Write custom briefings for our official maps

Discussion in 'Community Requests' started by Beerdude26, Mar 12, 2014.

  1. wealthysoup

    wealthysoup Lead Tester

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    I changed your post a bit since at the minute atleast (and probably for the foreseeable future) duststorm is a bright sunny map



     
  2. wealthysoup

    wealthysoup Lead Tester

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    Added descriptions of mvalley and duststorm to 2.5RC3.

    Good work so far :)
     
  3. Empty

    Empty Member

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    emp_money

    This unused drydock is in the centre of a heavy industrial area, due to a diversion on the frontlines, Faction forces have secured a forward position. The area is rich in resources for both sides, as it is a simple task to reroute the already existing industrial pipelines via refineries, both sides will have large amounts of resources at their disposal. The two bridges will act as heavy chokepoints and the central no-mans land is of limited value, so expect a drawn out battle with the victor decided by whoever makes a significant break through the enemy line.

    We have secured a foothold deep in Brenodi territory, this area is full of readily available resources, unfortunately we haven't gone unnoticed and Imperial forces have deployed to stop our incursion. Both sides will have access to vast swathes of resources, so this will probably draw out into a long skirmish. Our refineries are easily secured, and the two bridges are easy to hold, but if an enemy force breaks through there is a lot of open ground for vehicles to manoeuvre in, so it's critical we hold the bridges.
     
    Last edited by a moderator: Apr 4, 2014
  4. Empty

    Empty Member

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    emp_coast

    This coastal region is rich in resources and has attracted the attention of both sides for it's potential as a naval port. The routes of passage are wide for infantry, but relatively thin for armor. Tank columns will generally end up fighting head on, but infantry may attempt sneak attacks from the tree-lines or civilian structures. The centre of the map contains a heavily fortified bunker which will provide resources and acts as a vital strategic point, since it is the only alternative route. Controlling the centre will allow us to choose the number of fronts we fight on.

    We've moved out to secure this area as a potential port due to it's high resources, and it seems the Imperials have come to the same conclusion. Our tanks will have a hard time sneaking around due to the open sight-lines and thin corridors of combat, but civilian structures and foliage will give infantry the ability to flank around their opponents. Securing the centre will give us additional resources, and if we control the whole central canyon, we can pin our enemies down from just two fronts.
     
    Last edited by a moderator: Apr 4, 2014
  5. Ikalx

    Ikalx Member

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    emp_bush

    A lush region full of resources, command thinks if we can establish an outpost here it could become a new staging area for us and unbalance the Faction. However, intel is slim on this one. We don't really know when or where we'll encounter Jekotian forces, but we know they're out there somewhere. Command has advised us to treat each sector as a new battlefield until we have built up enough of a presence. The terrain lends itself to hit, flank and destroy tactics, so no trenches and no artillery. Keep mobile and keep hitting them until our heavy firepower arrives.

    Land as lush as this is hard to come by, but unfortunately our scouts have reported Brenodi movement so it's not going to remain unspoiled for long. However, this is our terrain and we know how to use it. Keep to the cover, make small strongholds and keep an eye out for enemy scouts and wanderers. Remember one lone engineer is all it takes to set up a base, so keep them on the back foot until we can bring our forces to bare. We have an early advantage with our light tanks, but our heavy mobility is outclassed later on. Speed and awareness are vital.

    Not sure how much adaptation this would need, but I felt I wanted to have a crack at it. Hopefully it's not already been done.
     
    Last edited: Apr 2, 2014
  6. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I better call dibs on glycencity, not a lot of stuff is left to write.
     
  7. JustGoFly

    JustGoFly Member

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    OK - both are displayed. Well nicely done - both add value and should be read by both teams.
     
  8. wealthysoup

    wealthysoup Lead Tester

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    Updated OP, will add other briefings tomorrow or whenever I get a chance
     
  9. wealthysoup

    wealthysoup Lead Tester

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    Ok, all current descriptions added for RC3 :)
     
  10. wealthysoup

    wealthysoup Lead Tester

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    Anyone have anymore?
     
  11. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I didn't know there was such pressing demand for those.

    emp_urbanchaos:

    Using the riot to their advantage, a sleeper cell of Northern Faction soldiers have established a small outpost near the monorail station. It isn't much - not even a proper barracks, just some basic equipment crates and an old garage turned into a vehicle factory - but it will have to do in the upcoming engagement with the local Imperial forces, which are at the other end of the large alley. It can easily fit vehicles, but also offers some protection for infantry. The main issue is the complete lack of any advanced technology, be it weapons or tanks. This is going to be a barebones fight.


    Alarm! Alarm! The riot in Kren has turned into an open revolt as a small force of Jekotian insurgents emerged from the commotion and are now threatening to prolong the fighting, or even take over the city. This cannot happen. Because of this, the entire garrison - bar the fresh recruits - was delegated to stopping the rebels before they manage to secure a foothold deep inside Kren. The vehicles available are not front line battle tanks capable of withstanding an entire artillery barrage on their own, so the main focus is going to be infantry combat - and to that end, there are plenty of small alleys squads can use to protect themselves from enemy armour.
     
  12. wealthysoup

    wealthysoup Lead Tester

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    Theres not a huge rush I just dont want them to be forgotten about when they are getting close to being done :)

    I added urbanchaos to RC4
     
  13. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    emp_midbridge


    Imperial forces have been using the enormous bridge in the middle of this small isthmus to transport supplies and reinforcements from the heart of their Empire to the fronline. After careful planning, a sizeable force has been sent to put an end to it by destroying the structure. This, however, requires a substantial amount of time and care from the demolitions team - something that is not possible with the defence force sent to engage the Northern Faction forces around the bridge. Once they are eradicated, the bridge will share their fate.



    A Jekotian army has been spotted moving in towards the bridge critical to Brenodi supply lines, surely to destroy it and hinder the impeccable Imperial logistics. As efficient as they are, having to use naval units to get around the isthmus the bridge is located on would be a major problem once the frontline moves further inland. As such, a defence force has been deployed to deal with the attackers. The bridge itself is much too resilient to be harmed by whatever the rebels can throw at it during the fight, but were the defenders to fall, professional demolitions teams would make short work of it. It is critical that it remains intact.
     
  14. complete_

    complete_ lamer

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    one small request: can we at least have one default config so that mappers dont have to use a briefing that doesnt fit their map at all? or at least have a file called emp_default
     
  15. flasche

    flasche Member Staff Member Moderator

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    isnt it in the resource file that also describes the minimap? it needs to be named like the map ...
     
  16. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    We can just pull the ones used previously into some separate file for future reference. Or you can ask me nicely :rolleyes:
     
  17. wealthysoup

    wealthysoup Lead Tester

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    You asked for it and you got it.

    Will be a file called placeholder_map_description.txt in Empires/resource/maps in the next update which will contain the old/default descriptions.

    Added midbridge to the next patch
     
  18. complete_

    complete_ lamer

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    thanks!
     
  19. wealthysoup

    wealthysoup Lead Tester

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    Still some briefings left to do
     
  20. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Yeah I'll get round to something, probably glycen, soon.
     

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