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WIP: FM - The Elixir


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#1 Bikerdude

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Posted 03 April 2012 - 04:25 PM

Evening

As we have a distinct lack of missions for a while I thought I would have a go a Melan style speed build. The plan is to have something ready for easter weekend, so it gives you lot something to play before The end of The beginners contest The following weekend.

Story:

A wealthy lord is selling a secret "elixir" that claims to have all sorts of beneficial properties for health. A local merchant has heard that this "elixir" is a sham and plans on selling a copied version of it. He has hired you to steal a well-known artifact from The wealthy lord to "prove" that you've also stolen The formula (or The actual elixir) to
a gullible (yet influential ) customer who will then convince others to try The new elixir.

#2 nbohr1more

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Posted 03 April 2012 - 04:53 PM

Title:

Naught for the Wings

Story:

The Builders have decided that a key territory outside Bridgeport should be under their control and would like to arrange an air raid.
They do not want to involve the Inventors Guild who they believe are too closely linked to corrupt nobles that currently control that territory.
The parts to repair and build their airships are being smuggled-in from another province.
The Inventors Guild has heard about this plan and has commissioned you to replace the parts with faulty replicas to foil their efforts.

Side missions:

1) Find all the Builders' regional contacts and hidden sanctuaries so that the Inventors Guild can keep track of them...
2) Rescue a captive Inventor

Possible fun map-building elements:

1) Ad-hoc airship factory? (too ambitious?)
2) Secret Builder sanctuary in the Sewer
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#3 Baddcog

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Posted 03 April 2012 - 05:12 PM

Don't forget the gopu gopu fruit merchant
Dark is the sway that mows like a harvest

#4 Bikerdude

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Posted 03 April 2012 - 05:14 PM

View Postnbohr1more, on 03 April 2012 - 04:53 PM, said:

1) Ad-hoc airship factory? (too ambitious?)
The story needs scaling down to fit the map, don't forget the mission is set in the city and I have 5 days to build it. And to have an airship factory I think I would have to have Drams airship model (gonna PM him now, but don't count on it.)

#5 nbohr1more

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Posted 03 April 2012 - 05:31 PM

I thought the Airships were added to SVN by Dram for general mod use?

Oh well, you could always use Pinkdot's ship and make a deflated balloon from patches? :D

Anyway, I was thinking of just a few curled hull components on a floor partly covered by a tarp, etc.

Or just a drawing in a cut-scene. (The factory would be just a building with pipes everywhere like the one in Special Delivery...) B)

Yeah, this might be too far out...
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#6 BlueSkyBullet

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Posted 03 April 2012 - 05:55 PM

Title: Culler

Story: Self-motivated, self-instigated assassination of one of the many particularly exploitative and nasty "nobles". Poison. Must ghost.

#7 Bikerdude

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Posted 03 April 2012 - 07:00 PM

View PostBlueSkyBullet, on 03 April 2012 - 05:55 PM, said:

Title: Culler
Story: Self-motivated, self-instigated assassination of one of the many particularly exploitative and nasty "nobles". Poison. Must ghost.
That sounds simple enough, but needs a little expanding...

#8 nbohr1more

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Posted 03 April 2012 - 07:15 PM

You should post over at TTLG too.

Offering some chance of participation might sway a few curmudgeons. ;)

Title:

The Elixir

Story:

A wealthy lord is selling a secret "elixir" that claims to have all sorts of beneficial properties for health (etc).

A local merchant has heard that this "elixir" is a sham and plans on selling a copied version of it.

He has hired you to steal a well-known artifact from the wealthy lord to "prove" that you've also stolen the formula (or the actual elixir) to
a gullible (yet influential ) customer who will then convince others to try the new elixir.
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.com/mods/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#9 Carnage

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Posted 03 April 2012 - 07:20 PM

Title: An unexpected arrival
Story: Steal an artifact which is located in a 3 story mansion. The house is populated by nobels and they don't know The artifact is in their home (secret room). A powerful necromancer is after The artifact as well and during The mission he sends in a hord of zombies. Maybe add a few side effects like excessive weather (flooding f.i.) because of The presence of The necromancer

#10 BlueSkyBullet

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Posted 03 April 2012 - 07:31 PM

Quote

This sound simple enough, but needs a little expanding...

Thought you kind of wanted something simple and non-descript. Just an quick introduction to a new character, Culler, who is a bit of a (vengenful) Robin Hood. I guess I could come up with the backstory for a text or two as to just why this particular noble/prat needs to be quitely, with poison, "culled". Just leave a couple of readables or some space in the exposition for it and I will do so while you do the building.

#11 Springheel

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Posted 03 April 2012 - 07:41 PM

1. Player is caught in a black-market shop when the citywatch raid the district, rounding up anyone who looks the least bit suspicious. the player must get out of the area safely. Possibly you must also rescue your favourite fence from the back of a locked wagon.
Posted Image

#12 RPGista

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Posted 03 April 2012 - 07:43 PM

Well, not to be overjealous here, but since Bikerdude has volunteered to beta-test most of the contest missions, if you decide to release a mission before ours and since you have inside information, than I think there should be no repetition of style, general technique and/or storyline with what we are doing, so as to not lessen any of the possible contestants themes or map choices. Just a discretion thing, I guess, since its going to be pretty close. ;)

#13 Bikerdude

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Posted 03 April 2012 - 09:35 PM

View PostSpringheel, on 03 April 2012 - 07:41 PM, said:

1. Player is caught in a black-market shop when the citywatch raid the district, rounding up anyone who looks the least bit suspicious. the player must get out of the area safely. Possibly you must also rescue your favourite fence from the back of a locked wagon.
Hmmm, very interesting but I think ultimately too complicated.

View PostRPGista, on 03 April 2012 - 07:43 PM, said:

than I think there should be no repetition of style, general technique and/or storyline with what we are doing
Yup, this mission is purly off the cuff, as mentioned at the begining it will be akin to Melan's Fiasco at Fuchard st.

View Postnbohr1more, on 03 April 2012 - 07:15 PM, said:

Title: the Elixir

Story:
A wealthy lord is selling a secret "elixir" that claims to have all sorts of beneficial properties for health (etc).

A local merchant has heard that this "elixir" is a sham and plans on selling a copied version of it.

He has hired you to steal a well-known artifact from the wealthy lord to "prove" that you've also stolen the formula (or the actual elixir) to
a gullible (yet influential ) customer who will then convince others to try the new elixir.

Ah now this, seems to strike the right balance! - simple enough for speed building purposes but manages an air of deception and corruption :-D

#14 Sotha

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Posted 04 April 2012 - 12:15 AM

Gambling House

The local crime lord a runs an illegal gambling/ brothel/ mandrasola den in an unused warehouse cellar. Another rival crime lord b wants to get rid of the crime lord a and tips off the city watch to raid the place. b also hires the player to break in and plant even more serious evidence against a to get rid of him/her permanently.

The player knows about all this. However, due to miscommunication the raid starts early, just when the evidence is planted, the watch comes in swords ready. the player has to sneak out while fighting between the watch and the criminals take place

If you want it more complex, you could add a twist: the raid started deliberately early as b wants to betray the player and save the player's reward. This of course calls for optional vengeance against a who is outside the den monitoring the raid progress.

Are you gonna blog the progress like Melan did?
Clipper
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#15 SiyahParsomen

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Posted 04 April 2012 - 02:31 AM

View PostBaddcog, on 03 April 2012 - 05:12 PM, said:

Don't forget the gopu gopu fruit merchant

it's gomu gomu. <_<

#16 Sotha

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Posted 04 April 2012 - 02:35 AM

View PostSiyahParsomen, on 04 April 2012 - 02:31 AM, said:

it's gomu gomu. <_<

Oh sorry, I forgot to add that to my suggestion:
The local crime lord a runs an illegal gambling/ brothel/ mandrasola/ gomu gomu den in an unused warehouse cellar.
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#17 SiyahParsomen

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Posted 04 April 2012 - 05:06 AM

View PostBikerdude, on 03 April 2012 - 05:14 PM, said:

I have 5 days to build it.

and result will be very low quality fm. I'm having difficulty to understand your aim.

#18 RPGista

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Posted 04 April 2012 - 06:08 AM

Siyah, its possible he has WIP/map pieces that he is planning on adding to the mission? Either way, it does sound like an awfully short time... In this case, I would be more interested in a very specialised mission gameplay, something like Sotha's suggested warehouse with emphasis on acrobatics (climbing structures, crates), or a small but tense patrol network, etc. Why not develope that Quake 3 mission further, perhaps?

#19 Melan

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Posted 04 April 2012 - 06:47 AM

Fiasco at Fauchard Street was built in 11 days, but on most of them, I was at work and could only build in the evening. I have heard people call it a lot of things, but "very low quality" was not one of them. :rolleyes:

Five days to construct a small, focused mission may be realistic for a disciplined and experienced builder. And if, heaven forbid, he can't complete it in that time, he can take six or seven. ;)
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#20 Xarg

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Posted 04 April 2012 - 07:03 AM

Provided he doesn't get over ambitious, the end result should be quite playable, and knowing what Biker is capable of, I suspect quite visually pleasing too. I guess it just depends on what kind of expectations you're going into this venture with.
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#21 Bikerdude

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Posted 04 April 2012 - 07:59 AM

View PostSotha, on 04 April 2012 - 12:15 AM, said:

Gambling House and are you gonna blog the progress like Melan did?
hehe sounds good but I think this suites your superb scripting skills (which I have a distinct lack of. And I could just do a simple update with some screen shots in this thread I guess.

#22 Bikerdude

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Posted 04 April 2012 - 08:00 AM

View PostMelan, on 04 April 2012 - 06:47 AM, said:

Five days to construct a small, focused mission may be realistic for a disciplined and experienced builder. And if, heaven forbid, he can't complete it in that time, he can take six or seven. ;)
+1

View PostXarg, on 04 April 2012 - 07:03 AM, said:

I guess it just depends on what kind of expectations you're going into this venture with.
Well Im gonna go with nbohr's "the Elixer" suggestion

#23 BlueSkyBullet

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Posted 04 April 2012 - 08:11 AM

Bikerdude promising to focus his attention on building a modest and refined mission in this FM depression?

All good.

#24 SiyahParsomen

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Posted 04 April 2012 - 08:13 AM

Quote

And if, heaven forbid, he can't complete it in that time, he can take six or seven. ;)

let say 6 days. If he can manages it, I'll call him god of darkmod universe. ;)

#25 Sotha

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Posted 04 April 2012 - 08:17 AM

Thanks, BD... The superior scritping this would take involves simply teleporting The city watch guards in...

Actually I'm growing fond of The gambling house mission I might actually do it myself someday.

Community, let's do as follows. Gambling House is a free idea to anyone who wants to build it. Just PM me if you decide to do so, okay?

Then later, if no one PMs me and takes The idea, I'll build a small FM out of that once I get my current WIP out.

Should be a fun miniproject distraction..
Clipper
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