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 Post subject: Tyranid Mod Tutorial Map Discussion
PostPosted: Wed Oct 07, 2009 12:07 pm 
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Broodling
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Joined: Fri Mar 25, 2005 1:01 pm
Posts: 92
Location: Canberra, Australia
Hey all. The Tyranid Mod's hit upon an idea for a tutorial map (probably for the release after next), and we were hoping to bounce it around here to get some thoughts and ideas and whatnot.

We've been doing our darndest to avoid Tyranids talking at any point (even our sighting sounds are going to be the voices of the encountered race). At no point will our hivemind talk. So with that in mind, this is what we came up with:

The Imperium has been tracking a small splinterfleet. It seems its path is set to intersect with a world that's basically uninhabited except for a small xeno military outpost (open to suggestions on which - currently I'm leaning towards Tau, simply because it's easier to show off detector units on them). Obviously an exterminatus would conveniently solve both problems, however a Magos Biologis has decided that this is the perfect situation to train an acolyte in Tyranid behaviour patterns.

As such, the player plays the Tyranids but gets the Magos Biologis' explanations and interjections as their guide through it.

The map ends when the Tyranids win (triggering the exterminatus), the xenos win (triggering exterminatus) or the player decides they've learned enough and triggers the exterminatus themselves.

So - thoughts, suggestions, ideas? Doesn't have to be anything important, could even be just quirky ideas for the Magos himself. Of course ideas for the xenos in question, map quirks etc are all good too.

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Tyranid Mod Admin/Lead Designer
http://tyranids.gameapollo.com

We'd like your input: Tutorial Design | Alternate Playstyles


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