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What happened to campaign mode?

PostPosted: 28 Jan 2013, 19:00
by unixfreak
A while back i started working on a map with some scripted doors to be playable on the campaign mode, much like the 'alphacampaign' map. Although, i haven't been on red eclipse for a while, i noticed today that in the latest release, 1.3.1... the alphacampaign map isn't included anymore.

Also when i load "/campaign mapname" it seems to be trying to load a demo file for playback, saying "mapname.dmo doesn't exist". Any ideas?

I thought the campaign/survival mode was a great idea. Was it removed completely?

Re: What happened to campaign mode?

PostPosted: 28 Jan 2013, 19:01
by ballist1c
(Haven't seen you in a while wb)

The mode and level were removed in 1.3 due to lack of development/enthusiasm/ideas.

Re: What happened to campaign mode?

PostPosted: 28 Jan 2013, 19:07
by Sniper-Goth
Even today you can get a 'sort of' campaign mode with a combination of variables/modes.
Ill try to explain:
Mode: Time-trial,
Map alpha campaign (i had borrowed it from 1.2 to play in 1.3)
Mutators: arena,onslaught.
Then /trialstyle 2 and you're good to go.
And we have the campaign game mode back.

Re: What happened to campaign mode?

PostPosted: 28 Jan 2013, 20:06
by wowie
I think campaign was removed in favor of co-op mode.

Re: What happened to campaign mode?

PostPosted: 28 Jan 2013, 22:25
by cdxbow
My understanding is Quin is going to be re-engineering the SP at some stage, that the previous version was a bit of a hack and had a few limitations. We are certainly planning on one for MekArcade during this year. In the second half of the year we would like to extend it further to support 'squad play' (tactical bot mod).

Sniper-Goth: thats brilliant.

Re: What happened to campaign mode?

PostPosted: 29 Jan 2013, 00:59
by Evropi
How about just doing it the Wolfenstein: ET way? That is, a server can set a 'campaign' which spans several maps. The team that wins every map gains 1 point, and these are tallied up at the end. Inbetween games you are shown a map with locations (this only really works for Wolf ET of course) and on each point the symbol of the winning team is displayed (the ones that haven't been played yet are greyed out). So yeah, it's more of a 'series' than a 'campaign'. Still, whilst basic, it works and makes teams stick together. Not sure if that would work in RE though as Wolfenstein: ET is much more about tactics and teamwork, whereas the only game mode that requires actual teamwork (you can usually wing it and still win) in RE is bomber-ball.

Re: What happened to campaign mode?

PostPosted: 30 Jan 2013, 18:34
by unixfreak
Sniper-Goth {l Wrote}:Even today you can get a 'sort of' campaign mode with a combination of variables/modes.
Ill try to explain:
Mode: Time-trial,
Map alpha campaign (i had borrowed it from 1.2 to play in 1.3)
Mutators: arena,onslaught.
Then /trialstyle 2 and you're good to go.
And we have the campaign game mode back.


Hmm. Doesn't seem to spawn the turrent entities in time trial for me. Deathmatch/onslaught seems to work, but then players and bots are free-for-all rather than one team.

Is there any plans to re-add campaign mode (or an SP mode, similar to sauerbraten) in the future?

Re: What happened to campaign mode?

PostPosted: 31 Jan 2013, 01:16
by qreeves
Anything is possible. As it is currently, I would rather not have an utterly incomplete thread left exposed like that. We need to focus on our general image and attempt to pretend we are somewhat cohesive. I have my doubts that RE gameplay is suitable for any SP-esque ideals, as the AI simply can't compete against players with such super human abilities, so if anything I would probably direct my attention on this subject to an RE chapter dedicated to SP gameplay (maybe the side scrolling platformer is the best outlet for this?)

Re: What happened to campaign mode?

PostPosted: 31 Jan 2013, 01:50
by greaserpirate
Evropi {l Wrote}:How about just doing it the Wolfenstein: ET way? That is, a server can set a 'campaign' which spans several maps. The team that wins every map gains 1 point, and these are tallied up at the end. Inbetween games you are shown a map with locations (this only really works for Wolf ET of course) and on each point the symbol of the winning team is displayed (the ones that haven't been played yet are greyed out). So yeah, it's more of a 'series' than a 'campaign'. Still, whilst basic, it works and makes teams stick together. Not sure if that would work in RE though as Wolfenstein: ET is much more about tactics and teamwork, whereas the only game mode that requires actual teamwork (you can usually wing it and still win) in RE is bomber-ball.


I have to say, I really like this idea. Most of the time in multiplayer games, the player is only involved in a story in singleplayer, and multiplayer matches don't have the same sense of context and importance for each mission. Simply showing some kind of progress for the outcome of a match turns victory from "oh yay, I won a game" to something along the lines of this:
"The members of the Alpha Legion had considered it a suicide mission at first. A force their size could not possibly take the great Ghost Citadel of the Omega Faction. But through the mists and lines of fire they charged and drove back the ruthless traitors. The war is far from over, but in the hearts of every loyal citizen there is renewed hope that the bloody revolution can be stopped."
(This is just ah idea to start with; the story could be different for each server.)

I know Red Eclipse doesn't have an official story or an official universe yet(I think), but I think this has a lot of potential to be an excellent method of getting the player involved in some kind of story in multiplayer. Plus, it wouldn't take very much work; all you'd need to do is get the server to display a map of the region and a text blurb after each round, and the server owner would do most of the work setting up the campaign. In future expansions, some strategetic elements could be added, adding an element of turn-based strategy.

In any case most servers will still probably still choose to have maps be chosen by voting and not related to a story, but it's an interesting idea with a lot of potential. Since Quin is extremely busy with other stuff right now I don't think this should be an immediate priority, but would it be possible to have support for this type of server sometime in a future release?