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Tutorial - A Day Out

By MYrankAdminKingRaptor
Learn the unit roles of Zero-K in a field encounter scenario.






Players: 1
Singleplayer
Map: Glacies 1.3
Game:Zero-K $VERSION
Created:17 months ago
Changed: 50 days ago (revision 32)
Played: 1392 times
Rated: 12 times
Rating: Your vote:
Difficulty: Your vote:

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MYrankAdminKingRaptor
17 months ago
(edited 17 months ago)

Simpler, faster and with 80% less terrain-related wonkiness! (+ testing resized persistent message boxes)

If people think this is better than the old version I'll make it the featured one.
+2 / -0

ATrankSkasi
17 months ago
Change "small rocky moon" to "small icy moon"! \o/
+0 / -0


FIrankVermind
17 months ago
I just playtested this. Much clearer than the older rocky version. There you had a zillion radar dots in all different directions and going the wrong way made you dead quick. Here it's very clear what to do and where the stuff the notes talk about is.
Gives a nice overview of basic techniques for new players.

Could we focus the camera on the commander when he lands? When this map started for me, I got the whole map zoomed out and I was wondering where the comm is. Then he started falling and I followed.
The DDM never fired the light gun, is it supposed to? Was that removed from DDMs?


+0 / -0



EErankAdminAnarchid
17 months ago
(edited 17 months ago)

This is much less silly than the moonq10x mission, and a lot more streamlined. I could kill the rogues by issuing a fight move and only lose one (it stopped to shoot a mex).

(oh, and the map looks much better, too!)

Issues i've encountered:

1) Rockos suicide (or rather, teamkill).
2) Game over screen doesn't feel victorious. Widget should be modified to have huge green VICTORY instead of grey gameover if player is on winning side - or red DEFEAT.
3) The location of enemy base should probably
be made known before hand, because it's not located symmetrically to player start position. Maybe the factory should also produce a few units, but i'm not sure how to limit the output given that they have both all the metal and fusions.
4) The rally point text paragraph should not be in brackets.

Half of these are not problems with the mission.

Overall, if ZK was to get a mandatory tutorial of some sort, this would be a good first candidate.
+2 / -0

ATrankSkasi
17 months ago
quote:
1) ...
2) ...
3) ...
4) ...

2/3 of these are not problems with the mission.

+0 / -0



EErankAdminAnarchid
17 months ago
I should stop multithreading text input :D
+2 / -0


PLrankSprung
17 months ago
quote:
3) The location of enemy base should probably
be made known before hand

There is a label. The location of the label should probably be (much) more obvious.
+0 / -0


AUrankAquanim
17 months ago
Do I finally get to play a game on Glacies where nobody rushes a Krow?
+4 / -0



EErankAdminAnarchid
17 months ago
I think the label appears only a bit later, once you trigger the felon?

My problem was that i walked all the way to where i thought the start position would be, and then had to swarm back to where the felon was.
+0 / -0



AUrank[GBC]1v0ry_k1ng
17 months ago
The knight commander so cute
+0 / -0

USrankAutoWar
17 months ago
(edited 17 months ago)

Can't seem to leave a vote on the mission?
+0 / -0

USrankAutoWar
17 months ago
The enemy geo should be a moho geo to give the new players something surprising.
+0 / -0

ATrankSkasi
17 months ago
something surprising shiny!
+0 / -0

USrankSomeone64
17 months ago
For some reason the artillery simply can't hit the doomsday and target enemies instead and setting units to fight command at the enemy base causes a lot of them to just standstill in front of the doomsday and do nothing, forcing me to issue a move command instead
+0 / -0

USrankAutoWar
17 months ago
USrankSomeone64 the height difference is the cause.
For ballistic projectile units, every elmo of altitude difference is an elmo of attack range deformation. This makes the hammer have to walk so close too make DDM enter theoretical range, that the Hammer weapon's line-of-sight end up pointing at the wall of the cliff.
+0 / -0



EErankAdminAnarchid
17 months ago
(edited 17 months ago)

I was able to kill the DDM with hammers or rockos (unsure, can't remember exactly, i just spammed stuff on fight move).

Maybe the DDM could be moved to ground level though? Or a terraform spire.
+0 / -0


PLrankSprung
17 months ago
(edited 17 months ago)

quote:
Widget should be modified to have huge green VICTORY instead of grey gameover if player is on winning side - or red DEFEAT.

Some of you already know, but it is done.
+1 / -0



AUrankAdminGoogleFrog
17 months ago
The mission has its own game over window. It is then followed by the large default game over window. The large one should probably be disabled for missions because the duplication looks weird.

Overall this mission is much better than the first version. The part where you run into a DDM but happen to kill its energy is confusing. In a sense the player loses agency when told to assault the DDM because it requires no planning to kill the energy and the player is never taught that killing the energy is a good thing.
+0 / -0

USrankAutoWar
17 months ago
AUrankAdminGoogleFrog i agree, i think there should be a scripted event where the enemy tries to rebuild the pylon powering the ddm after about a minute or so. This would be done by the enemy getting a orbital drop of a massive bandit and convict force, to make sure the plot is obeyed.

This event's script should also remind the player to check the F4 view to see the energy grid (i think you can see enemy grid if in LOS right), and to note the dissapearance of the OFFLINE/NOTPOWERED symbol.

+0 / -0



AUrank[GBC]1v0ry_k1ng
17 months ago
Knight commander, one day playable in multi?
+0 / -0
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