View Full Version : First campaign: Abandoned
Ok hey everyone.
This is my first campaign that i have made and i was wondering if you could test it. I have tested it from start to finish and it seems to work fine but i would like your opinion.
It is short, only 4 missions but i think that it plays well.
i have made the campaign folder a .zip so u will need winzip or winrar etc.
plz try it out and let me know wat u think of it.:)
I would gladly playtest it but could you upload it to another site? Maybe Rapidshare? Because this site always tells me to use another browser and/or to login, even after I allowed javasripct, allowed cookies, allowed all and then switched temporarily to internet explorer with the results... :thumbdown:
Got it. Will try to go through it when I find time ... If you don't hear back from me in a week, post another message on this thread.
Now I'll have to remove some campaigns from my missions directory. there's no more room in the screen :blushing:
30 campaigns? Do you have that many? :)
Not 30 ... just 15, but the screen is already full. Will it show a "next screen" option or a scrollbar if I add more?
Try adding another one... ;)
*getting worried I'm trying to show off a V1.1 feature but I'm pretty sure that was in V1.0 already*
Got it, the font size simply goes waaaay smaller :tongue:
30 campaigns is the limit in V1.0 and V1.1 and 30 missions in each campaign.
Um, 29 campaigns, not 30.
The 30th directory is for single missions...
Well, yes. It is a campaign like all the others but all its missions are available from beginning and when completing one you are taken to the main menu. So just handled a bit different but you can still use it and if you really want 30 campaigns you could actually put a campaign in the single mission directory and then play it mission after mission.
Ok, back to the original post: campaign "Abandoned"
Summary: the campaign feels more like a Sudoku game than Space Hulk. If you make the right choices, the puzzle solves quick and easy. Otherwise, you're screwed.
No real strategy, maps and missions are too short for strategy. Think for a minute before you move, and then move fast. Not much shooting worth the name.
Spoiler alert: I describe the strategy for each mission here. I recommend you play them at least once before reading this post.
Veeeeery short missions. The longest is 5 rounds, and it's because the objective is to survive that long. The others took 3-4 rounds, and hardly required shooting the bolters.
The first mission (trapped) is strongly dependent on how lucky you are: how many GS are there in the two original blips, and how many CP you get. I played it 6 times with my Space Wolves (Archangel Sgt gives me 5 CP minimum), I lost 1 marine on 5 occasions, and could make it unscratched once, due to the two original blips having 1 and 2 GS only.
Other than being this lucky, you will sure be facing some close combat, and there's luck again. Have I mentioned before how unreliable the Lightning Claws are?
I do not like relying on luck for my missions. I want to make it alive if I choose the right strategy, and to die if I choose wrong. Loosing a marine on a trap like this feels bad.
Final note: TDSH is broken on "survival" objective. The briefing says "0" rounds, and the countdown goes into negatives. Extend the mission text to include the round count.
The rest of the campaign is a piece of cake.
On the second one, just run-run-run to the bulkheads with all your CP to the Sgt. He'll close the first two doors. The second marine closes the third. You can set the bolter to OW if you feel like it, but there's no real need for it.
The third one felt really strange ... there's a clear line of fire to the objective from the initial position! The mission laster 1 round only. Move away the claws, shoot-shoot-shoot, done.
The final one also felt strange. Having seen the previous ones, I spent all my CP on the first marine, opened the right door ... and the CAT was right there, waiting for me. Three rounds, I did not even see the GS. Played it twice more ... similar outcome every time.
All in all, an interesting 30 minutes of entertainment, but not worth a second time. It took you longer to design the missions, than me to complete them. If the purpose was to learn to use the editor, you passed with high grade.
Thanks for spending the time to create this :thumbsup:. It is so easy to be a critic when others do the hard work :tongue:
So here is my test of Abandoned by Igginator
I used the ultramarines chapter with fresh, unexperienced marines.
If you still want to play this campaign, don't read any further, because this will be one hell of a !SPOILER!
First I was confused with the wait-negative-round-numbers but if you consider the story it makes sense. Its quite short but makes for a fun
and good start.
Seal of the Horde:
Quite Easy, just rush one marine ahead, he will be in time without problems. On the other hand you will be really screwed if you are a little bit too slow
I was not sure about your intentions with this mission. Was the artefact meant to be where it is? Because you can destroy it in the first round without even moving the bolter equipped marine and without encountering a single enemy.
Heart of the Enemy:
The mission story seems to be bugged. This mission promised to be more difficult, but I was surprised to discover, that the C.A.T. had not to be brought back to the designated exit point, but you only had to step on it with one marine to win the mission. I assume that your marines, according to the background story, get teleported out of the hulk as soon as they get the cat. In this case, this one is a little bit too easy for the last mission. Increase the number of stealers and/or force the player to bring it back. You could tell in the story that you can only be teleported from the northern room, because the rest is too deep in the hull/has teleport blocking material in their walls or they can't locate you so you need to get to a specific
A quite promising and interesting story with a few spelling errors (nothing serious). The missions are short and fun, but in my opinion a little bit to easy, especially the third one, but I guess it was not meant to be played in the way I did 8) . Further I'm no real fan of the lightning claw equipped marines, because they rely mainly on luck, you can't count on them. Maybe swap one with another bolter equipped marine. But thats my personal opinion, maybe other players like them more.
Criticism aside I had fun playing your campaign, good start for the first one! (I just don't want to remember what horrible missions I did till now).
Thanks for the work you invested here!
hey thanks everyone, i was kind of just trying to get used to the editor when i made it.
First the 3rd mission wasnt supposed to have a clear LOS so just try playing it with out using the GS tunnels.
On the last mission the CAT radomly spawns, sometimes in the middle or sometimes right near the GS entry point and i know the story is bugged but im not sure why, i had tried checking it twice but i still couldnt fix it.
I will try to create another campaign that is longer, uses more strategy/less luck and doesnt have stupid easy cheats that i didnt know about lol ;)
I agree with Krakorum. The first mission is really fun to play if you don't mind loosing 1 or 2 marines: fast, full of action, no obvious "cheat".
Fixing the third mission is easy enough: just don't put the objective in the center of the room. Put it in a corner, and the Terminators will have to reach the room to destroy it.
Then, the mission becomes a luck / shooting game, since there's only the two straight corridors leading to the room. I don't remember now, but I think you can't even change the order of the marines to have the SB go first without some heavy shuffling (AP wasting) at the initial T junction.
In the final mission, the over-abundance of security doors hinders GS movement too much. The AI does not know how to handle a map like that, and the lone ranger marine ends up moving freely around the place with 7-8 AP.
Always keep in mind that contrary to what people think, marines are faster than the GS. If you just run, there's no way the GS will catch up with a lone marine. If you want to create trouble, have entry points ahead of the marine. If you can only enter the board behind them ... they win.
If you go for another campaign, please avoid the claws ... or have at most 1 of them. They are unreliable, they can walk their way to a bulkhead and seal it in front of a 6-GS blip, or they can die in the first combat ... A mission should never depend on them.
gotcha, less Lightning claws more SB. i just added them cos i like them in the 40k miniature game in my SM army. im thinking about in my next campaign to add another ission similiar to the first but with Storm bolters and make it more corridors so its not just about luck.
Nice campaign, a little bit short, but very nice.
On the first mission, I had a good moment :
An epic battle with one marine attacking 3 genestealers.
He was unable to kill one of them...I think he was dead, but the 3 genestealers don't managed to kill him too, although more than ten close combat.
On the next turn he killed 2 genestealers and the last was killed byy a storm bolter...
Well done marine, well done... :thumbsup:
Oh boy, doesn't that feel great?
You jammed too may bolters, they got through your permeter, you had to make tough decisions ... not enough CP to shoot them all. Brother Malakhia is left on his own, 2 GS standing 4 squares away, salivating already. The rest of his task group is 4 squares behind him, and won't reach firing positions until next turn, only to avenge him ...
And there goes the bastard, and kills them both in close combat! :w00t:
I also had a lone Assault Cannon run out of ammo ... with 1 GS still left. I had to watch it advance, one square at a time ... and die screaming with a sword down its throath :thumbsup:
Feels so good ...
I ran into a slightly different issue. No bugs spawned on the final mission. I was over-cautious as ever, but after murdering the first bug I wandered up and played a game of cat and mouse with the bug, my marine playing the part of the cat, in this case.
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