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Downloads Home » Single Player Scenarios » Caribbean Fortress

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Caribbean Fortress

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Game Version: TAD
I was playing around with triggers and trying to create some eye candy (the latter didn't work so well, but hey), and this is the result... I chucked in a simple objective, and hey presto, we have ourselves an undeveloped, but nonetheless fun map. it shouldn't take more than twenty minutes.

I worked in some triggers that make the ship move at a realistic speed, which is annoying, but it was fun to play around with and looks great. Then I made myself a rather unique fortress- as far as I know, and thought I'd put in an objective to give players something to do- basically, destroy all military in the town.

It's simple, but I like it, if I may say so. Check it out! It's a relatively fun map anyways!


UPDATE: I added a crummy storyline... lol, it's not too shabby, at least it works. Scarlett begins on a prize ship, and finds a map showing the location of a fort loaded with loot. so, they've no choice but to go there and get this loot. I'll keep updating until I get to a second scenario, then maybe I'll begin a campaign sort of thing, when I'm more experienced... could anyone tell me how to link scenarios? for now you'll have to load the intro, then the actual scenario.
Dialogue added.
Also, don't try actually playing the 'kingdom of heaven' or 'heaven's graveyard' scenarios, they're just a few random scenarios I thought I'd include. if you want to expand o them go ahead, just make sure you credit me for giving you the scenarios ;)

Have more fun, and some time I'll put in another scenario for the possible campaign, and maybe even a readme... how I spoil you all!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Teutonic Twit Took me about 8-9 tries to figure out how to beat it...it just goes back to the menu after you win.

It's simple and challenging but gets to be fun once you get on the right track, til then it's just frustrating. Part of the fun is seeing how big a force you have left at the end.

[Edited on 12/20/08 @ 08:30 PM]

File Author
I was going to add some dialogue, and maybe an alternate way to finish it... but then I got bored... I might continue work on it, perhaps turn it into something... It has potential. I just can't figure out how to make the fixed cannon obsolete... I've tried max and min ranges, loop effects, all that... nothing seems to work. well, at least you can finish it lol, even I can't o_O
any suggestions for improvement? did you like my fort?
Teutonic Twit You said this should take about twenty minutes but have a countdown timer with only about 7 1/2 minutes showing.
Last time I played it, I won with 13 men alive and 2:00 left on the timer.
sawyer I haven't played it yet, but you said you want to make a fixed cannon obsolete?
Try creating another "player" and use a trigger (effect=diplomacy) to make it neutral with all other players. If you wanted to make it obsolete from the start than place the cannon as that player. If you wanted to make it obsolete at a certain point in the game you can just convert it to that player.

Like I said, I haven't played it yet but I look forward to.
File Author
thanks sawyer, i'll give it a go.

Teutonic twit, yup, I know it takes only five minutes for good players to finish, but newbies might have to give it a few goes... I know I did :D! But yeah, when you get the general idea of the scenario, it's much easier.

I'll improve on it with some dialogue, etc, but don't expect any cutscenes. I can update my downloadable files, right?

sawyer Yeah sure, you can update them.
TheRoyalGuard1 NOOOO! Its for TAD! NOOOOO!

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