseman
10-17-2009, 23:20
The original campaign specifies that all Wolf Guard Squad marines have a +1 combat bonus. In your adaptation all marines come equipped with a fusion cutter, but that doesn't get you any combat bonus ... maybe equip them with Power Sword?
Won't work, since the sword is automatically equipped on Sergeants - and Sergeants only. It doesn't give a +1 bonus either.

alex3337
10-18-2009, 20:00
Just played the third mission, the most challenging of the 3.

Again, I saw a change from the original mission, with 3 blips x turn instead of 2. The mission can be finished with 3, so I'd leave it like that.

One mor suggestion: increase the light level on the map. The tileset is very dark already ...

All in all, Very good work!

the.unseen
10-19-2009, 05:08
hey alex3337, thanks for the mini review! to be honest the maps i posted are very loosely based on the starting forces themselves. i go for whatever looks cool (i like the assault cannon), and whatever makes the map hard without it being impossible to finish (i increase and decrease stealer blip rate as i like).

if i could find that balance and others like it as well, thats great!

im going to have to check the map again (i didnt know there was even a setting to change the flamer reloads, no kidding :) )

btw i was working on wolf lair, but i gave up on it. i couldnt find that balance, and i didnt like how the defense missions turned out on the map i made (rounds just became set overwatch, end round, repeat)

im sure you could do it though, il check out your map once you have it uploaded.


thanks again.

alex3337
10-19-2009, 08:02
(i didnt know there was even a setting to change the flamer reloads, no kidding :) )

It's on the "Mission setup" menu, "Give Flamer a Reload".

If you could not find a balance in Wolf Lair ... maybe it can't be done. I gave up for a while on Sentinel V, and after much thought I think the only solution is to change the mission objectives.

I'll see how much time I can spend of it this week.

the.unseen
10-19-2009, 08:54
i just checked, i cant believe how i missed it since it was with the blip settings. thanks for the tip.

regarding wolf lair, what i didnt like about it was the defend missions, mission 1 was defend 12 turns, mission 3 was defend the control room. there wasnt any tension when i playtested (stealers wont even get close to the marines). maybe changing the marine starting positions or as you said, changing the objective would do the trick.

anyway, im currently working on denzark's hammer a single mission from the sh campaigns book. hopefully i could make it fun and challenging.

il be looking forward to your maps


:johndoe: