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Plans for MoTmod Addon post-Alekhine's Gun
08-25-2015, 09:35 PM
Post: #1
Plans for MoTmod Addon post-Alekhine's Gun
I've recently done a heavy amount of SWD expanding for the upcoming v12.0 of my addon for MoTmod. Once Alekhine's Gun is released, with or without official modding tools, I will try to concentrate on creating things like passzones for all DtS missions and a few areas in MoT missions, and simultaneously make improvements to Alekhine's Gun. Here are some ideas I've come up with while working:

Ideas for DtS missions

Jagdpanther:

I'm thinking of adding a pile of large crates next to one of the huts behind the main building, so Strogov can climb onto the roof of the hut, and add a ladder or plank for a more stealthy insertion, to make things easier on Saboteur difficulty. I can make the extra models appear without screwing up the SWD, but problems with this plan are placing the exact coordinates and making the crates appear on the minimap.

Winter Cold:

The passzones will follow along similar lines of the original mission.

PEASANT: Most guards will be suspicious of you, cannot enter most buildings.
SOLDIER: Patrols and officers will be suspicious of you, cannot enter some buildings.
OFFICER: Officers will be suspicious of you.

Since the amount of disguises is very limited, I'm planning to have soldiers taking orders when dressed as an officer. YouTube user Mazryonh has suggested making the blizzard conditions affect guards' sight, but because MoT has no winter missions, I'm not sure if it's possible. There's a GrassVisionFactor and LightVisionFactor, I'd need something like a SnowVisionFactor. Also, the buildings that are off-limits will also include the house where you find the babka who gives you the location of the courier, and now gives you a German uniform and/or a sniper rifle.Big Grin

Stronghold:

The passzones will be as follows:

SOLDIER: Most guards will be suspicious of you, cannot enter most rooms.
UNTEROFFIZIER: Guards from the rank of sergeant up will be suspicious of you, cannot enter some rooms.
OFFICER: Officers will be suspicious of you, cannot enter some rooms.
WORKER: Workers will be suspicious of you, can visit the cells to clean them, but cannot open cells with prisoners inside. You also cannot enter the east wing of the second floor.
CLERK: Clerks will be supsicious of you, cannot enter the prison.
WARDEN: Same as in the original mission, but now some patrols and officers will be suspicious of you and you cannot enter some rooms.

Officers will be able to give orders to workers and soldiers. When dressed as an officer or warden, you can distract some people by phoning them similar to the DtS3 Demo. Problem with that scenario is we need to create new animations.

When dressed as a clerk, you can inform the soldiers guarding the armory (where the warden is) that the piano performance is about to start, in order to distract the warden and his bodyguard so you can freely enter the armory and ambush them when they return. You can also poison the tea cup of the officer who has the transfer documents.

When dressed as a worker, you can tamper with the radio in the room where the officer with the visitation permit is, so when he has a go at fiddling with it, he'll get electrocuted.

YouTube user Mazryonh has put forward an idea about dressing Polyakov up in a soldier's uniform and carrying his unconscious body out of the castle, with the wounds on his body convincing everyone he got into a drunken brawl. But we need to create a new model for this.

Hotel:

The passzones will be as follows:

CIVILIAN: Need a hotel visitor's card to move about the hotel's public areas. Guards will ask for your visitor's card.
GUARD: The diplomat and some guards will be suspicious of you.
COOK: Cooks will be suspicious of you, cannot enter the corridor where the diplomat's room is.
WAITER: Waiters will be suspicious of you, can enter the diplomat's room provided you bring his lunch up, like in White Head.
PLUMBER: Can enter the traitor's room and the generator room.
MANAGER: All employees will be suspicious, and the traitor and the diplomat will blow your cover.

Paycheck:

The passzones will be as follows:

PEASANT: Most guards will be suspicious of you, cannot enter most buildings.
SOLDIER: Most guards will be suspicious of you, slightly better than peasant disguise, cannot enter most buildings.
UNTEROFFIZIER: Guards from the rank of sergeant up will be suspicious of you, can enter the main building but cannot enter the offices and the radio room.
OFFICER: Officers and the targets will be suspicious of you, can enter the radio room but cannot use the radio.
DRIVER: Drivers will be suspicious of you, can enter the main building but cannot enter the offices and the radio room.
RADIO OPERATOR: Can enter the radio room and use the radio.

There'll be a couple new scenarios for dealing with Meyer-Mader and Knut. Meyer-Mader could step outside to look over the balcony, you can use the opportunity to snipe him but there'll be plenty of witnesses, just like in White Head. You could also distract him by phoning him using a phone found in an empty office on the first floor.

For Knut, you can either enter the building where he is dressed as an officer and wait for the love-making to stop, or there'll be a more amusing scenario. In a house right across from Knut's window, there'll be a peasant spying on them.Big Grin Although at first glance he'll appear to be a pervert, if you approach him he'll give you a sniper rifle and let you take the shot. Snipe him as the secretary leaves and Knut starts looking out the window.

Project Y:

The passzones will be as follows:

SCIENTIST: Officers and some scientists will be suspicious of you, expect to either be frisked or asked for ID when entering more sensitive areas.
SOLDIER: Officers and some soldiers will be suspicious of you, cannot enter the scientists' offices, the cyclotron and the area where the colonel is.
OFFICER: Some officers will be suspicious of you, can give orders to soldiers.
TECHNICIAN: Most technicians will be suspicious of you, can enter the room where the colonel is provided you bring up a box.
PROFESSOR: Everyone will be suspicious, and officers will blow your cover.
COLONEL: Everyone will be suspicious, and officers will blow your cover.

I can't find any areas suitable for adding spare clothes, probably have to create new rooms.

Die Spies!:

The passzones will be as follows:

CIVILIAN: Same as the original mission, but cannot enter the post office and the building with the underground entrance.
FELDGENDARMERIE: Feldgendarmerie will be suspicious of you, cannot enter the post office, the building with the underground entrance and the school.
DRIVER: Drivers will be suspicious of you, can enter the building with the underground entrance, but cannot enter the underground passage and the school.
WORKER: Workers will be suspicious of you, can enter the underground passage but cannot enter the post office and the school.
ENGINEERING SOLDIER: Engineering soldiers will be suspicious of you, can enter the underground passage but cannot enter the post office and the school.
INFANTRY SOLDIER: Some Infantry soldiers will be suspicious of you, can enter the school but cannot enter the more sensitive areas.
SIGNAL COMMUNICATIONS SOLDIER: Signal communications soldiers will be suspicious of you, but can enter some of the more sensitive areas.
COOK: Most guards will be suspicious of you outside the kitchen, but can bring up a pot of stew to Himmel's office.
OFFICER: Can move freely around the school, provided you have the right ID. Student IDs allow access to the classrooms, while Employee IDs will get you anywhere except the briefing room.
RESCH: Same as officer's uniform, but has his own ID you can show to the guard to summon Steinglitz. You have you be in this uniform when you show the ID, however.
INSTRUCTOR: Most instructors will be suspicious of you, but can enter the briefing room.

Eight Snipers:

The passzones will be as follows:

FELDGENDARMERIE: Feldgendarmerie will be suspicious of you, cannot enter the bridge.
ENGINEERING SOLDIER: Most Engineering soldiers will be suspicious of you, cannot enter the eighth tower.
WORKER: Workers will be suspicious of you, cannot enter the eighth tower.
MECHANIC: Mechanics will be suspicious of you, cannot enter the eighth tower but can climb to the top of the bridge.
SIGNAL COMMUNICATIONS SOLDIER: Signal communications soldiers will be suspicious of you, can enter the eighth tower.
SNIPER: Everyone will be suspicious, and officers and senior mechanics will blow your cover.

Removal:

The passzones will be as follows:

FELDGENDARMERIE: Feldgendarmerie will be suspicious of you, cannot enter the camp.
SOLDIER: Most guards will be suspicious of you, can move around the camp provided you have a permit.
UNTEROFFIZIER: Guards from the rank of sergeant up will be suspicious of you, can move around the camp provided you have a permit.
OFFICER: Officers and wardens will be suspicious of you, can move around the camp provided you have a permit. Can give orders to soldiers.
DRIVER: Can enter the warehouse in the guards section of the camp provided you bring a box up.
COOK: Can enter the house with the prisoners' records provided you bring up a pot of stew.
DOCTOR: Same as the original mission.
WARDEN: Same as the original mission.

We could add a scenario where you can cut the fence surrounding the prisoners' barracks, provided you first turn off the power.

Embassy:

The passzones will be as follows:

CIVILIAN: Expect to either be frisked or asked for ID when entering the more sensitive areas.
PLUMBER: Can enter the ladies' restroom.
COOK: Can bring a pot of stew up to the basement.
ARCHIVES CHIEF: Diplomats, agents and some soldiers will be suspicious of you.
SOLDIER: Some soldiers will be suspicious of you, cannot enter the staff lounge.
AGENT: Volkov will be suspicious of you, can enter the staff lounge.

Ideas about new missions

YouTube user Mazryonh has put forward an idea about a direct-follow up to Stronghold, in which Strogov must get Polyakov out of the country. It seems like a good idea, navigating through the streets of Dresden (on forlik's advice, I placed the location of the castle in Stronghold near that city) and clearing paths for Polyakov by any means necessary. Of course, there's the issue of giving an accurate picture of what Dresden was like before the firebombing.

Another potential new mission I thought of myself is a mission taking place in the Channel Islands (the only part of Britain that was ever occupied by the Nazis) in which Strogov must infiltrate a radio station broadcasting propaganda intended for British and American audiences, kill a couple of people in charge of the broadcast and destroy the audio tapes. The old Dietrich Meltzer model (Yazik) could be recycled as one of the targets, and "The Readiness Is All" from BioShock Infinite could be played throughout the station.

These two ideas depend, of course, on whether or not official modding tools become available once Alekhine's Gun is released. I know this is a long list, but please feel free to post any feedback here.
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