1.11 Campaign Revealed
Many of you have been asking one specific question from us for multiple years, and have brought it up again and again every once in a while. Relating to the title, you may already guess it; "Will you include the Tiberium Dawn campaigns someday?"
The answer has always been and still is, "possibly when we've got time and interest for it". With the current staff we'd probably have the time for it, but at least I don't find converting missions really interesting. However, not having the original C&C95 campaigns doesn't mean that we wouldn't have made our own singleplayer missions and campaigns.
A Nod base gets lighted up with flames by an Ion Cannon strike.
We actually have a campaign in 1.11. It's not a full-length campaign with twenty missions, nor is it the entire "official story" of DTA, but something a bit different and shorter. Looking at what Westwood did with their New Missions in both TD and RA1, I really liked all their special mission ideas, with planes that suddenly drop nukes into my base, dinosaurs eating my infantry and fun surprises like that. I wanted to make my own campaign, which'd also contain special elements and would fit the C&C95/Westwood style.
After months of working we now have something that I'm hoping to be as fun for you as it has been making it. The Toxic Diversion lasts for 4 missions of varying length and objectives, has multiple choices for the player to make during the missions, and contains 4 drastically different ending missions; the one you'll get depends on the choices that you've done on the previous missions.
Although you might see some new, special weaponry and structures that you haven't seen before, The Toxic Diversion is a Classic mode campaign. It's actually aimed to be between the TD and DTA's Enhanced Mode times, so while it's a Classic mode campaign with Classic mode rules it contains some elements from Enhanced mode, such as veterancy and some new units, aswell as some completely unique things that will never see the light of the day in multiplayer in either Classic or Enhanced mode.
While the campaign is relatively short with one playthrough lasting for 4 missions (even though all the choices give it replay value - with 4 different endings we could say that the campaign containts practically 7 different missions), we've tried to make the missions as fun as possible, and also so challenging that if someone is expecting to run through it quickly, that player's aim is going to fail. I of course make use of the TS engine's 3 different difficulty levels so it'll be well beatable even by inexperienced players; they'll just have to start it on Easy. Medium is recommended for most players and Hard for those who are used to special tactics and want a challenge.
With those words, I'm hoping that you'll have a fun experience with the campaign when DTA 1.11 is released.
The Toxic Diversion isn't all about it though; we also have some other single missions in 1.11 (similar to the "New Missions" in C&C95), like a remake of TD's [NOD] Under Siege. More singleplayer maps will also likely follow with updates that we're giving with the Launcher that I introduced two weeks ago.
In addition to our missions, creating your own missions in 1.11 will be much easier. You no longer need to hunt for files like Battle.ini from your possible Tiberian Sun installation and set them up properly for DTA, but instead we'll include those with 1.11 so you only have to add your campaign to the simple list of the Battle.ini file to make it show up ingame. Map progression is a bit more complex to do (it took me and Bittah multiple days (!) to find out how that works while I was making The Toxic Diversion), but our own campaign contains a good example of how it's done, and if you can't figure it out yourself, we're always here to help.
The answer has always been and still is, "possibly when we've got time and interest for it". With the current staff we'd probably have the time for it, but at least I don't find converting missions really interesting. However, not having the original C&C95 campaigns doesn't mean that we wouldn't have made our own singleplayer missions and campaigns.
A Nod base gets lighted up with flames by an Ion Cannon strike.
We actually have a campaign in 1.11. It's not a full-length campaign with twenty missions, nor is it the entire "official story" of DTA, but something a bit different and shorter. Looking at what Westwood did with their New Missions in both TD and RA1, I really liked all their special mission ideas, with planes that suddenly drop nukes into my base, dinosaurs eating my infantry and fun surprises like that. I wanted to make my own campaign, which'd also contain special elements and would fit the C&C95/Westwood style.
After months of working we now have something that I'm hoping to be as fun for you as it has been making it. The Toxic Diversion lasts for 4 missions of varying length and objectives, has multiple choices for the player to make during the missions, and contains 4 drastically different ending missions; the one you'll get depends on the choices that you've done on the previous missions.
Although you might see some new, special weaponry and structures that you haven't seen before, The Toxic Diversion is a Classic mode campaign. It's actually aimed to be between the TD and DTA's Enhanced Mode times, so while it's a Classic mode campaign with Classic mode rules it contains some elements from Enhanced mode, such as veterancy and some new units, aswell as some completely unique things that will never see the light of the day in multiplayer in either Classic or Enhanced mode.
While the campaign is relatively short with one playthrough lasting for 4 missions (even though all the choices give it replay value - with 4 different endings we could say that the campaign containts practically 7 different missions), we've tried to make the missions as fun as possible, and also so challenging that if someone is expecting to run through it quickly, that player's aim is going to fail. I of course make use of the TS engine's 3 different difficulty levels so it'll be well beatable even by inexperienced players; they'll just have to start it on Easy. Medium is recommended for most players and Hard for those who are used to special tactics and want a challenge.
With those words, I'm hoping that you'll have a fun experience with the campaign when DTA 1.11 is released.
The Toxic Diversion isn't all about it though; we also have some other single missions in 1.11 (similar to the "New Missions" in C&C95), like a remake of TD's [NOD] Under Siege. More singleplayer maps will also likely follow with updates that we're giving with the Launcher that I introduced two weeks ago.
In addition to our missions, creating your own missions in 1.11 will be much easier. You no longer need to hunt for files like Battle.ini from your possible Tiberian Sun installation and set them up properly for DTA, but instead we'll include those with 1.11 so you only have to add your campaign to the simple list of the Battle.ini file to make it show up ingame. Map progression is a bit more complex to do (it took me and Bittah multiple days (!) to find out how that works while I was making The Toxic Diversion), but our own campaign contains a good example of how it's done, and if you can't figure it out yourself, we're always here to help.
Posted By Rampastring on Sat, 2011-11-05 16:46
Re: 1.11 Campaign Revealed
Submitted by firefox49 on Fri, 2011-11-18 21:48.
Re: 1.11 Campaign Revealed
The "official" release date is still before 2012, it shouldn't be too long from now.
Submitted by Rampastring on Sat, 2011-11-19 08:53.
Re: 1.11 Campaign Revealed
Submitted by firefox49 on Mon, 2011-11-21 18:34.
Re: 1.11 Campaign Revealed
Submitted by Shilor on Mon, 2011-11-14 04:42.
Re: 1.11 Campaign Revealed
Best regards
Submitted by moppelg on Sun, 2011-11-13 12:39.
Re: 1.11 Campaign Revealed
Anyway, the AI's units are less expensive and faster to build than normally on all difficulty levels. In addition the different difficulty levels have some other changes:
- on Easy your production of buildings and units will be cheaper and faster and the AI isn't very aggressive
- on Normal you'll be playing mostly with real rules (you'll have abnormal bonuses very rarely), and the AI will be more aggressive
- on Hard you'll never have any bonuses (unlike on Easy), and the AI will be even more aggressive than on Normal and it will have even more unit cost/buildtime bonuses.
Submitted by Rampastring on Sun, 2011-11-13 13:57.
Re: 1.11 Campaign Revealed
Best
Submitted by moppelg on Wed, 2011-11-16 20:53.
Re: 1.11 Campaign Revealed
Looking now really forward. You are doing a better job then the whole EA team
Submitted by moppelg on Sun, 2011-11-13 12:37.
Re: 1.11 Campaign Revealed
Submitted by trunkskgb on Sun, 2011-11-06 15:53.
Re: 1.11 Campaign Revealed
Submitted by firefox49 on Sun, 2011-11-06 03:00.
Re: 1.11 Campaign Revealed
Submitted by Rampastring on Sun, 2011-11-06 09:06.
Re: 1.11 Campaign Revealed
Submitted by firefox49 on Mon, 2011-11-07 00:15.
Re: 1.11 Campaign Revealed
Submitted by Bittah Commander on Mon, 2011-11-07 00:19.
Re: 1.11 Campaign Revealed
Submitted by firefox49 on Mon, 2011-11-07 23:31.
Re: 1.11 Campaign Revealed
Submitted by Bittah Commander on Tue, 2011-11-08 00:36.
Re: 1.11 Campaign Revealed
Submitted by firefox49 on Tue, 2011-11-08 02:40.