Imperial Commando [Episode 1] : First ''Easy'' Operation

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Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby Ghost Killer823 » 5 February 2017, 21:39

Just now published my first custom map for the new campaign levels I am making up, rate 5 if you play AND report any errors/inconsistencies... Thanks! 8)

Map name: Imperial Commando [Episode 1] : First Easy Operation

Map ID: ghost killer823-imperial_1

Map description: -We are sending your commando unit to planet Anaxes. Rebel forces have been found by our spies, and are building a large amount of planetary bases and construction sites. Infiltrate the command base given by our marked coordinates and return the intelligence you can gather from the data banks.

Enemy Count:

-Rebel Soldiers (27)
-Rebel Captains (1)
-Rebel Snipers (3)
-Rebel Commandos (2)
-Usurpation Soldiers (4)
-Advanced Usurpation Soldiers (1)
-At least one CS-Mobile vehicle

Map Page http://www.plazmaburst2.com/?s=9&a=&m=ghost%20killer823-imperial_1&id=796154

Map Demo Link: http://www.plazmaburst2.com/?s=2&map=ghost%20killer823-imperial_1

Brief Description: On planet ''Anaxes'', your command has found rebel installations being built along within the plains, and they must not operate there or they will compromise our secret base to the rebellion. We are sending several teams to dispatch the threat on Anaxes. The most dangerous location is within the plains on sector 4, that's where Lieutenant Ghost (You) will be attacking alone to retrieve intelligence from possible outposts on various rebel deployments within the planet, IF there are any.
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Re: Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby Dr Jekyll » 7 February 2017, 07:34

Nice! Is the whole Prosecutor story coming back as well?
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Re: Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby Ghost Killer823 » 7 February 2017, 22:58

Dr Jekyll wrote:Nice! Is the whole Prosecutor story coming back as well?


The plot would be similar to the plot I had created before long ago before I deleted the whole thing. The Prosecutor thing will come in episode two.

Stay tuned if you must, but it will probably be made just before this weekend.
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Re: Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby Mateo1909 » 8 February 2017, 11:59

Very nice i liked the story alot and I'm looking forward to more.
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Re: Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby Ghost Killer823 » 9 February 2017, 00:05

Mateo1909 wrote:Very nice i liked the story alot and I'm looking forward to more.


Thanks, and I also made one other custom level relating to Imperial Commando just now as I post this.

Dr Jekyll wrote:Nice! Is the whole Prosecutor story coming back as well?


Back to that, I will skip the 4th level of episode 1 just to make a level featuring the prosecutor, and the map designs from the past will be heavily changed.
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Re: Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby _ReX » 26 February 2017, 19:56

Hey mate really enjoyed playing those maps of yours, I to made my own series to Map ID:_rex-militarylife v1 and just yesterday I released 2 parts of them so yea check them out to. I like all your three episodes of Imperial Commando and rated them as well. :D Pls send me a friend request if you want to.

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Re: Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby TheDujin » 27 February 2017, 17:39

Nice map! There is at least one area (near the beginning, falling into the cave-ish area) where it is possible to glitch into the walls, and when entering the large rebel base it is not immediately obvious that the player must climb the wall (print to interface "Hmm, the doors are locked down, I need to climb the wall" or something?). But overall this map was excellent and very engaging.

- - - - - - - - - - - - - - - - - - - - - - - -

Oh yeah, also it's possible to get boosted by the rebel's bullets up onto the top of the cliff at the beginning. From there, by jumping and using your rifle it is possible to circumvent the barrier at left to get into the CS Mobile and fall off the map. So I think you should increase the height of the Pusher there to an excessively high heigh
Last edited by Protonoid on 28 February 2017, 05:06, edited 1 time in total.
Reason: merged posts
This signature is a placeholder, like pretty much everything I do.

Whee!
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Re: Imperial Commando [Episode 1] : First ''Easy'' Operation

Postby Ghost Killer823 » 1 March 2017, 00:17

TheDujin wrote:Nice map! There is at least one area (near the beginning, falling into the cave-ish area) where it is possible to glitch into the walls.


Fixed...

TheDujin wrote:and when entering the large rebel base it is not immediately obvious that the player must climb the wall (print to interface "Hmm, the doors are locked down, I need to climb the wall" or something?). But overall this map was excellent and very engaging.


Climb the wall at the end? No, you activate the lift just a few meters in front of the locked doors. The CS-Mobile vehicle often gets launched to that area, which blocks your view of a button that can be used to end the level once the last set of dialogue has passed.

TheDujin wrote:Oh yeah, also it's possible to get boosted by the rebel's bullets up onto the top of the cliff at the beginning. From there, by jumping and using your rifle it is possible to circumvent the barrier at left to get into the CS Mobile and fall off the map. So I think you should increase the height of the Pusher there to an excessively high heigh.


Yes I playtested one time and you could really get ontop that cliff/ridge at the beginning with the help of the rebel soldiers on Normal difficulty. The design had been changed to prevent that from happening.

As for the real beginning of the map, I had extended the pusher region to make it completely impassible until the 1st set of dialogue ends, except the one on the left side of course which would be always impassible.
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