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Needed maps
L.J. Lim edited this page May 22, 2016
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Note: Current tutorials may be broken up into more missions, each dealing with a smaller part of the game.
- Linear map for run-and-gun. Should be long enough to lay at least two enemy positions along the path.
- Consider a separate path where an AI ally and enemy fight each other, visible in the background (Sak's test tutorial mission on the asteroid has this).
- Otherwise, something similar to current tutorial 1.
- If doing like current tutorial 1, entry exit should have an open area for dropship pickup. Entry could have an open area leading into a bottleneck for the rearguard defense scene, but it'd probably be easier to just seal it with mountains and say the commander came through a tunnel.
- Terrain: any except ice (don't want a repeat of tutorial 2)
https://sketch.io/render/sketch55f023d11855a.png
- Linear map where different enemy types are encountered along the path, to be defeated with different unit types by the player.
- The off-road part is mountains, too steep for bots.
- Small pocket (optional) to herd enemy skirmishers into during the raider vs. skirm tutorial. The one on the enemy side can hold the enemy base.
- See current tutorial 2 for more information.