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#31 From: "bernardslama" <bernardslama@...>
Date: Fri Jun 13, 2008 5:34 pm
Subject: Re: Cloud Runner's Last Stand campaign - notes
bernardslama
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replies in edited orginal message:

--- In spacehulk_mod@..., Juan Jose Mejias Moreno
<jesukrixto@...> wrote:
> As for tactics...I tried going the long way closing all the points
with all the marines plenty of times .. When I won I had sent all of
them directly to the square room...


Try the two prong approach, with two teams, it works almost every
time. It's the way I meant the mission to be played.


> .. Maybe there's an internal difference for the AI when terrain is
made impassable directly, or when it's made impassable by a crate.
Don't know if you tried that, but you could open the mission in the
editor and make all tiles with crates impassable terrain. Maybe this
will make the AI not get stuck. No idea, just random guessing:)


I think you got something! I erased the logical squares under each
crate (to make them clearly impassable to the AI) and it made a huge
difference! The Genestealers movement was flowing perfectly around
the crates. They even smoothly alternated between closing me off at
the L-shaped room and back to the big square room, back and forth,
depending on how each turn progressed. Amazing, just like waves, it
did look like an another intelligence was working against me.

The difference is so noticeable I'll rework the mission and post the
campaign again very soon. The map has acquired a different difficulty
and I still want it to be a small showcase for an LC+SBs team. I'll
also update some lesser things too.


> About anti-climax...well, the mission where you have to kill 30
stealers is fun as it's a killfest, AC and HF account for most of the
kills, and you use them almost every turn. Real slaughter. It's short
and bloody and in a way it feels good after all the sweat in mission
4:)...unlike other missions with similar conditions where you have to
grab the best position and repeat overwatch turn after turn hoping no
stealer gets through, in this mission you had to be a bit more
careful when creating your firelanes, and keep the marines reacting
to stealer positioning. I did like it. Maybe it was a bit short, but
with a bigger goal (say 40 kills) I think I would've died, as when I
won the flamer and the AC were already empty, and the mass-
destruction guns were what allowed me to keep the horde at bay.
Without them the stealers would've probably overrun my position
easily, as the 2 remaining SBs and LC are not enough to fend off as
many stealers as there are in this mission.
>


Perfect, that's exactly what the mission is meant to be like.


>
> Back to 6th mission, it was over in 2 or 3 turns. Maybe a way to
make it longer would be if the patriarch with a covering retinue was
behind a closed door that stealers can't open, and the players have
to fend off some waves of stealers before they can risk opening the
door...maybe have entry points behind them so they have to fight some
normal stealers while maneuvering towards the door, then they need to
time it very well before they can go in for the kill. As it was, the
patriarch just came running as another stealer and stopped right in
front of my 2 men in the 2nd-3rd stealer turn, receiving a couple of
overwatch wounds, then on my turn I just shot it down. Very very
short, and not an epic fight at all.So yeah, I'd keep 5th as it is,
but tweak 6th a bit so that the player needs to put a bit more
thought to it.
>


Originaly, maps 4-5-6 were one map, with exactly what you proposed: a
patriarch at the end. It didn't work, the patriarch would rush
through the map and attack the marines before they were even a
quarter through the map! So I put him behin a security door with GSs.
By the time you got the the security door, all you needed was enough
APs to open the door, time a fast HF hit to kill the GS mob and sneak
in the AC to riddle the Patriarch full of bullets: VERY anti-
climatic! I decided to split these 3 maps this way to include a dicy
killfest and a nice kill-foozle ending. Each map on this campaign is
meant to be approached differently at critical points. And the last
one is to figure out how to kill half a dozen GSs and a patriarch
with 2 SBs. Once you figure it out, it's easy of course.

Design-wise, it's too easy to make this mission impossible, it's also
easy to make it a walk in the park, the trick is to make it just
right. I could have work it out better but ultimately, I didn't want
to cheat the player by destroying his achievements and killing off
his 1st squad sergeant - which is THE victory objective for this
campaign.


> It's very nice to do these reviews, it makes you think on what
makes a mission enjoyable or not, and that in turn helps you with
your own campaigns. This has given me some ideas on how to alter the
couple missions in my campaign that I don't like right now.
>
> Let's see if I find some time today to make those changes effective
and I finally submit something:)
>


I'll be among the firsts in line to try it out :)

#30 From: Juan Jose Mejias Moreno <jesukrixto@...>
Date: Thu Jun 12, 2008 11:14 am
Subject: RE: Re: Cloud Runner's Last Stand campaign - notes
jesukrixto
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About LCs: Yes, in my last try at mission 4 I used him like that, to cover entry points that I couldn't close and that had very little corridor space to reliably place a SB marine and expect him to cover the entry point. He did perform well, but whenever he died the breach would be normally too hard to fill. Also, in many maps you can cover entry points from further away and as such the LC marine doesn't see any action at all...I guess the main problem is that as long as he succeeds in combat that's fine, but he can't afford to fail as he'll die. So you don't use him unless you have to, because you don't want to risk losing a marine.
 
As for tactics...I tried going the long way closing all the points with all the marines plenty of times, and though one of the times I almost made it, all the others I was still far from the objective when I was left with 4 marines and died as a consequence. The problem is that when you close all the entry points at the rear, the stealers pile up in front of you, and in the end they are too many, and normally you're overrun.
 
When I won I had sent all of them directly to the square room. This left all entry points active, and as the stealers from the rear couldn't get to my position due to AI failing there, I found lesser resistance ahead.
 
I can't remember right now, but the crates automatically create impassable terrain right?, you can have it as normal terrain then place the crate and the critters will try to dodge it. Maybe there's an internal difference for the AI when terrain is made impassable directly, or when it's made impassable by a crate. Don't know if you tried that, but you could open the mission in the editor and make all tiles with crates impassable terrain. Maybe this will make the AI not get stuck. No idea, just random guessing:)
 
About anti-climax...well, the mission where you have to kill 30 stealers is fun as it's a killfest, AC and HF account for most of the kills, and you use them almost every turn. Real slaughter. It's short and bloody and in a way it feels good after all the sweat in mission 4:)...unlike other missions with similar conditions where you have to grab the best position and repeat overwatch turn after turn hoping no stealer gets through, in this mission you had to be a bit more careful when creating your firelanes, and keep the marines reacting to stealer positioning. I did like it. Maybe it was a bit short, but with a bigger goal (say 40 kills) I think I would've died, as when I won the flamer and the AC were already empty, and the mass-destruction guns were what allowed me to keep the horde at bay. Without them the stealers would've probably overrun my position easily, as the 2 remaining SBs and LC are not enough to fend off as many stealers as there are in this mission.
 
The 6th mission tho was awfully short. I've toyed with the idea of missions for one or 2 marines, in a more RPG style...the problem is that marines go down fast when unsopported, so they have to face very little resistance to make it possible, and this takes away from the epic feeling. It'd be great if you could define the stats of the marines, or create different profiles through external files, so you could create a captain with 3 wounds, better shooting and better hth...but you can't:)...I still think this would be a great addition to the game, mainly as it'd allow a much bigger customization, different races... But this is probably a discussion for another place:)
 
Back to 6th mission, it was over in 2 or 3 turns. Maybe a way to make it longer would be if the patriarch with a covering retinue was behind a closed door that stealers can't open, and the players have to fend off some waves of stealers before they can risk opening the door...maybe have entry points behind them so they have to fight some normal stealers while maneuvering towards the door, then they need to time it very well before they can go in for the kill. As it was, the patriarch just came running as another stealer and stopped right in front of my 2 men in the 2nd-3rd stealer turn, receiving a couple of overwatch wounds, then on my turn I just shot it down. Very very short, and not an epic fight at all.

So yeah, I'd keep 5th as it is, but tweak 6th a bit so that the player needs to put a bit more thought to it.
 
It's very nice to do these reviews, it makes you think on what makes a mission enjoyable or not, and that in turn helps you with your own campaigns. This has given me some ideas on how to alter the couple missions in my campaign that I don't like right now.
 
Let's see if I find some time today to make those changes effective and I finally submit something:)


Todo ruedas: información práctica y todo el glamour del mundo del motor. MSN Estilo y Tendencias

#29 From: "bernardslama" <bernardslama@...>
Date: Thu Jun 12, 2008 3:01 am
Subject: Re: Cloud Runner's Last Stand campaign - notes
bernardslama
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replies inserted in text.

--- In spacehulk_mod@..., Juan Jose Mejias Moreno
<jesukrixto@...> wrote:
>
>
> Done. As you said the last couple of missions were piece of cake.
When I finally managed to finish mission 4 the rest was a breeze.


Sounds like they were too easy... was it anti-climatic?


>
> Mission 4 was very very hard however. I really couldn't find a
working strategy.


I tested 2 strategies on that map. The first is you split your
marines into two teams. One team goes throught the big L-shaped room
(3xsb+hf+ac, use the AC for tight spots, use HF to eliminated bunched
GS), the other (lc+sb as close covering fire) goes left directly into
the big square room, this strategy seems to increase your kill rate.
The other strategy is (after re-ordering them in the room at the
beginnning of the map) to have all the marines make a dash to left
to the the big square room, and then to the exit points. In both case
you should be decisive and move forward with maximum covering fire,
because the GS can buildup. Taking all your marines the long way
around seems less effective than the other 2 strategies I mentioned.


>If I won that mission is because the AI is quite stupid when it
comes to navigating crates, and at a certain point in the game the
main tide of stealers got stuck in the biggest room with lots of
crates, and they wouldn't come get me, but they kept spawning over
there every now and then, so I was effectively fighting half the
blips, while the other half just stood there looking around.
>
> In a way this ruins the feeling of accomplishment for beating a
mission, as it was mainly some AI flaw what gave me victory. Have you
bumped into this issue?


You put your finger right on the problem of this map. It's a mission
I can't quite get the right difficulty on. It's either too easy or
too hard and it is mainly due to how the AI seems to linger instead
of being agressive enough at the right time. I couldn't tell anymore
if anything I did made a difference... I gave up and let be like that.


>Also, it's so frustrating to have a lightning claw guy in every
mission:)...most of the time it feels like he's some kind of VIP, as
you maneuver all your "useful" marines surrounding him to prevent him
from beign hurt. Although when forced to fight he usually puts up a
good fight, but he's still not as useful or reliable as a storm
bolter on most situations.


:-) I noticed many people don't like the LC. Here's how I use it and
I tried to force that on the player. The advantage of the LC guy is
that he has a high success rate, but not as high as the AC. However
the AC has limited ammo. Since the AC can do long range attacks, you
should keep him for that. To resume, the LC should be used in close
quarters were there are many tight corners. For example on this map,
you'd use him in the big square room and the GS entry point after
that can't be sealed up. Personnaly I think 2 SB are needed to have
as good a kill rate as one well used LC. But then again that's how I
play... That's why I really appreciate your kind of feedback because
different players approach the maps differently.


>
> I didn't like the fluff part that much, the marines staying with
the people to guide them, or the Dark Angels having a homeworld,
which they don't anymore according to GW fluff. To me that part
wasn't believable in GW's universe. Then again, who cares:)
>


Ok, but I didn't make it up :-) here is the link to the entire story:
http://pages.zoom.co.uk/bogey/Files/Deathwing.html

This story is the origin of the Deathwing company. I don't know if
the official fluff concerning the origin of the Dark Angels'
Deathwing company has changed. I quoted the last eigth of the story.
Since it's a partial quote, I needed to explicit some of the text.
Maybe I shouldn't have used "homeworld" but something like "one of
the recruiting world of the Dark Angels". This relationship between
the terminators and this world is important because it explains why
the marines deviate from imperial policy of wipping out the planet
from orbit and instead decide to avenge their people by fighting the
GS face to face.


> All in all however, a nice campaign, I enjoyed it a lot!!! Thanks!
>


You're welcome!!!

#28 From: Juan Jose Mejias Moreno <jesukrixto@...>
Date: Wed Jun 11, 2008 5:13 pm
Subject: RE: Cloud Runner's Last Stand campaign - notes
jesukrixto
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Done. As you said the last couple of missions were piece of cake. When I finally managed to finish mission 4 the rest was a breeze.
 
Mission 4 was very very hard however. I really couldn't find a working strategy. If I won that mission is because the AI is quite stupid when it comes to navigating crates, and at a certain point in the game the main tide of stealers got stuck in the biggest room with lots of crates, and they wouldn't come get me, but they kept spawning over there every now and then, so I was effectively fighting half the blips, while the other half just stood there looking around.
 
In a way this ruins the feeling of accomplishment for beating a mission, as it was mainly some AI flaw what gave me victory. Have you bumped into this issue?

Also, it's so frustrating to have a lightning claw guy in every mission:)...most of the time it feels like he's some kind of VIP, as you maneuver all your "useful" marines surrounding him to prevent him from beign hurt. Although when forced to fight he usually puts up a good fight, but he's still not as useful or reliable as a storm bolter on most situations.
 
I didn't like the fluff part that much, the marines staying with the people to guide them, or the Dark Angels having a homeworld, which they don't anymore according to GW fluff. To me that part wasn't believable in GW's universe. Then again, who cares:)
 
All in all however, a nice campaign, I enjoyed it a lot!!! Thanks!


Todo ruedas: información práctica y todo el glamour del mundo del motor. MSN Estilo y Tendencias

#27 From: Juan Jose Mejias Moreno <jesukrixto@...>
Date: Wed Jun 11, 2008 3:04 pm
Subject: RE: Cloud Runner's Last Stand campaign - notes
jesukrixto
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Hi there,

I'm playing the campaign and I have to say I'm liking it!!

The mission in which you have to save 6 marines took me a couple of tries, and the next one is taking me fa lot more, I0ve already lost the count:)

The campaing has a very  steep difficulty, as the first couple of missions were very easy but then I found this jewel.

Although the AI has some trouble dealing with the big areas with crates...

I'll let you know more when I finish it!!


To: spacehulk_mod@...
From: bernardslama@...
Date: Wed, 11 Jun 2008 03:26:00 +0000
Subject: [spacehulk_mod] Cloud Runner's Last Stand campaign - notes

For those interested,

The missions for my CLOUD RUNNER'S LAST STAND campaign are build
around the story Cloud Runner relates to Broken Knife who comes to
him to retrieve the Terminator armours.

The campaign plays differently then what was originaly published to
be 10 random missions of 2 'geotiles' (the tiles used to generate
random missions) to be completed with 4 marines (2xSB+AC+HF) and a
librarian. These missions are very linear, that's just the way the
mission generator works.

I did not want to make an overly long and difficult campaign so there
are 7 missions. Missions 0,5,6 are more for the story, with a get
foozle ending - they're easier and fun. The other four missions
(1,2,3,4) are each based on 3 different geotiles. Being longer than
the originals, they are more challenging. Be thankful: during
developpement they used to be 5 geotiles long - it would take a long
time to finish one and be quite frustrating to get killed even
halfway through!

Since librarians and reloads are not featured in TDSH1.0 you have an
extra squad to compensate initialy. So you play the missions with a
decreasing number of marines, starting with 10 and ending with 2. On
each mission, carefully note the number of marines you start with and
the number you need at the end! On average you're allowed to loose 3
marines per mission, but you start with less and less. It's a
compromise since TDSH doesn't model the campaign mechanic of carrying
over the number of marines left for the next mission.

To make the missions more than just 'random missions', I've
incorporated in the maps some interesting and challenging situations
- they are ALL winnable with sound tactics, not just with luck. You
are forced to use a combinations of weapons to progress through the
maze. I'll let you discover these yourself. Play smart and you'll win.

Try it this way: if you end the campaign with the initial 1st squad
sergeant, then you REALLY won!




Sigue los principales acontecimientos deportivos en directo. MSN Motor

#26 From: "bernardslama" <bernardslama@...>
Date: Wed Jun 11, 2008 3:26 am
Subject: Cloud Runner's Last Stand campaign - notes
bernardslama
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For those interested,

The missions for my CLOUD RUNNER'S LAST STAND campaign are build
around the story Cloud Runner relates to Broken Knife who comes to
him to retrieve the Terminator armours.

The campaign plays differently then what was originaly published to
be 10 random missions of 2 'geotiles' (the tiles used to generate
random missions) to be completed with 4 marines (2xSB+AC+HF) and a
librarian. These missions are very linear, that's just the way the
mission generator works.

I did not want to make an overly long and difficult campaign so there
are 7 missions. Missions 0,5,6 are more for the story, with a get
foozle ending - they're easier and fun. The other four missions
(1,2,3,4) are each based on 3 different geotiles. Being longer than
the originals, they are more challenging. Be thankful: during
developpement they used to be 5 geotiles long - it would take a long
time to finish one and be quite frustrating to get killed even
halfway through!

Since librarians and reloads are not featured in TDSH1.0 you have an
extra squad to compensate initialy. So you play the missions with a
decreasing number of marines, starting with 10 and ending with 2. On
each mission, carefully note the number of marines you start with and
the number you need at the end! On average you're allowed to loose 3
marines per mission, but you start with less and less. It's a
compromise since TDSH doesn't model the campaign mechanic of carrying
over the number of marines left for the next mission.

To make the missions more than just 'random missions', I've
incorporated in the maps some interesting and challenging situations
- they are ALL winnable with sound tactics, not just with luck. You
are forced to use a combinations of weapons to progress through the
maze. I'll let you discover these yourself. Play smart and you'll win.

Try it this way: if you end the campaign with the initial 1st squad
sergeant, then you REALLY won!

#25 From: spacehulk_mod@...
Date: Wed Jun 11, 2008 3:20 am
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /CloudRunnersLastStand_2008m0610.zip
   Uploaded by : bernardslama <bernardslama@...>
   Description : Cloud Runner's Last Stand campaign

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/CloudRunnersLastStand_2008m\
0610.zip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

bernardslama <bernardslama@...>

#24 From: "wargameruk" <wargameruk@...>
Date: Tue Jun 10, 2008 7:29 am
Subject: Re: thanks for The Last Stand!
wargameruk
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I've still got bits and pieces from the "Hard Mode" version I was
working on. I'll try and get it finished and posted up sometime.

#23 From: "Austin Leon Wright" <Leon_ravenscroft@...>
Date: Sat Jun 7, 2008 1:07 pm
Subject: Hulk of Harliquns
leon_ravensc...
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hay just done the Camgian sor about bad spelling deslixic.

mission 1. took me 3 atempts but managed it. good carnage and a bit of
a challange.

mission 2. done it in one go i fond out the the IA is a bit
predictable. and mangaged to have all my squad survive.

mission 3. lost a marrien. good mission

mission 4. to be honest this mission was the best lost all but on squad
member and thought i lost it. difaclty was exalent..

this campigne a good introduction to hulk, not so hard at the start but
callanging at the last, the story i know from gw days and it a very
good adaptaion



now next is fangs of fenirs

#22 From: "bernardslama" <bernardslama@...>
Date: Fri Jun 6, 2008 2:35 pm
Subject: thanks for The Last Stand!
bernardslama
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Thanks Wargameruk!

The Last Stand campaign is currenly one of my favorite campaigns for
TDSH. I'll quote what I posted on TD's forum:

"The version of LAST STAND posted on this forum a while ago, is one of
my favorite campaigns for TDSH. The missions are smartly laid out and
the story is good too. I think Wargamer did a super job on adapting it.
I believe he also wrote that he kept the difficulty down compared to
the original. On the second try of trying the campaign, I finished it
with very few casualties (2 or 3). I think it is a fun and very
rewarding campaign!"

#21 From: spacehulk_mod@...
Date: Tue Jun 3, 2008 10:24 pm
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /The Last Stand v1.0.zip
   Uploaded by : wargameruk <wargameruk@...>
   Description : The Last Stand, as cobbled together by me. I'm pretty sure this
is the full thing... let me know if there's any problems and I'll try again.

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/The%20Last%20Stand%20v1.0.z\
ip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

wargameruk <wargameruk@...>

#20 From: Juan Jose Mejias Moreno <jesukrixto@...>
Date: Sat May 31, 2008 5:59 pm
Subject: RE: Re: We need some way of rating campaigns.
jesukrixto
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Hey guys, I have a campaing, but I realized the other day two of the missions are just too big and the computer lags a lot, and that makes it a lot less fun, so I want to tweak it before I submit it.
 
I did play all the campaigns you had submitted, and enjoyed them, although some missions were better than others. I might play them again this time making some notes.
 
As for the ratings, that's a tricky part as it's very subjective, but I guess if everyone rates each mission on several points (as suggested), this gives an approximation of what people think. It's also a good indication of what we like for anyone wanting to make a campaign.
 
Personally I like it when to pass a mission I have to try it several times to find the tactic that works best, and I also like it when I start with 10 marines and in the end I only have 3 left and the mission was all in all a bit desperate and sacrifices had to be made. Needless to say, I've yet to have an archangel in my ranks:D


Sigue los principales acontecimientos deportivos en directo. MSN Motor

#19 From: "Austin Leon Wright" <Leon_ravenscroft@...>
Date: Sat May 31, 2008 1:09 pm
Subject: Re: We need some way of rating campaigns.
leon_ravensc...
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--- In spacehulk_mod@..., "bernardslama"
<bernardslama@...> wrote:
>
> Hello everyone,
>
> I have a problem. I don't think I can effectively evaluate the
missions
> I am making and adapting (even if my kids try them out to
completion,
> but only once or twice). When I make my missions, I tweak them a
lot
> until they click like I want, but I might be going the wrong path.
>
> We need some way of rating the campaigns... ANY campaigns, NOT just
> mine! I'd like to get a feel of what other players like and how
they
> evaluate missions/campaigns. It would be very subjective, but it
would
> also give some idea of what is a "good" mission/campaign.
>
> AND... this could also encourage others to also post their missions
and
> campaigns! We'd get more content for the game. I could maybe put up
> polls. Does this make any sense?
>



hay ive singed up last week on stumbling on to teardows spacehulk i
have been using the the extra mission that you sent us :-)

How about just scores out of 10 like
: playabilty(how much fun it was),
: longlivatyhow long it took you to complete the campaign),
: story (if it is a officel form Games work or a creation of ur own
form the 40k universe. e.g i read the storys of missions and
campaingns witch gets me into the atmospher for what im playing.

ive tryed to to edit  misssion my self but i carnt get the editor to
work, so im more then happy to play test any campaign or single
mission that is up loaded here and ill give you the out come of what
i find.

for each mission or campign i complete ill drop notes here

hope this helps
oz :-)

#18 From: "bernardslama" <bernardslama@...>
Date: Fri May 30, 2008 8:01 pm
Subject: We need some way of rating campaigns.
bernardslama
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Hello everyone,

I have a problem. I don't think I can effectively evaluate the missions
I am making and adapting (even if my kids try them out to completion,
but only once or twice). When I make my missions, I tweak them a lot
until they click like I want, but I might be going the wrong path.

We need some way of rating the campaigns... ANY campaigns, NOT just
mine! I'd like to get a feel of what other players like and how they
evaluate missions/campaigns. It would be very subjective, but it would
also give some idea of what is a "good" mission/campaign.

AND... this could also encourage others to also post their missions and
campaigns! We'd get more content for the game. I could maybe put up
polls. Does this make any sense?

#17 From: spacehulk_mod@...
Date: Fri May 30, 2008 2:03 am
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /DEFILEMENTofHONOURexpanded_2008m0529.zip
   Uploaded by : bernardslama <bernardslama@...>
   Description : expanded DEFILEMENT OF HONOUR campaign

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/DEFILEMENTofHONOURexpanded_\
2008m0529.zip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

bernardslama <bernardslama@...>

#16 From: spacehulk_mod@...
Date: Wed May 21, 2008 3:25 pm
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /FANGSofFENRIS_2008m0521.zip
   Uploaded by : bernardslama <bernardslama@...>
   Description : Fangs of Fenris campaign

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/FANGSofFENRIS_2008m0521.zip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

bernardslama <bernardslama@...>

#15 From: "bernardslama" <bernardslama@...>
Date: Wed May 21, 2008 1:42 pm
Subject: Re: New mission and campaigns
bernardslama
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Thanks jesukrixto for the upload!

Regarding the "survive for X turns" objective, I don't know offhand a
mission with that objective. However, I recently asked on TD's forum
if it was broken, since I could not make it work correctly. The game
doesn't properly announce the number of turns left to survive to the
player. The mission will work fine except the player will never know
how many rounds he has to survive. I believe they will solve that for
the next release. For the moment, what I do is tell the player in the
mission.brf how many turns he has to survive.

I also am balancing out my missions and campaigns to post here. I
think this is the hardest to do as designer of the map. Fondamentally
I tend to gauge my maps to my level of play; where as it could be too
hard or too easy for another player. Right now I'm having my kids
playtest(!)

I agree with you, what defines a good Space Hulk game is really just
the missions. We (the players) need more missions and campaigns. I
have a feeling some people are just playing through the released
campaigns and not much more. Apart from original missions, there are
a lot of custom missions out there for the boardgame  that would be
easy to translate to TDSH. And more, GWS also released other games
with the same tile mechanics.

Looking forward to your stuff!

--- In spacehulk_mod@..., Juan Jose Mejias Moreno
<jesukrixto@...> wrote:
>
>
> Hi there, I just uploaded Hulk of Harlequins.
>
> I never worried much about my marines when playing the game, guess
that's why I didn't download any other custom content, no skins, no
tilesets...but I did download all the mission packs I could find, so
if you want to have any other, just let me know.
>
> I think I have 6 custom campaings in my missions folder right now,
plus another folder with a campaign I was creating. I need to work on
the balance of one of the maps, but the others are almost ready for
release, hopefully I can work on it today and send it to the group...
>
> On another note, can anyone remember a map in any of the campaigns
that had as an objective "survive for X turns"?
>
> Cheers guys!
>
> PS: Your skinpacks look ace!!
>

#14 From: Juan Jose Mejias Moreno <jesukrixto@...>
Date: Wed May 21, 2008 8:44 am
Subject: RE: New file uploaded to spacehulk_mod
jesukrixto
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Hi there, I just uploaded Hulk of Harlequins.
 
I never worried much about my marines when playing the game, guess that's why I didn't download any other custom content, no skins, no tilesets...but I did download all the mission packs I could find, so if you want to have any other, just let me know.
 
I think I have 6 custom campaings in my missions folder right now, plus another folder with a campaign I was creating. I need to work on the balance of one of the maps, but the others are almost ready for release, hopefully I can work on it today and send it to the group...
 
On another note, can anyone remember a map in any of the campaigns that had as an objective "survive for X turns"?
 
Cheers guys!
 
PS: Your skinpacks look ace!!


Tecnología, moda, motor, viajes,.suscríbete a nuestros boletines para estar siempre a la última MSN Newsletters

#13 From: spacehulk_mod@...
Date: Wed May 21, 2008 8:35 am
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /hulk_of_harlequins.zip
   Uploaded by : jesukrixto <jesukrixto@...>
   Description : Hulk of Harlequins campaign for the game.

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/hulk_of_harlequins.zip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

jesukrixto <jesukrixto@...>

#12 From: "bernardslama" <bernardslama@...>
Date: Tue May 20, 2008 4:47 pm
Subject: Looking for HULK OF HARLEQUINS
bernardslama
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Hi everybody,

I noticed that TD released the HULK OF HARLEQUINS (4 missions) on the
25th Feb 2008. I didn't get the chance to download it before it was
pulled from their site. I can't find it anywhere on the web. Can
someone help me out?

BddS

#11 From: "bernardslama" <bernardslama@...>
Date: Tue May 20, 2008 4:31 pm
Subject: Regarding my new available files.
bernardslama
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Hello all,

It's been suggested to me to re-organize the files I've previously
put up for downloads.

So now there is a pack of final versions - it happens to be the
classic Space Hulk terminators from The Blood Angels, Space Wolves,
Ultramarines and Deathwing. It also includes my final version of the
ingame.bmp file. Also, there is a pack just for the librarian
terminator. Finally there is a pack of works in progress that I feel
are okay to show now. It includes the Black Templars, the White Scars
and the Salamanders.

New features and remarks:
- All final versions are quite polished with a lot of detail work. If
you can play with double resolution, these will be even more
worthwhile.
- I have cleaned up bugs when I found them. Notify me if you see any.
- Unfortunately all my knee decorations (medal rank 2) are disabled
because of a hard to avoid TDSH1.0 graphic bug . I can wiggle my way
around the belt bug but not the knee one...
- The Blood Angels sgt faces feature a golden angel mask (like some
illustrations à la Tyco/Dante characters) and some angry face in
the "black rage"
- The Space Wolve's Wolf Guard now have Power BattleAxes as their
power weapon. The wolfpelt is fulller. I removed the leg runes and
added a tail pendant to their long range weapons.
-The Ultramarines have a new belt and chestplate.
-The Deathwing now have a broken sword on their chestplate. I've done
a lot of cleaning up on them. DW is the first chap GFX mod I did for
TDSH and they often get something redone when I improve something.
- Lastly checkout the Salamander beta. You'll see some nice texturing
and trim for the shoulder pad (and I can apply that to any future
chapter). Nice touches are the new power Warhammer and the colored
sgt faces.

Enjoy!
Bernard (bagio99 on TD's forum)

PS: I am using zip files simply to reach a wider audience. But I
personnaly prefer 7z files. 7-Zip is free and more powerful, and it
can work with many other compressed formats.

#10 From: spacehulk_mod@...
Date: Tue May 20, 2008 3:02 pm
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /SHclassics_2008m0519.zip
   Uploaded by : bernardslama <bernardslama@...>
   Description : The 4 classic Space Hulk chapters. Final versions!

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/SHclassics_2008m0519.zip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

bernardslama <bernardslama@...>

#9 From: Juan Jose Mejias Moreno <jesukrixto@...>
Date: Mon May 19, 2008 4:16 pm
Subject: Hi there
jesukrixto
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Just wanted to say hi!

I played the SH game from teardown soon before they shut it down, and was even in the process of creating a campaing when the whole GW/THQ thing started.

So it's really great news to find out there's still this "undercover" group to continue sharing content for the game.

I don't have the campaign right now, and can't remember in what state I left it, but later today I'll check it out and send it to the group so that it can be playtested.

Vive La Resistance!!


Sigue al minuto las principales noticias de tu ciudad MSN Deportes

#8 From: "timdavisiscool" <timdavisiscool@...>
Date: Wed May 14, 2008 3:33 pm
Subject: Re: Shoutout to Tim (Dezartfox)
timdavisiscool
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Cheers ^_^

I'll do my best to re update them once V1.1 of the game comes out :)

#7 From: "bernardslama" <bernardslama@...>
Date: Wed May 14, 2008 3:22 pm
Subject: Shoutout to Tim (Dezartfox)
bernardslama
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Hello Tim,

I just wanted to tell you that your Chaos Legion mod has been quite
successful in my household. You are a "corrupter" of young minds ;)

Thanks for sharing it with us!
Bernard (and Raphael)

#6 From: "bernardslama" <bernardslama@...>
Date: Wed May 14, 2008 3:14 pm
Subject: Re: Introductions
bernardslama
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Welcome Tostig!

Thanks for the compliments, but no need to put down your work! There
are artistic directions you took that I did not even try. Your work has
merit. At the very least they bring thoughts to what can be done.

Personnaly, I'm having fun working on campaigns and testing all that at
home with the kids. Graphically, I'm just working on improving existing
chapters. See nothing very daring, like a complete conversion or a
sound pack... I'm slowing down to see if v1.1 will be released. I am
getting ready to convert all my stuff to 1.1's format when (if?) it
comes out. I've also been thinking about posting some helpful files I
made for anyone who wants to mod TDSH (Teardown's Space Hulk).

Depending on how things work out and our mutual interest levels, (there
are other artists in this group) maybe that power armour mod can be
carried further.

Bernard (bagio99 on TD's forum)

--- In spacehulk_mod@..., "tostigsh" <tostig@...> wrote:
>
> First, a quick thank you for inviting me, and I'll upload the file
> that I posted on the Teardown forums, mostly for nostalgia rather than
> anything else - bernardslama has made some far superior versions of
> the same chapters.
>
> Secondly, what projects are people working on at the moment? I have to
> confess that my interest is a bit low at the moment, but despite exams
> the idea of space marines in power armour that Mattaus had was really
> interesting, but unfortunately I couldn't work out how to make decent
> looking upgrades with the limitations on the sprites.
> (http://www.teardown.se/forum/showthread.php?t=474)
>
> Tostig
>

#5 From: "tostigsh" <tostig@...>
Date: Tue May 13, 2008 7:48 pm
Subject: Introductions
tostigsh
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First, a quick thank you for inviting me, and I'll upload the file
that I posted on the Teardown forums, mostly for nostalgia rather than
anything else - bernardslama has made some far superior versions of
the same chapters.

Secondly, what projects are people working on at the moment? I have to
confess that my interest is a bit low at the moment, but despite exams
the idea of space marines in power armour that Mattaus had was really
interesting, but unfortunately I couldn't work out how to make decent
looking upgrades with the limitations on the sprites.
(http://www.teardown.se/forum/showthread.php?t=474)

Tostig

#4 From: spacehulk_mod@...
Date: Mon May 12, 2008 1:55 am
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /HALCYON_2008m0511.zip
   Uploaded by : bernardslama <bernardslama@...>
   Description : The Fate of the SWORD OF HALCYON campaign

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/HALCYON_2008m0511.zip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

bernardslama <bernardslama@...>

#2 From: spacehulk_mod@...
Date: Thu May 8, 2008 11:29 am
Subject: New file uploaded to spacehulk_mod
spacehulk_mod@...
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the spacehulk_mod
group.

   File        : /Chaos Legions V1.0.rar
   Uploaded by : timdavisiscool <timdavisiscool@...>
   Description : V1 of Chaos legions mod, new text, tileset and graphics :)
(you'll need WinRar to unzip the file)

You can access this file at the URL:
http://ca.groups.yahoo.com/group/spacehulk_mod/files/Chaos%20Legions%20V1.0.rar

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/ca/groups/files

Regards,

timdavisiscool <timdavisiscool@...>

#1 From: "bernardslama" <bernardslama@...>
Date: Thu May 8, 2008 2:06 am
Subject: Space Marines graphic mods available
bernardslama
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Hello and welcome,

I started this yahoo group so I could share some of the work I did
for Teardown Space Hulk PC game. I made these mods for myself and my
kids but don't mind sharing them with anyone else out there if it
will help the game and Teardown.

As you might probably know Teardown is currently not allowed to make
any files for the game available. However fans and modder are free to
show their work but cannot post the modded files on Teardown's forum.
Hence why this group exists.

I opted to make a group, so casual modders didn't have to go through
the hassle of making and promoting their web page. They can freely
use this groups. Fans and players will hopefully come to this group
to get new contents from the modding community.

Bernard (bagio99)

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