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<rss version="2.0"><channel><title>Dune 2000 Latest Topics</title><link>https://forum.dune2k.com/forum/11-dune-2000/</link><description>Dune 2000 Latest Topics</description><language>en</language><item><title>Where is the build que for D2K?</title><link>https://forum.dune2k.com/topic/37162-where-is-the-build-que-for-d2k/</link><description><![CDATA[<p>
	What the hell happened to the build que patch for D2K? I found the link on D2K+ <a href="https://d2kplus.com/patches/build-queues-patch/" rel="external nofollow">Build Queues Patch — D2K+</a> but I can't get it to work, even though I did a fresh install using this guide: 
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<p>
	 
</p>

<p>
	I skipped the funky fresh patch, I only installed the regular 1.06 patch. Then I installed mission select menu, subhouses fix, and high resolution patch. But it's not working, game wont launch.
</p>

<p>
	I could have sworn the que worked on high resolutions in the past.
</p>

<p>
	 
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]]></description><guid isPermaLink="false">37162</guid><pubDate>Mon, 13 Oct 2025 09:53:49 +0000</pubDate></item><item><title>Fremen Weirding weapon mod help</title><link>https://forum.dune2k.com/topic/37161-fremen-weirding-weapon-mod-help/</link><description><![CDATA[<p>
	I've been modding Dune 2000 fremen units to be distinct from each other. I want the regular fremen to have machine guns and the cloaked fremen you get from Atriedes palace I want them to have basically a miniature sonic tank gun, and it uses the weirding weapon firing sound. I've done it before in years past, but I forget how. I remember the projectile even scaled with the fremen infantry size, so instead of a large sonic ball the size of the sonic tank's mounted RADAR dish cannon, the fremen fired a smaller sonic ball about the size of their gun. 
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]]></description><guid isPermaLink="false">37161</guid><pubDate>Mon, 13 Oct 2025 08:37:55 +0000</pubDate></item><item><title>All completed mods and tools index (Dune 2000)</title><link>https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/</link><description><![CDATA[<p>
	<span style="font-size:20px;"><span style="color:#ffffff;"><strong>All Complete campaigns, single maps, tools and more.</strong></span></span>
</p>

<p>
	<strong><span>Color legend: </span><span style="color:#2980b9;">ATR</span> -<span style="color:#e74c3c;"> </span><span style="color:#c0392b;">HAR</span> - <span style="color:#27ae60;">ORD</span> - <span style="color:#8e44ad;">EMP</span> -<span style="color:#8e44ad;"> </span><span style="color:#bdc3c7;">FRE</span> -<span style="color:#c0392b;"> </span><span style="color:#d35400;">SMU</span> -<span style="color:#f1c40f;"> MER</span> - <span style="color:#f39c12;">OTHER</span></strong><br />
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:26px;"><strong><span style="color:#ffffff;">CAMPAIGNS:</span></strong></span></u>
</p>

<p>
	<strong>*<a href="https://forum.dune2k.com/topic/28381-release-dune-2000-mini-campaign-a-christmas-tale/" rel=""><span style="color:#bdc3c7;">A Chr</span><span style="color:#2980b9;">istma</span><span style="color:#27ae60;">s Tale</span></a></strong> (4 missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/26786-release-a-new-house-campaign-for-dune-2000/" rel=""><span style="color:#f39c12;">A New House Campaign</span></a></strong> (9 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/33999-release-a-new-house-sequel-dune-2000-custom-campaign/" rel=""><span style="color:#f39c12;">A New House Sequel Campaign</span></a></strong> (9 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27556-a-secret-plot-mercenary-campaign-by-domaithianus/" rel=""><span style="color:#f1c40f;">A Secret Plot: Mercenary Campaign</span></a></strong> (13 Missions) - By Domaithianus<br />
	*<strong><a href="https://forum.dune2k.com/topic/37059-re-release-multiple-campaigns-inspired-on-the-originals-from-different-authors/" rel=""><span style="color:#2980b9;">All Origi</span><span style="color:#27ae60;">nal maps bu</span><span style="color:#c0392b;">t expanded</span></a></strong> (42 Missions)- By Залупенко<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27605-release-alliance-of-atreides-campaign/" rel=""><span style="color:#2980b9;">Alliance of Atreides Campaign</span></a></strong> (12 Missions) - By Dark Wesker<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#2980b9;">Atreides Campaign Battle for Dune</span></a></strong> (9 Missions) - By Feda &amp; Iheb96 (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29834-release-butlerian-jihad-the-trilogy/" rel=""><span style="color:#c0392b;">But</span><span style="color:#2980b9;">ler</span><span style="color:#27ae60;">ian</span> <span style="color:#c0392b;">Ji</span><span style="color:#2980b9;">ha</span><span style="color:#27ae60;">d T</span><span style="color:#c0392b;">ri</span><span style="color:#2980b9;">lo</span><span style="color:#27ae60;">gy</span></a> </strong>(3 Campaigns - 27 Missions + The End of the butlerian mission) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29187-release-coalition-of-nobles-dune-2000-campaign/" rel=""><span style="color:#f39c12;">Coalition of Nobles</span></a></strong> (19 Missions + 1 bonus Mission) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/30412-release-coalition-of-nobles-new-enemies-dune-2000-campaign/" rel=""><span style="color:#f39c12;">Coalition of Nobles: New Enemies</span></a></strong> (18 Missions + 1 bonus Mission) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27503-release-dune-2-based-campaign-for-dune-2000-old-campaign-rearrange/" rel=""><span style="color:#2980b9;">Dune 2</span> <span style="color:#c0392b;">based<span style="color:#27ae60;"> </span></span><span style="color:#27ae60;">campaign</span></a></strong> (3 Campaigns - 27 Missions + 2º version with a custom tileset) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#8e44ad;">Emperor Reign</span></a></strong> (9 Missions) - By Sandworm (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29612-i-integrated-my-extended-mod-into-the-vanilla-d2k-campaign/" rel=""><span style="color:#2980b9;">Fey's modd</span><span style="color:#c0392b;">ed vanilla</span><span style="color:#27ae60;"> campaign</span></a></strong> - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27344-release-frank-herbert-custom-campaign-for-dune-2000/" rel=""><span style="color:#2980b9;">Frank Herbert</span></a></strong> (15 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#bdc3c7;">Fremen campaign (+ three bonus missions)</span></a></strong> (9 + 3 Missions) - By Luminar (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/26896-release-new-campaign-fremen-dune-2000/" rel=""><span style="color:#bdc3c7;">Fremen Warriors</span></a></strong> (9 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29477-general-sardukar-mission/" rel=""><span style="color:#8e44ad;">General Sardukar Mission</span></a></strong> (9 missions) - By General Sardukar<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27840-%E3%80%90release%E3%80%91-glory_awaits-campaigns-at-part-by-mattbaker/" rel=""><span style="color:#2980b9;">Glory Awaits Campaigns, AT part</span></a></strong> (17 missions) - By MattBaker<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27881-release-glory_awaits-campaign-hk-part-by-mattbaker/?tab=comments#comment-396478" rel=""><span style="color:#c0392b;">Glory Awaits Campaign HK part</span></a></strong> (18 missions) - By Mattbaker<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27963-%E3%80%90release%E3%80%91-glory_awaits-campaign-ordos-part/?tab=comments#comment-396723" rel=""><span style="color:#27ae60;">Glory Awaits Campaign- Ordos Part</span></a></strong> (18 missions) - By Mattbaker<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27514-wip-harkonnen-campaign-progress-thread/page/4/?tab=comments#comment-394977" rel=""><span style="color:#c0392b;">Harkonnen Campaign</span></a></strong> (9 Missions) - By Fey<br />
	*<strong><a href="https://forum.dune2k.com/topic/37059-re-release-multiple-campaigns-inspired-on-the-originals-from-different-authors/" rel=""><span style="color:#8e44ad;">Harkonnen Campaign harder but as emperor</span></a></strong> (14 missions) - By Comrade Marshal Wrathnar<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27579-release-harkonnen-reign-of-evil-campaign/" rel=""><span style="color:#c0392b;">Harkonnen: Reign of Evil Campaign</span></a></strong> (28 Missions) - By Dark Wesker<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27600-release-harkonnen-family-dune-2000-campaign/" rel=""><span style="color:#c0392b;">Harkonnen Family</span></a></strong> (9 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27655-release-heretic-alliances-dune-2000-custom-campaign/" rel=""><span style="color:#2980b9;">Heretic Alliances</span></a></strong> (9 Missions) - By Cm_Blast<br />
	<strong>*</strong><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/27863-release-heighliner-tileset/" rel=""><span style="color:#f1c40f;">Heighliner Mini-Campaign</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> (4 Missions) - By Fey</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/" rel=""><span style="color:#f39c12;">Ixian Campaign – We tech-up Arrakis!</span></a></strong> (9 Missions) - By <span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Feda</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/27511-release-ixian-campaign-masters-of-technology/" rel=""><span style="color:#f39c12;">Ixian Campaign: Masters of Technology</span></a></strong> (9 Missions) - By Cm_Blast<br />
	*<strong><a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/?do=findComment&amp;comment=402255" rel=""><span style="color:#8e44ad;">Luisito</span><span style="color:#bdc3c7;"> </span><span style="color:#bdc3c7;">Pack of</span> <span style="color:#d35400;">Camp</span><span style="color:#f1c40f;">aigns</span></a></strong> (4 campaigns - 46 missions + 9 extra TEST missions) - By Luisito Eb  (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/" rel=""><span style="color:#f1c40f;">Mercenary Campaign – Keep ’em Coming!</span></a></strong> (9 Missions) - By <span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Feda</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/27723-wip-mercenary-campaign-fall-of-emperor/" rel=""><span style="color:#f1c40f;">Mercenary Campaign: Fall of Emperor</span></a></strong> (7 Missions) - By Runtowin<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27542-release-mercenary-campaign-the-origin-of-the-mercenaries/" rel=""><span style="color:#f1c40f;">Mercenary Campaign: The Origin of the Mercenaries</span></a></strong> (9 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27725-mini-campaign-mercenaries-revenge-last-3-mission/" rel=""><span style="color:#f1c40f;">Mini </span><span style="color:#27ae60;">Camp</span><span style="color:#f1c40f;">aign: </span><span style="color:#27ae60;">Merc</span><span style="color:#f1c40f;">enar</span><span style="color:#27ae60;">ies R</span><span style="color:#f1c40f;">eve</span><span style="color:#27ae60;">nge</span></a></strong> (3 Missions) - By jbil1989<br />
	<strong>*<a href="https://forum.dune2k.com/topic/30883-release-campaign-neme-ordos-campaign-by-neme/" rel=""><span style="color:#27ae60;">Neme Ordos Campaign</span></a></strong> (6 missions) - By Neme<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29214-new-fremen-mission/" rel=""><span style="color:#bdc3c7;">New Fremen Missions</span></a></strong> (4 missions) - By General Sardukar<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#27ae60;">Ordos Campaign</span></a></strong> (9 Missions) - By Magier (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27571-release-ordos-campaign-alternative-missions/" rel=""><span style="color:#27ae60;">Ordos Campaign Alternative Missions</span></a></strong> (16 Missions) - By Domaithianus<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27557-updatedrelease-ordos-remake-campaign-by-dark-wesker/" rel=""><span style="color:#27ae60;">Ordos Remake Campaign</span></a></strong> (20 + 1 Extra Mission) - By Dark Wesker<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27469-release-ordoss-tactics/" rel=""><span style="color:#27ae60;">Ordos's Tactics</span></a></strong> (9 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#f1c40f;">Rise of the Mercenary (unfinished)</span></a></strong> (2 Missions) - By gruntmod (rearrange By Cm_Blast)<br />
	*<strong><a href="https://forum.dune2k.com/topic/33063-release-campaign-revenge-of-atreides/" rel=""><span style="color:#2980b9;">Revenge of Atreides</span></a></strong> (10 missions) - By jbil1989<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#d35400;">Smuggler campaign</span></a></strong> (9 Missions) - By Rick Vorstenbosch (rearrange By Cm_Blast)<br />
	*<strong><a href="https://forum.dune2k.com/topic/37060-re-release-smuggler-restructure-campaign-by-psycho/" rel=""><span style="color:#d35400;">Smuggler Restructure</span></a></strong> (9 Missions) - By PsYcHo<br />
	*<strong><a href="https://forum.dune2k.com/topic/37058-re-release-smuggler-rise-part-1-unfinished-by-the-dragon/" rel=""><span style="color:#d35400;">Smuggler Rise part 1</span></a></strong> (4 missions) - By The Dragon <br />
	*<strong><a href="https://forum.dune2k.com/topic/27837-release-smuggling-operations-dune-2000-campaign/" rel=""><span style="color:#d35400;">Smuggling Operations</span></a></strong> (9 Missions + 1 bonus mission) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27229-release-spacing-guild-campaign-for-dune-2000/" rel=""><span style="color:#f39c12;">Spacing Guild Campaign</span></a></strong> (9 Missions) - By Cm_blast<br />
	<strong>*<span style="background-color:rgb(24,24,24);font-size:14px;"><a href="https://forum.dune2k.com/topic/28466-release-smugglers-campaign-summers-solstice/" rel=""><span style="color:#d35400;">Summers' </span><span style="color:#bdc3c7;">S</span><span style="color:#f1c40f;">o</span><span style="color:#27ae60;">l</span><span style="color:#8e44ad;">s</span><span style="color:#f39c12;">t</span><span style="color:#d35400;">ice</span></a></span></strong> (4 arcs - 30 Missions) - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27317-release-the-antifremen-campaing/" rel=""><span style="color:#c0392b;">The Antifre</span><span style="color:#8e44ad;">men campaing</span></a></strong> (10 Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27354-the-emperor-returns-campaign-for-dune-2000-old-campaign-updated/" rel=""><span style="color:#8e44ad;">The Emperor Returns</span></a></strong> (9 Missions) - By Cm_blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27806-release-the-emperors-plan-dune-2000-campaign/" rel=""><span style="color:#8e44ad;">The Emperor's Plan</span></a></strong> (9 missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29828-my-own-dune-2000-campaign" rel=""><span style="color:#2980b9;">The Great </span><span style="color:#27ae60;">Battle of </span><span style="color:#c0392b;">Arrakis</span><span style="color:#2980b9;"> </span></a></strong>(3 Campaigns - 32 missions) - By <span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Thel Vadam FLippy<br />
	<strong>*</strong></span><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/31850-release-the-ixian-problem-dune-2000-custom-campaign/" rel=""><span style="color:#f39c12;">The Ixian Problem</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> (9 missions) - By Cm_Blast<br />
	*</span><strong><span style="background-color:rgb(24,24,24);font-size:14px;"><a href="https://forum.dune2k.com/topic/33003-release-campaign-the-legand-of-general-tao%E2%80%9C-by-mattbaker/" rel=""><span style="color:#d35400;">The Legend of General Tao</span></a></span></strong><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> (15 missions) - By MattBaker</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#d35400;">Time Based Smugglers Campaign - Protect Mercenaries!</span></a></strong> (9 Missions) - By jbil1989 (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/30158-release-tleilaxu-infestation-dune-2000-campaign-tleilaxu-plague-part-2-mission/" rel=""><span style="color:#f39c12;">Tleilaxu Infestation</span></a></strong> (20 Missions + Tleilaxu Plague 2 single mission)  - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27631-suspended-indefinitely-ultimate-house-ordos/" rel=""><span style="color:#27ae60;">Ultimate House Ordos (Suspended)</span></a></strong><span> (10 Missions) </span>- By Dark Wesker<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28770-release-campaign-vengeancedm-by-vengeancedm/" rel=""><span style="color:#8e44ad;">VengeanceDM</span></a> </strong>(8 missions) - By VengeanceDM<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28811-release-dune-2000-mission-launcher-12/" rel=""><span style="color:#2980b9;">War o</span><span style="color:#c0392b;">f Assa</span><span style="color:#27ae60;">ssins</span></a></strong> (&lt;-- <a href="https://forum.dune2k.com/topic/26918-release-dune-2000-war-of-assassins/" rel="">more info here</a> --&gt; 3 Campaigns - 27 Missions) - By Feda<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28811-release-dune-2000-mission-launcher-12/" rel=""><span style="color:#2980b9;">War o</span><span style="color:#c0392b;">f Assa</span><span style="color:#27ae60;">ssins</span> <span style="color:#2980b9;">Sandst</span><span style="color:#c0392b;">orm exp</span><span style="color:#27ae60;">ansion</span></a></strong> (3 Campaigns - 21 Missions) - By Feda<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28811-release-dune-2000-mission-launcher-12/" rel=""><span style="color:#8e44ad;">War o</span><span style="color:#2980b9;">f the </span><span style="color:#c0392b;">Land</span><span style="color:#27ae60;">sraad</span></a></strong> (4 Campaigns - 50 Missions + Launcher) - By Feda<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28252-dune-2000-original-campaigns-from-westwood-studios/" rel=""><span style="color:#2980b9;">Westw</span><span style="color:#27ae60;">ood St</span><span style="color:#c0392b;">udios</span><span style="color:#2980b9;"> </span><span style="color:#2980b9;">Origi</span><span style="color:#27ae60;">nal Cam</span><span style="color:#c0392b;">paigns</span></a></strong> (3 Campaigns - 42 Missions) - By Westwood Studios<br />
	*<strong><a href="https://forum.dune2k.com/topic/29514-work-mercenaries/" rel=""><span style="color:#f1c40f;">Work Mercenaries</span></a></strong> (7 missions) - By General Sardukar
</p>

<p style="text-align:center;">
	<br />
	<span style="font-size:26px;"><u><strong><span style="color:#ffffff;">SINGLE MISSIONS:</span></strong></u></span>
</p>

<p>
	<strong>*<a href="https://forum.dune2k.com/topic/28769-release-1p-outpost-defence-by-kipp-ul/" rel=""><span style="color:#2980b9;">1P Outpost Defence</span></a> </strong>(+ Lunatic version)<strong> -</strong> By Kipp &amp; UL<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27617-release-single-mission-dune-2000-aerial-nightmare/" rel=""><span style="color:#c0392b;">Aerial Nightmare</span></a></strong> - By Cm_blast<br />
	*<strong><a href="https://forum.dune2k.com/topic/37027-release-arkanon-tileset/" rel=""><span style="color:#f39c12;">Arkanon debut</span></a></strong> (+ Arkanon tileset) - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27560-release-atreides-single-mission-secrets-power-and-children/" rel=""><span style="color:#2980b9;">Atreides Single Mission - Secrets, Power, and Children</span></a></strong> - By Domaithianus<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27696-release-battle-royal-single-map-dune-2000/" rel=""><span style="color:#2980b9;">B</span><span style="color:#c0392b;">a</span><span style="color:#27ae60;">t</span><span style="color:#8e44ad;">t</span><span style="color:#bdc3c7;">l</span><span style="color:#d35400;">e</span> <span style="color:#f1c40f;">R</span><span style="color:#2980b9;">o</span><span style="color:#c0392b;">y</span><span style="color:#16a085;">a</span><span style="color:#8e44ad;">l</span></a></strong> (7 Single Missions) - By Cm_Blast<br />
	*<strong><a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#2980b9;">Chan</span><span style="color:#c0392b;">ged</span> <span style="color:#27ae60;">Dune</span></a></strong> (3 Single Missions) - By MustaphaTR (rearrange By Cm_Blast).<br />
	*<strong><a href="https://forum.dune2k.com/topic/28510-release-challenge-set-of-maps-old-missions-tweaked/" rel=""><span style="color:#8e44ad;">C</span><span style="color:#c0392b;">h</span><span style="color:#bdc3c7;">a</span><span style="color:#2980b9;">l</span><span style="color:#c0392b;">l</span><span style="color:#f1c40f;">e</span><span style="color:#f39c12;">n</span><span style="color:#d35400;">g</span><span style="color:#c0392b;">e</span> <span style="color:#bdc3c7;">s</span><span style="color:#8e44ad;">e</span><span style="color:#c0392b;">t</span> <span style="color:#bdc3c7;">o</span><span style="color:#2980b9;">f</span> <span style="color:#c0392b;">m</span><span style="color:#f1c40f;">a</span><span style="color:#f39c12;">p</span><span style="color:#d35400;">s</span></a></strong> (20 Single Missions + 1 bonus mission) - By Cm_Blast.<br />
	*<strong><a href="https://forum.dune2k.com/topic/37056-re-release-conflicting-forces-mission-by-psycho/" rel=""><span style="color:#2980b9;">Conflicting Forces</span></a></strong> - By PsYcHo<br />
	*<strong><a href="https://forum.dune2k.com/topic/37057-re-release-decisive-mission-by-psycho/" rel=""><span style="color:#8e44ad;">Decisive</span></a></strong> - By PsYcHo<br />
	*<strong><a href="https://forum.dune2k.com/topic/37048-re-release-defense-into-offense-mission-by-psycho/" rel=""><span style="color:#2980b9;">Defense Into Offense</span></a></strong> - By PsYcHo<br />
	*<a href="https://forum.dune2k.com/topic/37051-re-release-distress-mission-by-psycho/" rel=""><span style="color:#2980b9;"><strong>Distress</strong></span> </a>- By PsYcHo<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27683-release-dune-2-genesis-for-dune-2000-final-missions-maps/" rel=""><span style="color:#2980b9;">Dune</span> <span style="color:#c0392b;">2 Gen</span><span style="color:#27ae60;">esis</span></a></strong> (3 Single Missions) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28338-d2k-atreides-mission-1b-using-dune-2-tileset/" rel=""><span style="color:#2980b9;">D2K Atreides mission 1B</span></a></strong> (with Dune 2 tileset) - By sayedmamdouh<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/page/3/?tab=comments#comment-396435" rel=""><span style="color:#f1c40f;">D2k Tower Defense</span></a></strong> - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27369-release-ebfd-ancient-rivalries/" rel=""><span style="color:#c0392b;">EBFD: Ancient Rivalries</span></a></strong> - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27750-release-ebfd-final-assault-final-emperor-mission-for-dune-2000/" rel=""><span style="color:#2980b9;">EBFD:</span> <span style="color:#c0392b;">Final </span><span style="color:#27ae60;">Assault</span></a></strong><span> (3 Single Missions) -</span> By Cm_Blast<br />
	*<a href="https://forum.dune2k.com/topic/37053-re-release-elite-absolve-mission-by-psycho/" rel=""><span style="color:#2980b9;"><strong>Elite Absolve</strong></span></a> - By PsYcHo<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#8e44ad;">Emperor Mission</span></a></strong> - By Shai-Gel98 (rearrange By Cm_Blast)<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">*</span><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#8e44ad;">Emperor on the Battlefield</span></a><span style="color:#8e44ad;"> </span></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">- By NewName</span><br />
	*<strong><span style="background-color:rgb(24,24,24);font-size:14px;"><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#bdc3c7;">Exhibice</span></a></span></strong><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><span> </span></span>- <span style="background-color:#181818;color:#bfbfbf;font-size:14px;">By<span> </span>Neme<br />
	<strong>*</strong></span><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37105-release-forgotten-by-psycho/" rel=""><span style="color:#c0392b;">Forgotten</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> - By PsYcHo <br />
	*</span><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37054-re-release-fort-able-mission-by-psycho/" rel=""><span style="color:#2980b9;">Fort Able</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> - By PsYcHo</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#2980b9;">Hammerfest mission</span></a></strong><span style="color:#2980b9;"> </span>- By Feda (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28330-harkonnen-mission-8-but-you-play-as-the-mercenaries%C2%A0/" rel=""><span style="color:#f1c40f;">Harkonnen mission 8 but as Mercenaries</span></a></strong> - By sayedmamdouh <br />
	<strong>*<a href="https://forum.dune2k.com/topic/27441-release-ix-the-technology-is-ours/?tab=comments#comment-393333" rel=""><span style="color:#f39c12;">IX: The Technology is ours</span></a></strong> - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29940-release-jams-map-packs-missions-and-minicampaigns/" rel=""><span style="color:#2980b9;">J</span><span style="color:#27ae60;">a</span><span style="color:#c0392b;">m</span><span style="color:#8e44ad;">s</span> <span style="color:#bdc3c7;">p</span><span style="color:#d35400;">a</span><span style="color:#f39c12;">ck</span></a></strong> (4 minicampaigns + 13 missions - 28 total) - By Domger<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28344-release-jorney-to-the-past-a-dune-2-kind-of-map/" rel=""><span style="color:#27ae60;">Jorney To the past</span></a> </strong>- By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/30681-new-christmas-themed-mission" rel=""><span style="color:#2980b9;">Kickass Chistmas</span></a></strong><span style="color:#2980b9;"> </span>- By Thel Vadam FLippy<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29968-release-living-in-sietch/" rel=""><span style="color:#2980b9;">Living in Sietch</span></a></strong> (3 missions) - By Helkor<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27364-release-mercenaries-choose-your-ally-single-mission/" rel=""><span style="color:#f1c40f;">Mercenaries: Choose your ally</span></a></strong> - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#2980b9;">Mulciber Valley</span></a></strong> - By MVI (rearrange By Cm_Blast)<br />
	*<strong><a href="https://forum.dune2k.com/topic/30904-release-mission-neme-mercenaries-choose-your-ally/" rel=""><span style="color:#f1c40f;">Neme Mercenaries Choose your ally</span></a></strong> - By Neme<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#f1c40f;">New Mercenaries mission</span></a></strong> - By Galaxy (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27525-release-single-mission-no-more-spice/" rel=""><span style="color:#8e44ad;">No More Spice</span></a></strong><span style="color:#8e44ad;"> </span>- By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27637-original-ordos-missions-without-massive-reinforcemens-mercenaries/" rel=""><span style="color:#27ae60;">Original Ordos missions without reinforcemens &amp; Mercenaries</span></a></strong> (12 Single Missions) - By Dark Wesker<br />
	*<strong><a href="https://forum.dune2k.com/topic/37050-re-release-profiteers-mission-by-psycho/" rel=""><span style="color:#c0392b;">Profiteers</span></a></strong> - By PsYcHo <br />
	*<strong><a href="https://forum.dune2k.com/topic/37049-re-release-recon-strike-mission-by-psycho/" rel=""><span style="color:#f1c40f;">Recon Strike</span></a></strong> - By PsYcHo<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#c0392b;">Skirmish mission</span></a></strong> - By Feda (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27422-updating-and-rearranging-missionscampaigns-from-d2k/" rel=""><span style="color:#c0392b;">Skorocel</span> <span style="color:#27ae60;">remakes</span></a></strong> (3 Single Missions) - By Skorocel (rearrange By Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27379-release-special-skirmish-single-map-swapped-colours/" rel=""><span style="color:#c0392b;">Special Skirmish</span></a></strong> - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29807-made-my-first-ever-mission-for-dune-2000-star-port-defence/" rel=""><span style="color:#27ae60;">Star Port Defence</span></a></strong><span style="color:#27ae60;"> </span>- By Thel Vadam FLippy<br />
	*<strong><a href="https://forum.dune2k.com/topic/37113-release-starport-struggles-by-psycho/" rel=""><span style="color:#2980b9;">Starport Struggles</span></a></strong> - By PsYcHo<br />
	*<strong><a href="https://forum.dune2k.com/topic/37055-re-release-tech-stealer-mission-by-psycho/" rel=""><span style="color:#f1c40f;">Tech Stealer</span></a></strong> - By PsYcHo<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29812-my-second-mission-for-dune-2000-i-am-getting-the-hang-of-this" rel=""><span style="color:#2980b9;">The assault at the Emperor base</span></a></strong> - By Thel Vadam FLippy<br />
	*<span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#2980b9;">The Dragons Showcase</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> - By The Dragon <br />
	*</span><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#27ae60;">The House Ordos Mission 1v2</span></a> -</strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> By</span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><span> </span>NewName<span> </span></span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/27359-release-the-rebellion-of-atreides-single-mission/" rel=""><span style="color:#2980b9;">The Rebellion of Atreides</span></a></strong> - By Cm_Blast<br />
	*<span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#f1c40f;">The Tleilaxu Infiltration</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> - By Neme</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/27377-release-tleilaxu-plague/" rel=""><span style="color:#8e44ad;">Tleilaxu Plague</span></a></strong> - By Cm_Blast<br />
	*<strong><a href="https://forum.dune2k.com/topic/37046-re-releases-a-bunch-of-missions-from-multiple-authors/" rel=""><span style="color:#27ae60;">UphillBattle</span></a></strong> - By PsYcHo<br />
	*<span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#27ae60;">Unexpected Assault</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><span> </span></span>- <span style="background-color:#181818;color:#bfbfbf;font-size:14px;">By PsycHo</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/28467-release-new-dune-2000-tileset-warcraft-2-snowdy-bonus-mission/" rel=""><span style="color:#2980b9;">Warcraft 2 Map</span></a> </strong>(+Warcraft 2 Snowdy tileset) - By Cm_Blast
</p>

<p style="text-align:center;">
	<br />
	<span style="font-size:26px;"><u><span style="color:#ffffff;"><strong>SKIRMISH MAPS:</strong></span></u></span>
</p>

<p>
	<strong>*<a href="https://forum.dune2k.com/topic/29757-release-30-missions-coop-2-players-pack/" rel=""><span style="color:#f39c12;">30 missions Coop 2 players pack</span></a></strong> - By Cm_Blast<br />
	*<strong><a href="https://forum.dune2k.com/topic/37059-re-release-multiple-campaigns-inspired-on-the-originals-from-different-authors/" rel=""><span style="color:#f39c12;">All Co-op missions</span></a></strong> - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29538-release-coop-campaign-ixian-invasion" rel=""><span style="color:#f39c12;">Coop Campaign: Ixian Invasion</span></a> </strong>- By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29676-release-coop-campaign-ixian-revenge/" rel=""><span style="color:#f39c12;">Coop Campaign: Ixian Revenge</span></a></strong> - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27746-release-emperor-assasination-mission/" rel=""><span style="color:#2980b9;">Emperor assasination misión</span></a></strong><span> -</span> By aarmaageedoon<br />
	<strong>*<a href="https://forum.dune2k.com/files/category/17-fan-maps/" rel=""><span style="color:#f39c12;">Fan Maps</span></a></strong><span><span> (210 Skirmish Maps - Multiple authors)</span></span><span> </span>- By Gobalopper<br />
	*<strong><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#f39c12;">Intruders Sietch</span></a></strong><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> - By DeeKai<br />
	*</span><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37046-releases-a-bunch-of-missions-from-multiple-authors/#comment-434024" rel=""><span style="color:#f39c12;">Mirror Match</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"> - By Fey<span> <br />
	*</span></span><span style="background-color:rgb(24,24,24);font-size:14px;"><strong><a href="https://forum.dune2k.com/topic/37059-re-release-multiple-campaigns-inspired-on-the-originals-from-different-authors/" rel=""><span style="color:#f39c12;">Modded Custom campaign</span></a></strong></span><span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><span> (coop) - By Fey</span></span><br />
	<strong>*</strong><a href="https://forum.dune2k.com/topic/29275-release-multiplayer-and-skirmish-map-pack-by-domaithianus/" rel=""><span style="color:#f39c12;"><strong>Multiplayer and Skirmish Map Pack</strong></span></a> (7 maps)- By Domaithianus<br />
	*<strong><a href="https://forum.dune2k.com/topic/37047-re-release-outpost-wars-220-230-1v1-multiplayer-mirror-map-by-helkor/" rel=""><span style="color:#f39c12;">Outpost Wars 2.2.0 &amp; 2.3.0</span></a></strong> (2 maps) - By Helkor
</p>

<p style="text-align:center;">
	<span style="font-size:26px;"><u><span style="color:#ffffff;"><strong>TILESETS:</strong></span></u></span>
</p>

<p>
	<strong>*<a href="https://forum.dune2k.com/topic/29252-release-all-red-alert-tilesets-improved-and-extended/" rel="">All Red Alert Tilesets</a> </strong>(Barren - Desert - Jungle - Snow - Temperate - Winter) - By Klofkac<br />
	*<strong><a href="https://forum.dune2k.com/topic/37027-wip-kinda-arkanon-tileset/#comment-433950" rel="">Arkanon</a></strong> (+ 1 Mission) - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28367-release-ini-files-for-editor-modding-purposes/" rel="">Arrakis at night</a></strong> (includes .ini files for other tilesets) - By Luminar (rearrange by Cm_Blast)<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28333-release-new-dune-2-tileset-for-dune-2000/" rel="">Dune 2 Tileset</a></strong> (For Dune 2000) - By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29941-release-ordos-homeworlddraconis-iv/" rel="">Draconis IV Tileset</a> </strong>- By Domger <br />
	<strong>*<a href="https://forum.dune2k.com/topic/28367-release-ini-files-for-editor-modding-purposes/" rel="">Giedi Prime Tileset</a></strong> - By Dato<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27863-release-heighliner-tileset/" rel="">Heighliner tileset</a></strong> - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28792-release-heroes-of-might-and-magic-3-fantasy-tileset/" rel="">Heroes of Might and Magic 3</a></strong> (fantasy) tileset! - By azimovhaas8<br />
	*<strong><a href="https://forum.dune2k.com/topic/29441-release-new-custom-ice-tileset-for-dune-2000/" rel="">Ice tileset</a></strong>- By KippD2K.<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><strong>*</strong></span><strong><a href="https://forum.dune2k.com/topic/27109-release-new-dune-2000-tilesets/" rel="">New dune 2000 Tilesets</a> </strong>&amp;<strong> <a href="https://forum.dune2k.com/topic/28367-release-ini-files-for-editor-modding-purposes/" rel="">Updated.ini</a></strong> (TD, RA, Snow)- By Dato<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><strong>*<a href="https://forum.dune2k.com/topic/28327-release-red-alert-1-interior-tileset/" rel="">Red Alert 1 Interior Tileset</a></strong> - By sayedmamdouh</span><br />
	*<strong><a href="https://forum.dune2k.com/topic/28806-release-red-alert-1-temperate-hd-tileset-remasters/" rel="">Red Alert 1 Temperate HD Tileset</a></strong> - By azimovhaas8<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29942-release-rock-tileset/" rel="">Rock Tileset</a></strong> - By Domger<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29261-less-orange-tileset/" rel="">Vanilla tilesets</a></strong> (recolor - less orange) - By Blob<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28467-release-new-dune-2000-tileset-warcraft-2-snowdy-bonus-mission/" rel="">Warcraft 2 snowdy tileset</a> </strong>(+1 Mission) - By Cm_Blast
</p>

<p style="text-align:center;">
	<span style="font-size:26px;"><u><span style="color:#ffffff;"><strong>UNITS/STRUCTURES:</strong></span></u></span>
</p>

<p>
	<strong>*<a href="https://forum.dune2k.com/topic/30191-release-axlotl-tank-building/" rel="">Axlotl Tank</a> </strong>(Structure)  - By the Dragon &amp; Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28777-autogun-turrets-gun-turret-graphicssoundweapon-mod/" rel="">Autogun Turret</a> </strong>(replaces Gun Turret)<strong> </strong>- By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28957-flame-tank-autogun-tank-assets-packed-into-a-standalone-mod/" rel="">Flame Tank &amp; Autogun Tank</a></strong> (replaces MP Sardaukar &amp; Thumper) - By Fey<br />
	*<strong><a href="https://forum.dune2k.com/topic/28983-dxsards-new-sardaukar-minigunner-sprites-data-for-modders/" rel="">Sardaukar</a></strong> (new graphics) - By Fey &amp; DxSard<br />
	*<strong><a href="https://forum.dune2k.com/topic/28716-shotgunners-light-infantry-graphicssoundweapon-mod/" rel="">Shotgunner</a> </strong>(replaces Light Infantry) - By Fey<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28848-new-heavy-machinegun-trooper-sprite/" rel="">Trooper</a></strong> (new graphics) - By firefly101
</p>

<p style="text-align:center;">
	<span style="font-size:26px;"><u><span style="color:#ffffff;"><strong>TOOLS:</strong></span></u></span>
</p>

<p>
	*<strong><a href="https://d2kplus.com/audio-converter/" rel="external nofollow">Audio Converter</a></strong> (only compatible with 32 bits O.S.)- By Barnaby Smith<br />
	*<strong><a href="https://forum.dune2k.com/topic/27380-coloursbin-research/page/4/#findComment-426234" rel="">Colour bin editor</a></strong> - By FunkyFr3sh<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29319-big-structures-editor-20-update-easy-adding-and-import-of-new-buildings-units-and-stuff/?tab=comments#comment-401677" rel="">Dune 2000 Map and Mission Editor v2.0 + Structures Editor</a></strong> (Tibed remplacement) integrated - By Klofkac<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29411-dune-2000-singleplayer-game-patching-new-features-and-bug-fixes-d2keditor-21-release/" rel="">Dune 2000 Map and Mission Editor v2.2 + Structures Editor + modded exed</a></strong> (modded Dune2000.exe required) - By Klofkac<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28811-release-dune-2000-mission-launcher-12/" rel="">Dune 2000 Mission Launcher 1.2</a> </strong>(+Missions) - By Feda<br />
	*<strong><a href="https://forum.dune2k.com/topic/31568-release-dune-2000-mission-launcher-v-130/" rel="">Dune 2000 Mission Launcher 1.3</a></strong> (+Campaigns) - By Feda<br />
	*<strong><a href="https://d2kplus.com/d2k-toolkit/" rel="external nofollow">D2K+ Toolkit Download</a></strong> (includes editors for "string table", "Tileset" and "Uib") (Obsolete) - by MVI <br />
	*<strong><a href="https://forum.dune2k.com/topic/27507-release-dune-2000-random-map-generator/" rel="">Dune 2000 Random Map Generator</a></strong> - By shai<br />
	*<strong><a href="https://forum.dune2k.com/topic/12363-dune-2000-image-converter/" rel="">Dune 2000 String Editor &amp; Image Converter</a></strong> - By Siberian_GRemlin<br />
	*<strong><a href="https://forum.dune2k.com/topic/27397-condition-type-casualties-research/?do=findComment&amp;comment=392968" rel="">Hex Converter (online web)</a></strong> - By Klofkac<br />
	*<strong><a href="https://d2kplus.com/map-renderer/" rel="external nofollow">Map Renderer</a></strong> - By MVI<br />
	*<strong><a href="https://d2kplus.com/sound-effect-tool/" rel="external nofollow">Sound Effect Tool</a></strong> - By MVI<br />
	*<strong><a href="https://forum.dune2k.com/topic/24640-dune-2000-sprite-pack-8-bit/?do=findComment&amp;comment=396012" rel="">Resource Editor</a></strong> - By D2k Sardaukar<br />
	*<strong><a href="https://www.tibed.net/tibed1/" rel="external nofollow">TibEd - Edition of atributes for Units &amp; Buildings</a></strong> (Obsolete) - By Koen<br />
	*<strong><a href="https://d2kplus.com/tile-atribute-editor/" rel="external nofollow">Tile Atribute Editor</a></strong> (Obsolete)- By Klofkac<br />
	*<strong><a href="https://d2kplus.com/tile-set-editor/" rel="external nofollow">Tile Set Editor</a></strong> - By MVI<br />
	*<strong><a href="https://d2kplus.com/ui-table-editor/" rel="external nofollow">UI Table Editor</a></strong> - By MVI<br />
	*<strong><a href="https://d2kplus.com/user-interface-layout-editor/" rel="external nofollow">User Interface Layout Editor</a></strong> - By MVI
</p>

<p>
	Note: "Obsolete" tools are really old tools which job can be done easier/better with other moderns tools.
</p>

<p style="text-align:center;">
	<span style="font-size:26px;"><u><span style="color:#ffffff;"><strong>MISCELLANEOUS:</strong></span></u></span>
</p>

<p>
	<strong>*<a href="https://forum.dune2k.com/topic/26730-cncnet-5-now-supports-dune-2000-play-dune-2000-online-now/" rel="">CnCNet 5 (supports Dune 2000)</a></strong> - By FunkyFr3sh<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28367-release-ini-files-for-editor-modding-purposes/" rel="">Custom tileset ".ini" files</a> </strong>- By Cm_Blast<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27803-d2k-ai-manual/" rel="">D2K AI Manual </a></strong>- By Fey &amp; Cm_Blast<br />
	*<strong><a href="https://forum.dune2k.com/topic/28759-dune-2000-singleplayer-mission-making-discord-server/#comment-399352" rel="">Dune 2000 Discord: Landsraad</a> </strong>(focused on single player campaign and creating or modding custom missions, units...) <br />
	*<strong><a href="https://forum.dune2k.com/topic/35784-can-this-game-still-be-played-online/#findComment-432188" rel="">Dune 2000 Discord: Multiplayer</a></strong> (focused on human vs human competitive games and Coop human vs humans or CPU)<br />
	<strong>*<a href="https://www.moddb.com/mods/na65187" rel="external nofollow">Dune 2000 Extra</a></strong> (balancing, new units... for dune 2000)- By Xlance <br />
	<strong>*<a href="https://d2kplus.com/" rel="external nofollow">D2Kplus.com (Tools, Missions mods and Campaigns mods)</a>  -</strong> By gruntlord6.<br />
	<strong>*<a href="https://gruntmods.com/dune_2000_gruntmods_edition/" rel="external nofollow">DUNE 2000: GRUNTMODS EDITION (Full game compatible with W7/10, new tracks and more)</a> </strong>- By Gruntmods<br />
	<strong>*<a href="https://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/" rel="">Dune 2000 1.06p - Game patching (bug fixes, new features)</a></strong> - By FunkyFr3sh<br />
	<strong>*<a href="https://forum.dune2k.com/topic/26900-dune-2000-multi-languagepack-online/" rel="">Dune 2000 multi languagepack + online</a></strong> - By Dato <br />
	<strong>*</strong><a href="https://forum.dune2k.com/files/category/14-dune-2000/" rel=""><strong>Dune 2000 Patches, sountrack, trainers and more</strong> </a>- By Gobalopper.<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27762-dune-2000-portuguese/" rel="">Dune 2000 Portuguese - Full game</a></strong> - By Dato<br />
	<strong>*<a href="https://forum.dune2k.com/topic/26905-dune-2000-random-music-player-patch/" rel="">Dune 2000 random music player patch</a></strong> - By Dato<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27745-actualizaci%C3%B3n-de-dune-2000-v34-a-35/" rel="">Dune 2000 V 3.5 - Full game portable</a></strong> (4 New Campaigns - 46 Missions + 9 Test Missions) - By Luisito EB<br />
	<strong>*<a href="https://forum.dune2k.com/topic/29689-dune-hard-core-mod-v251-a-dune-2000-mod/" rel="">Dune Hard Core mod v251</a></strong> - By Sobadtolife<br />
	<strong>*<a href="https://forum.dune2k.com/topic/28470-how-to-use-minimap-color-rules-in-tileset-ini-file/" rel="">How to use minimap color rules in tileset .ini file</a> </strong>- By Klofkac<br />
	<span style="background-color:rgb(24,24,24);color:rgb(191,191,191);"><strong>*<a href="https://forum.dune2k.com/topic/27834-how-to-install-dune-2000-from-cd-and-bring-up-to-date/?tab=comments#comment-396052" rel="">Installing Dune 2000 from CD and bring up-to-date</a> </strong>- By D2k Sardaukar<br />
	<strong>*<a href="https://forum.dune2k.com/topic/27855-map-and-mission-editor-by-klofcak-faqs-frequently-asked-questions/" rel="">Map and Mission Editor FAQs (Frequently Asked Questions)</a></strong> - By Cm_Blast</span><br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><strong>*<a href="https://forum.dune2k.com/topic/20518-release-mission-select/?do=findComment&amp;comment=396059" rel="">Mission Select</a></strong> (For Dune 2000) - By D2k Sardaukar</span><br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><strong>*<a href="https://forum.dune2k.com/topic/27765-vanilla-ais-ready-to-import-into-a-custom-mission/" rel="">Set of Vanilla AIs (Raw files)</a></strong> - By Cm_Blast</span><br />
	<strong>*<a href="https://www.youtube.com/watch?v=deGEjpYkIeg" rel="external nofollow">Tutorial: Dune 2000 AI Editor - Main overview of the AI functions</a></strong> - By Feda<br />
	<strong>*<a href="https://www.youtube.com/watch?v=DUZb42CmZXE" rel="external nofollow">Tutorial: New Dune 2000 Map and Mission Editor - Terrain &amp; Buildings showcase</a> </strong>- By Feda<br />
	<strong>*<a href="https://www.youtube.com/watch?v=gXvLceRanJQ&amp;t=2s" rel="external nofollow">Tutorial: New Dune 2000 Map and Mission Editor - Mission Settings &amp; Scripting</a></strong> - By Feda<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;"><strong>*<a href="https://forum.dune2k.com/topic/24247-d2k-video-tutorials/?tab=comments#comment-374985" rel="">Tutorials: Mission Editor Multiple Tutorials</a> </strong>- By Feda</span><br />
	<strong>*<a href="https://forum.dune2k.com/topic/27512-sharing-my-editions-with-tibed/" rel="">Tibed Editions (raw files)</a></strong> - By Cm_blast<br />
	<br />
	For adding new content or removing something listed here, send me a PM.
</p>
]]></description><guid isPermaLink="false">27756</guid><pubDate>Sat, 05 May 2018 20:18:03 +0000</pubDate></item><item><title>[REVAMP] Summers' Solstice Campaign</title><link>https://forum.dune2k.com/topic/28466-revamp-summers-solstice-campaign/</link><description><![CDATA[<p>
	ayy lmao it's revamp time<br />
	<br />
	<span style="color:#ff0000;"><strong>Features</strong></span><span><span>:</span></span><br />
	 - <strong>Eighteen</strong> campaign levels; <strong>Thirty</strong> meticulously-crafted missions in total.<br />
	 - Highly <strong>varied objectives</strong> between mostly <strong>non-linear, large-scale</strong> maps.<br />
	 - <strong>Significantly different difficulty levels</strong> between easy, normal, and hard.<br />
	 - A <strong>sensible difficulty curve</strong> from the simple <strong>tutorial</strong> to the thrilling <strong>climax</strong>.<br />
	 - <strong>Custom artwork</strong> to bring your most <strong>dire foes</strong> and <strong>epic confrontations</strong> to life.<br />
	 - <strong>Fully voice acted</strong>, from your <strong>infantry</strong> reporting to the <strong>enemy commanders</strong>' taunts.<br />
	 - <strong>Engaging story</strong> full of twists, evoking <strong>surprise</strong>, and bringing <strong>identity</strong> to each faction.<br />
	 - <strong>Your in-game choices</strong> will affect how certain missions play out. <strong>You</strong> are the Commander!<br />
	 - <strong>Challenge</strong> and <strong>drama</strong> that <strong>amp up</strong> constantly, adding a sense of desperation to your battles.<br />
	 - <strong>Re-imagined tech and balancing</strong> through a complex mod that's still <strong>loyal to the original designs</strong>.<br />
	<br />
	<span style="color:#ff0000;"><strong>Details &amp; Strategy Guides</strong></span><span>:</span>
</p>

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		<p>
			The Summers' Solstice campaign mainly follows the titular commander Rowe Summers, during the war for Arrakis and its aftermath.<br />
			<br />
			<span style="color:#ffffcc;"><strong>S01V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Quality Control</strong></span><br />
			<span style="background-color:rgb(45,45,45);font-size:14px;">Learn the basics of base construction with Ketua Sumadi.</span>
		</p>

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					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span><span><span>: <em>A smuggler Construction Yard situated atop Harg Plateau.</em></span></span></span></span>
				</p>

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							<span><span><img alt="3pGNuJI.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/3pGNuJI.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

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							<img alt="qc2VgiQ.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/qc2VgiQ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

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							<img alt="gNuaS94.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/gNuaS94.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

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							<img alt="zX3mdJ5.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/zX3mdJ5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

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							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Pass Sumadi's evaluation.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Fully secure the territory.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Accrue 2,500 Solaris.</span>
							</li>
						</ul>

						<p>
							Nguyen is a Vietnamese player with exceptional dedication to playing through or testing every d2k map out there. He completed this campaign, so I'll be linking to his vids in the strategy section for any map.<br />
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

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								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 1A: Quality Control (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/RtwzRtUz9ag?start=71&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

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								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/wMVRdbGjd44?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This is an introductory macro-oriented mission.
						</p>

						<p>
							Macro refers to base construction, unit production, resource gathering, and other activities that serve to increase your influence on or over the battlefield. It's the most common sort of mission in Dune 2000; this campaign is no exception. Consider it a brief tutorial or refresher on the basics of the macro game.
						</p>

						<p>
							The tactical map gives you the optimal build order. You go for a Refinery first (via a Wind Trap) to get started with generating funds. The Barracks comes afterwards so you can spend those funds. You should recruit Riflemen and consider upgrading the Barracks while the Outpost is built last since it's a support / tech structure.
						</p>

						<p>
							All of those structures can be supported by the one Wind Trap because the Construction Yard now provides half a Wind Trap's worth in power all by itself. This opens up tons of new possibilities for build orders! For instance, if you ever need to get from a lone ConYard to a very fast economy, you can try Wind Trap &gt; Refinery &gt; Heavy Factory &gt; Refinery.
						</p>

						<p>
							The first Trooper you train after scouting the debris to the west of your base will give you a hint. There are in fact some secrets like that hidden throughout the campaign, some you might have to fire on multiple tiles to uncover, but this is the only time your units will find one for you. To force-fire on terrain, hold CTRL and LEFT-CLICK on what you want to try blowing up.
						</p>

						<p>
							An Imperial battle group will show up politely after you've established your base. If you didn't do something Sumadi would scold you for, like acquire another Harvester by building a second Refinery or a Heavy Factory, he'll send you an extra Harvester for free to fight the Imperials with. Add another Wind Trap and a Light Factory to your base while it's still quiet.
						</p>

						<p>
							Attack when you're ready with a lot of infantry (around 20-30), scattering them to deal with the RPG Quads. Use any Raiders you have to deal with enemy infantry, particularly their Grenadiers, or to gnaw on their Harvesters. In the meantime, keep training infantry and building LAVs back in your base. Bring those forces to the front whenever you find a moment to rally them.
						</p>

						<p>
							Once you defeat the Imperials, you can be sure you know the basics. Just finish gathering 2,500 Solaris, if you haven't already, and victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							A bit more elaborate of a take on the standard tutorial mission, this one. At least, by Dune 2000 standards. I took a lot of inspiration from C&amp;C3 in other areas, and I guess how this one plays out is comparable to the GDI tutorial mission at the start of that campaign.
						</p>

						<p>
							I rarely like to put things on rails, so it was certainly designed to be less formulaic. If I want the player to learn about efficiency in the build order, Sumadi can scold him or her for building an Outpost before a Refinery. It's up to the player from then on to take that advice to heart. Or not. Idc lol do w/e you want.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S01V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Petty Thievery</strong></span><br />
			<span style="background-color:rgb(45,45,45);font-size:14px;">Raid Imperial mining bases and steal Spice for the coming war.</span>
		</p>

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					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Mercenary raiders bust open an Imperial Silo at Pasty Mesa.</em></span></span>
				</p>

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							<span><img alt="HOG1qbs.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/HOG1qbs.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

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							<img alt="RPIvSck.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/RPIvSck.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
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							<img alt="G9hmQmL.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/G9hmQmL.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
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							<img alt="LvNJVu5.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/LvNJVu5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Destroy Imperial Spice Silos.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Pillage 10,000 Solaris in Spice.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Do not lose all of your vehicles.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 1B: Petty Thievery (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/llI240_--TU?start=67&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/pGeRGNtmtvQ?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This is an introductory pure micro mission.
						</p>

						<p>
							Micro refers to the act of positioning or commanding your units to improve their efficiency. While not as important or prevalent as macro in most Dune 2000 missions, there are many rewards to reap from effectively microing your units. This mod is designed to reward that.
						</p>

						<p>
							That said, you needn't concern yourself with giving singular units specific orders.
						</p>

						<p>
							Be attentive to whichever category a unit falls into. Your Raiders and Quads are LAVs, Light Armored Vehicles, so they can group up together and work best swarming and swallowing distracted targets. As for the distraction, leave that up to your armored Combat Tanks, which your Grenadiers can group up with to provide support. Use your units where their categories excel, and it should be alright.
						</p>

						<p>
							Your goals are north or east. Choose one direction until you run into an enemy Cannon Turret. With your Combat Tanks occupying the turret, your Quads and Raiders can surge forward and target the enemy units before helping to take down the turret.
						</p>

						<p>
							Your Grenadiers could also occupy those anti-armor Cannon Turrets, but they are delicate and easy to lose compared to the Combat Tanks. They work best as support for your armored vehicles. Notably, they're the only unit you have on this mission that can strike targets over Concrete Walls, like those explosive Munitions Silos at the eastern base. If you position them behind Concrete Walls, they're protected against most attacks.
						</p>

						<p>
							Once the first base is breached, all you have to do is take out the Spice Silos, retreat and repair your vehicles, then rinse and repeat at the other enemy Spice mining base. Achieve victory here and you can be certain you understand the basics of micro.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							I had wanted to do something different from the vanilla campaign with regards to levels that have two versions. Levels like these roughly coincide with their counterparts chronologically, but feature a different perspective, different gimmicks and other stuff like that. If S01V1 was a refresher on the macro game, I had to give the player the chance to try microing units in a fairly controlled environment against what I expect are familiar enemies. Gun Turrets, or Cannon Turrets rather, Combat Tanks, Riflemen...
						</p>

						<p>
							This mod puts more of an emphasis on micro and positioning anyway. This was of particular importance to demonstrate early on.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S02V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Desperate Defense</strong></span><br />
			Defend a vital smuggler mining operation against overwhelming Imperial attacks.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Merc forces protect a smuggler mining operation at Hagga Basin.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="oKyuAT6.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/oKyuAT6.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="wCXVYrQ.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/wCXVYrQ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="DqFoEbh.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/DqFoEbh.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="8Em1Kym.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/8Em1Kym.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Harvest 15,000 Solaris for Ketua Sumadi.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Scuttle the base once your quota is attained.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUNS</strong></span><span>:</span>
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 2A: Desperate Defense (Hard) - Harvesting the Spice" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/oTnhv35o0JA?start=65&amp;feature=oembed"></iframe>
							</div>
						</div>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 2A: Desperate Defense (Hard) - Destroy all Imperial forces" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/ugJF0BFWfkU?start=9&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/3t8hwlhxf0s?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This is a skillgate macro-oriented survival mission.
						</p>

						<p>
							Skillgates are a deliberate bump in the difficulty curve of a campaign intended to test the player for future trials. If you're not comfortable with the difficulty on this level, consider changing it.
						</p>

						<p>
							Build a Barracks before starting to amp up your economy. You'll most likely need additional defenders early on. While you amass an infantry force, decide on something at the Starport and scout around with some Raiders. Not only might you stumble across some goodies, but you'll be able to see the enemy coming.
						</p>

						<p>
							I expect you've played Dune 2000 before if you're here. You've got access to a good deal of high end tech on this mission too, units you should already be familiar with. What you may not be familiar with is how these units have changed in the mod and where they might best be used:
						</p>

						<p>
							Combat Tanks can be positioned like you might place walls. Order them in front of backline support units like Siege Tanks or Missile Tanks. Put them beside other frontline units like Troopers. As in the base game, they cannot fire over walls!
						</p>

						<p>
							Siege Tanks and Missile Tanks are LRA, or Long-Range Artillery. Keep them behind cover, such as Concrete Walls or cliffs. LRA units tend to be expensive, so use the Repair Pad to keep any of these you order from the Starport intact.
						</p>

						<p>
							While you can order specific units from the Starport that are urgently needed, Starport stock replenishment is RNG. Pro D2k players will often order one of each unit from the Starport each time they place an order. Variety isn't the answer all the time, but as a general practice this helps reduce the chances of depleting a unit's stock. Give this a try if you ever hear, "Silos needed!" since it doubles as a way to dump excess funds.
						</p>

						<p>
							Anyway, all of this is in addition to the full range of low tech units available to you on this mission. Take what you've learned from S01V1 and S01V2 to use them efficiently. The more efficient the engagements with enemy forces, the faster you can gather the Spice Sumadi needs. Don't group your slow infantry with your fast LAVs, and don't put your fragile LAVs or LRA right at the front next to your sturdy Combat Tanks and Troopers.
						</p>

						<p>
							If you set up a defense line at your base or on the dunes, keep a group of LAVs ready to roll out and protect your Harvesters wherever they're under attack. Probably best is if you position infantry at the central ridge, but they'll need support to hold out. Not only does holding there mean your Harvesters are safe at more Spice fields, but you can deploy an MCV (from the Starport) there. The small island has room for a Barracks and a couple more Refineries.
						</p>

						<p>
							Accrue 15,000 Solaris and victory is yours, after a brief cutscene.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							This seems to be a popular level for a lotta folks. I'm glad lotsa y'all're having fun butting heads with the Imperials on thisun.
						</p>

						<p>
							While it's kinda mean to tune a level 2 like this, all too often I see players getting way too comfortable early on in a campaign and then getting hardstuck later when things ramp up. Purposeful usage of difficulty spikes might be surprising and initially frustrating, but do y'all suppose it helps set the tone and expectations as I intended it? Imperials scary. A fight against them is going to be grueling. Given your experience, you go on to navigate the conflict between the Great Houses better, yay.
						</p>

						<p>
							Yes, the enemy does get extra reinforcements if you don't build a Barracks and/or Light Factory. It's not lethal pressure, but enough to punish stubborn players rushing the objective.
						</p>

						<p>
							Hey, remember when we didn't have fancy ways to end the mission like this one now ends? This level used to confuse the hell out of players since they had to basically wait for all their stuff to be destroyed before "victory" would be achieved. Now we can have your forces retreat after things pick up. Sometimes, it takes a while for new features to catch up with a mapper's ambitions...
						</p>

						<p>
							On an adjacent note: You know, Summers' Solstice only got so many revisions because I used the maps I'm intimately familiar with to test new features Klofkac was coming up with. They wound up being implemented over time and this campaign's the result. Now, Klofkac has created even more advanced features that will not be backported, and our capabilities exceed this campaign. What a fascinating process this has been!
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S02V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Scavenging the Wastes</strong></span><br />
			Attempt to retake a small mining base captured by the Imperials.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Rowe Summers aids in the defense of Sietch El-Sayal.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="wvMD6xT.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/wvMD6xT.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="hiPGK7T.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/hiPGK7T.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="IvPKqIr.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/IvPKqIr.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="MJhxIfT.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/MJhxIfT.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Personally investigate the occupied smuggler base.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 2B: Scavenging the Wastes (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/noLAbGUurr8?start=62&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/LtwQB-0K668?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This is a skillgate micro-oriented survival mission.
						</p>

						<p>
							Skillgates are a deliberate bump in the difficulty curve of a campaign intended to test the player for future trials. If you're not comfortable with the difficulty on this level, consider changing it.
						</p>

						<p>
							This mission introduces hero units. They are mission-critical, but very strong and have special abilities, a la Starcraft 1. In this case, you cannot lose Rowe Summers! Don't shy away from keeping her in front though. She is your strongest unit by far.
						</p>

						<p>
							Head east, chewing up any Imperial units along the way. Grab the abandoned Raider at the smuggler base too. After Summers gets there, you'll find yourself in a pinch and be advised to head north by Sumadi. Summers will run there on her own, so stay focused on trying to delay the Imperials with your other units. Sacrifice them if you must in order to keep Summers alive.
						</p>

						<p>
							Staying near each Imperial Carryall as they drop units is the best way to cut their forces down fast. You could also order Summers to run to the Sietch early, but it's possible, albeit tricky, to use all available firepower to eliminate the doom drops in their entirety.
						</p>

						<p>
							Fall back with whatever you can save to the Sietch. The Fremen will give you access to some factories on the plateau. Collect the idle units and supply crates there.
						</p>

						<p>
							Those idle units can be collected at the start of the game if you're having trouble getting past the first stage of the mission. To get them, race your Raiders to the northeast while your infantry push to the southeast. Your LAVs can rendezvous with your infantry at the southeast smuggler base as it blows up and the Imperial Carryalls start flying in. They shouldn't be necessary, not even on hard mode, but this is still useful for gaining the maximum advantage over the enemy as early as possible.
						</p>

						<p>
							Once you reach the Sietch, all you have to do is hold out for a little while. Use Summers to defend the Sietch, but make sure she's grouped up with Troopers and Grenadiers. The Troopers can handle enemy vehicles while the Grenadiers, who perform best behind walls, will take care of enemy infantry. Any LAVs you produce should be ready to flank the enemy forces when they connect with your infantry or snipe important targets before they get close. If your LAVs attract too much attention to themselves, run them behind your infantry line.
						</p>

						<p>
							A timer will eventually pop up to give you a precise countdown until the final events of the mission unfold and victory is achieved.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							My vision for this level was a bit awkward in execution, but the idea was to teach the player to sacrifice <em>anything</em> to keep the hero unit alive. I also wanted to give the player the opportunity to see the hero unit in action in a fairly controlled environment. The player has no construction to handle, limited units on the sidebar to queue... though it didn't really seem to work all that well.
						</p>

						<p>
							If the beginning sequence didn't scare the player too much, I hope he or she tried piling Summers up with those regular infantry. There's a line about Summers' minigun that plays if you haven't deployed her yet, which I hoped would stoke some curiosity.
						</p>

						<p>
							Even as I made advancements in this campaign's complexity, I tried to keep things close to how I originally envisioned them to play out. There are some exceptions, of course... but anyway, if the beginning sequence did scare the player, something I came to expect after seeing lots of others' playthroughs, then there's always another level to try to get the player to interact with the hero unit mechanics. At least once. S02V2 can't be made too different when there are other approaches for that sort of thing.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>SBON1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Hunted</strong></span><br />
			Drive numerous invaders from your home with a small group of elite forces.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Imperial reinforcements intercept Summers and Nehara at Mushtamal Ridge.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="7VXnxay.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/7VXnxay.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="ULPoTnJ.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/ULPoTnJ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="3kgEc4x.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/3kgEc4x.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="c8e8bts.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/c8e8bts.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Get Rowe Summers to safety.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Rowe Summers must survive.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Bonus Mission 1: Hunted (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/wel8IpZ_JhE?start=109&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/O_oDxi_VIKw?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This is a pure micro mission, like S01V2.
						</p>

						<p>
							Group your Fremen Warriors up with Nehara and your Trikes on their own. You'll be up against overwhelming amounts of Imperial forces. The tactical objectives for this mission provide the answer for success: Keep your infantry adjacent to Summers, preferably behind her or to her side, and keep your Trikes ready to follow up when they connect with the enemy. As long as Summers tanks the damage and your units are contributing their firepower, every foe will die too quickly to kill Summers.
						</p>

						<p>
							Essentially, kill them before they kill you. Keep your units alive so you have enough firepower for that.
						</p>

						<p>
							The only other threat is vehicles that can crush your Fremen Warriors, or you. You must run away if a Flame Tank or Combat Tank aims to crush you! Summers is uncrushable, among some other things described in her intel entry, so if she has the attention of the enemy, your Fremen Warriors should be quite safe around her.
						</p>

						<p>
							Once Summers is safe, you've got to address a problem at your Sietch. The Flame Tank is the biggest threat, and your Trikes won't be enough to handle it. You have enough time to group your infantry on the rocks nearby the Sietch. Make sure to do that before engaging the Flame Tank.
						</p>

						<p>
							You'll achieve victory by destroying the whole Imperial doom drop.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span><span>:<br />
							This level makes use of allegiance tricks to make the friendly AI pursue specific enemies until the next section. It was an unusual mission concept and never meant to last all too long, but I was happy with how it turned out and happier when we got the ability to change terrain mid-mission. Originally, this level ended when the Sietch was destroyed after Summers is safe. Now, you actually get to follow the Fremen for the rest of their tale, which is more appropriate given they're your perspective on this mission. Not Summers.</span>
						</p>

						<p>
							This was also the first level I tested scripted voiceovers on because it's short and densely packed with lines.
						</p>

						<p>
							The units' standard voiceovers were redone because we had to trick the game into thinking that if we were playing something other than the original three factions, Atreides, Harkonnen or Ordos, then we were playing as Ordos. Otherwise, the game would crash. That's why you always hear the Ordos mentat and Ordos unit lines in, say, Imperial or Fremen or whatever campaigns. This was terribly immersion-breaking because, you know, you're not playing as the Ordos. Having sets of voiceovers for each unit that are unit-based as opposed to faction-based enables any faction to be played with lines that don't remind the player, "oh yeah, this is kinda broken." There were a couple hundred of them to do between the original units and the new ones.
						</p>

						<p>
							The scripted voiceovers across this campaign brought the total up above a thousand. It was a lot of editing I did over time. Besides just being cool to have voiceovers accompanying your journey, the more practical reason to go those extra miles was to reduce player confusion and compensate for mission complexity. It's a little hard to glance at the top left of the screen and process what's being said to you while action is going on, especially when action is going on, the text is red against an orange rock background or something, and also the message beep sound doesn't always play and is easy to miss among all the other sounds... And how exactly is it then justifiable to have complex mission objectives that might change as the mission unfolds? It's not, really. Didn't stop me from designing it that way in prior drafts, but it placed a dumb expectation on the player that I wanted to minimize. Partly, that was resolved by being careful in how I worded the mission objectives, but the voiceovers are a pretty big deal for that reason.
						</p>

						<p>
							Anyway, my main hope for SBON1 was to give the player a good impression of Summers' hero unit. Like I said earlier, S02V2 was pretty mean. SBON1 gives Summers more of a chance to shine so the player can go, "Oh, maybe I could use her if I'm careful."
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S03V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Double Bind</strong></span><br />
			Choose an ally of convenience, then survive their enemy.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Harkonnen LAVs occupy a smuggler base in Tuono Basin.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="nh14QgM.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/nh14QgM.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="xh8nG42.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/xh8nG42.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="PrfGVO1.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/PrfGVO1.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="6Y84Ay3.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/6Y84Ay3.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Repel the Harkonnen scout units after they arrive.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Alternatively, accept their aid against the Atreides.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Your base must survive the battle between them.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Depart the territory once it's cleared of hostiles.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUNS</strong></span><span>:</span>
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 3A: Double Bind (Hard) (Fight alongside with House Harkonnen)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/ha_-Qntvwqs?start=91&amp;feature=oembed"></iframe>
							</div>
						</div>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 3A: Double Bind (Hard) (Fight alongside with House Atreides)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/5Ks5vqdEcqw?start=26&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/l6FhP2IB7YA?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This is a fairly standard light tech mission. It's also the first time you're tasked with taking down an actual fortified enemy base.
						</p>

						<p>
							Though the Riflemen you fielded during the prologue were likely familiar, you have superior basic infantry to sample starting now. As Burke explains, Shotgunners have a shorter range than Riflemen, but much greater firepower. Mix them with some Troopers and watch anything that gets too close go pop! Just don't try to pair them with Grenadiers; that combination doesn't really work.
						</p>

						<p>
							The Harkonnen are to the east and the Atreides to the south. When the Harkonnen LAVs show up at your base, attack them to ally with the Atreides or ignore them to ally with the Harkonnen. You'll have to defeat whichever enemy you make, so consider scouting both bases early on to examine the units they prefer. Choose your enemy based on which units you'd rather deal with less of, or which base you suppose is easier to take down.
						</p>

						<p>
							Whichever you choose, you'll have to deal with those new rapid fire Autogun Turrets. They shred infantry and weak armor like that of Raiders, but your Quads can tank their shots for a decent amount of time. Numbers beat pretty much anything though. With enough Troopers and/or Grenadiers, they can obliterate Autogun Turrets too.
						</p>

						<p>
							To reduce your enemies' numbers and make yours more effective, hunt their Harvesters with some Quads. Both the Atreides and Harkonnen harvest from Spice fields beyond their defenses. Just have a good line of infantry ready to fall back to in case the enemy responds with overwhelming force.
						</p>

						<p>
							Once your chosen foe is defeated, victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>I know, I know. I would like to fight the Atreides <em>and</em> the Harkonnen too. It would be out of character for Burke. Isn't it enough that we can beat up the Imperials on S02V1? Eh?</span>
						</p>

						<p>
							This is the only mission we get to ally with the Atreides. Personally, they're my preference to ally with because the Harkonnen Trooper spam is easy to counter with Grenadiers, and the Atreides' preference for Grenadiers and singular vehicle-accessible base entrance make them tougher to tackle, in my opinion. Yep, Grenadiers are really nice in this mod. On a low tech map like this, the degree of efficiency in engagements you get get out of careful use of these guys is kinda crazy.
						</p>

						<p>
							I had to make a LOT of changes to Grenadiers to get them to not suck. In vanilla, they're higher up in the tech tree in the faction that gets access to Sonic Tanks, kill one another with their on-death damage, are only available in multiplayer where microing them is pretty much out of the question...
						</p>

						<p>
							I had hoped to give the player some good opportunities to use the new Grenadiers during the prologue of this campaign so he or she would try them out on the levels an enemy base must be directly confronted. I know Troopers are most folks' preference, so it takes a bit of force to nudge the player to try their improved alternative. Suppose that worked out?
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S03V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Razorback</strong></span><br />
			Prevent the capture of an important mining base with the help of the Harkonnen.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Atreides forces skirmish with mercenaries in Bled al-Hazrad.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="JGYeNW5.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/JGYeNW5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="bV7QH8u.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/bV7QH8u.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="Z6BTXTd.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/Z6BTXTd.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="BGERuwz.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/BGERuwz.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Defend your base against the Atreides' assault.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Attack once the Harkonnen are prepared.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Your allies must not be defeated.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 3B: Razorback (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/uWAUug69pgw?start=84&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/1W4-qaBsejs?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This is a light tech mission. You'll begin heavily focused on defense before switching gears dramatically towards offense.
						</p>

						<p>
							As familiar as the Riflemen during the prologue might have been, it's time they retire so your new basic infantry can shine. You'll find that Shotgunners obliterate anything that gets too close. They work well intermixed with Troopers, but not so much Grenadiers. You can put some in front of the mercenary Autogun Turrets to help them deal with the fierce Atreides attacks.
						</p>

						<p>
							Your starting Harvesters are enough for now, but you can get some more credits by scouting for cash crates. Your Raiders can find the three scattered around and outrun any Atreides units that might start chasing them.
						</p>

						<p>
							Build a few Barracks to start churning out infantry. Remember, Shotgunners and Troopers can't fire over walls or turrets, so you must position them in front of the fortifications for them to be of any use. Grenadiers on the other hand work best behind cover. As for any LAVs you produce, keep them ready to respond wherever you need extra firepower. They can also cover your Harvesters as they return to base if they happen to be targeted by the Atreides.
						</p>

						<p>
							When the Harkonnen arrive, the tide of the battle is turning. Prepare your forces and move out when they do! Durant's mercenaries will join in at that time. With your combined numbers, the Atreides base will eventually be overwhelmed, but any walls or turrets you can clear out will help your allies pour in. Their autoguns work well against infantry or Raiders, but Quads can take a lot of shots before they succumb.
						</p>

						<p>
							Defeat the Atreides and victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>This level is named for the damage the Atreides take by striking out against you. I've gotten a couple of questions about it, so, there you go. Nothing subtle, no extra meaning, really. Just imagine trying to kick a porcupine. xD</span>
						</p>

						<p>
							The amount of enemy reinforcements I had to add to this one just to give them a chance of taking you out went well-beyond my expectations. Turrets are so efficient. Autogun Turrets, really good. Some of that has to do with the Atreides' preferred unit composition... lots of Riflemen and Trikes in the mix. The rest, turrets are just <em>good</em>.
						</p>

						<p>
							Do you know how OP turrets are in OG d2k? Just speaking of the Gun Turrets alone, they've got a tank's armor type, but block tanks' shots, which makes them take less damage from Combat Tanks since projectiles that are blocked don't deal damage at the center of the target. They have just as much HP as a hark CT, but cost 150 less at a baseline <em>and</em> build faster. And, they have 0.4 in-game secs less of a delay between shots even compared with the ord CT, which has the fastest firing rate. If I had to completely rework Grenadiers to make them remotely viable, I had to completely rework turrets to make them remotely fair...
						</p>

						<p>
							I mean, you know, the <em>player</em> knows that the solution to turrets is Troopers. For the player to deal with, that's fair enough. For the AI though? Let's just say that I wanted to make the player's options for defense more varied, and to accomplish that I had to make it so turrets aren't entire leagues above everything else in efficiency.
						</p>

						<p>
							Not that that really applies on this mission. Turrets' efficiency was just a noteworthy issue while balancing this one, hence bringing it up at all.
						</p>

						<p>
							 
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S04V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Strictly Business</strong></span><br />
			Meet the mysterious Ordos.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Achen Moriaen contacts Rowe Summers at Maqbara Roughs.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="qeTrvOo.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/qeTrvOo.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="YIQ0ZKA.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/YIQ0ZKA.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="xryMp5b.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/xryMp5b.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="4chQYZ3.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/4chQYZ3.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Await communication from Achen Moriaen.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Meet with the Ordos to discuss their plans.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Meet the Ordos' conditions. Strike a deal.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 4: Strictly Business (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/9fNYE5TNxl8?start=71&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/BYXWSzrhs4U?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission formally introduces Combat Tanks, Autogun Turrets and Cannon Turrets.
						</p>

						<p>
							The Ordos expect you to send a unit to their base to talk business. Go say hi while you get situated. You should focus on economy until you're up a few more Harvesters and another Refinery or two. Deploy your spare MCV at your starting location for immediate faster build speed, or find a nice place for it where you think might be good to set up defenses at or stage attacks from.
						</p>

						<p>
							Autogun Turrets and Cannon Turrets complement each-other. Building some of each in one spot should work best unless you provide support with some units, such as Autogun Turrets with Troopers in front.
						</p>

						<p>
							Your ultimate goal is to destroy the Ordos base. They'll try to secure the ridge between themselves and the Harkonnen, so that should be your first goal. Shotgunners or Grenadiers can handle the Troopers they produce from there. You'll need some Combat Tanks and Quads to handle the Autogun Turrets. Clearing the ridge prompts Durant to contribute to the battle if he hasn't gotten involved already.
						</p>

						<p>
							The main Ordos base is fairly well-fortified with anti-armor turrets. A strong infantry force should lead the charge. Summers herself can absorb shots from Cannon Turrets and Rocket Turrets very well.
						</p>

						<p>
							Crash through their defenses and crush their main base, and victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>I was really happy to try the first draft of Autogun Turrets on this map. They dramatically change how enemy bases can be approached; it's not always, "escort Troopers here, send them against either of the anti-armor turret types in the game, horray, now we can use our Combat Tanks and stuff." No, now those armored tanks play a significant role in soaking shots for squishier units. That was a significant portion of how I wanted to rebalance the units' dynamics.</span>
						</p>

						<p>
							This level made a good example for how approaching enemy bases could be highly varied with new stuff in the roster. The enemy's forward positions are set up to encourage a vastly different approach from their main base for that reason. Just because you've got Combat Tanks now doesn't mean you should forget about your infantry and stuff, you know? But I do have to give the player a fun setup to knock over with those shiny new Combat Tanks.
						</p>

						<p>
							Speaking of approaching enemy bases, the Imperial base in the bottom left can be accessed. Did you know? It used to just be an easter egg, but now that we can change terrain mid-mission, I had to make it accessible. Bring some units behind the mercs' base against the left side of the map, blow up the Munitions Silos against the cliffs, and watch what happens.
						</p>

						<p>
							I quite dislike making areas of my maps inaccessible. The reason that those inaccessible areas existed in the first place, and that includes the Imperial base on this mission, was because we used to need to do really dumb workarounds to make events run properly. Like, drop funny unique units in the corner of the map and then if that unit exists, run this other event. So we mappers didn't really want the player to go stumbling across that Imperial Sonic Tank, Fremen Warrior and Saboteur in the corner and go, "wtf?" Because that would be immersion breaking and stuff. We no longer have to do this, but the inaccessible areas are now part of how these missions are designed, so they've stayed. In this unique instance on S04V1, it just happened to also be an easter egg where if you go where you don't need to, you'll see Imperial structures. I took the opportunity to give the impression that something is going on behind the scenes, even back when it was necessary to cut the player off from this area entirely. That easter egg was only expanded upon with how the Imperials react to the player's intrusion on their 'inaccessible' base.
						</p>

						<p>
							...That being, they collapse some more cliffs and retreat off-map. Blowing up the other cliffs facing the Ordos is actually important! I don't want to give the player an easy way to cheese their unit pathing or, worse, risk crashing the map if the Ordos have to take a super long path around through the mercs' base to get to the player chilling up where the Imperials used to be. Their pathing is plenty cheeseable already with how the plateau they set up their forward bases on is drawn.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S05V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Meat Grinder</strong></span><br />
			Survive a brutal battle with vastly superior Harkonnen forces.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Harkonnen armor crushes smuggler militia at Gara Kulon.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="p43oS0J.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/p43oS0J.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="kp72anW.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/kp72anW.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="eYQpSgc.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/eYQpSgc.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="3c88ojk.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/3c88ojk.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Prevent the destruction of the Ix' Research Center.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Evacuate your forces with the rescued research.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Failing that, destroy the Harkonnen base.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 5: Meat Grinder (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/TsEfuENyml8?start=41&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/xVBL0uF5v14?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission formally introduces various logistics units and the Repair Pad.
						</p>

						<p>
							The Ix are in the bottom left and the Harkonnen are directly north. Steer clear of the Fremen in the center.
						</p>

						<p>
							Going too close to the Fremen Sietch or large camps will trigger hostility. As for the Harkonnen, feel free to scout their base before you reveal your true allegiance, but know that the longer you delay on reaching the Ix, the later it will be that you get an MCV for base construction. The Harkonnen will turn hostile after some time, or after you discover the Ixian Research Center.
						</p>

						<p>
							If you wish to support your starting base more closely, consider taking the MCV the Ix give you to one of the rock islands south of there. Setting up on the west end of the map is quite viable as well since not only will any Fremen that survive the initial skirmishing be an obstacle between the Harkonnen and you, but you can then stage attacks more easily against the Harkonnen harvesting ops in that direction, or against the west side of their base.
						</p>

						<p>
							Whichever you choose, focus on defense until your economy is stable. Turrets and infantry make an effective combination. For an early boost to your economy, salvage the Harvester on the central west side of the map.
						</p>

						<p>
							If you've been building Quads at your starting position and your other defenders don't need their help, go Harvester hunting with them. The Harkonnen have Harvesters all over the place and taking them down will drastically weaken their ability to carry out fierce offensives or defend themselves adequately when you finally attack.
						</p>

						<p>
							The Harkonnen base is massive. Most of their turrets are autoguns, so a force comprised of armored Combat Tanks and Quads will best be able to advance through their base. As usual, Grenadiers would make good support for that force and be able to clear out the enemy walls, or use those walls to their advantage. As long as your economy is stable, you can keep churning out units and keep the pressure up. The Harkonnen will fall eventually, and when they do, victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							I don't like to turtle.
						</p>

						<p>
							Although this map is designed to be a slog, putting the player on the back foot and forcing hyper-defensiveness at first, this is far from my preference in how missions ought to be designed. Still, it's important for a campaign to have good variety. Even if this style isn't <em>my</em> favorite, most RTS campaign enjoyers like to turtle up and hold out against overwhelming enemy forces before eventually going on to bowl through their foes with a large army amassed behind cover. So, there are sure to be others who enjoy a sloggy map like this one.
						</p>

						<p>
							That doesn't mean I don't try to include aspects in a mission like this that could enable aggression or reward thorough scouting though. Most of the Harkonnen Harvesters being scattered around the map, even where their Carryalls will bring them over the player's head, is meant to draw the player's attention to targets beyond their walls. Mission intel points to them as being good targets for roving Quads. Giving the player a variety of options for where to deploy that MCV is another way I try to spice things up. Non-linearity is a highly valued aspect of mission design to me.
						</p>

						<p>
							I also had to give the player an opportunity to try something new before it becomes available in the tech tree normally. You might be surprised by the amount of players who are hesitant to try new stuff. I expect future levels to bite the player in the behind to some degree if stuff like Duelist Tanks are not incorporated into the unit composition, so Duelist Tanks should be tried here, just as hero units and Grenadiers and such were forced upon the player in prior scenarios...
						</p>

						<p>
							We use this thing called 'allocation index' to make AIs look like one another. The Harkonnen base on this mission is actually populated by <em>four</em> AIs, not just one. The supporting AIs can't rebuild their factory structures, which is why the main AI that owns the ConYard doesn't, either. It only rebuilds Wind Traps, Refineries and Autogun Turrets. There are lots of fancy ways we can make an AI appear more competent, but at the end of the day it will never compare with a human player... Having extra AIs around is only meant to make the game more engaging for the player.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S06V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Shipping and Handling</strong></span><br />
			Await your smuggled deliveries, then crush the Atreides and Harkonnen.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>An Ordos Deviator prototype arrives in Habbanya Erg.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="7b6FHVd.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/7b6FHVd.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="qF3myK9.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/qF3myK9.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="1jBIL9R.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/1jBIL9R.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="7O72Ia3.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/7O72Ia3.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Keep the smuggler Starport intact until Deviator prototypes arrive.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Scavenge the Atreides and Harkonnen bases for similar tech.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Exterminate the Atreides, Harkonnen, and Imperial forces.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 6A: Shipping and Handling (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/c_WfnRJC-Ic?start=48&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/1uaFJRhqxjo?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission formally introduces Duelist Tanks, the Starport, and LRA, AKA Long-Range Artillery.
						</p>

						<p>
							The mercs will hold the line for now, so sort your economy first. Get a Heavy Factory up to produce Harvesters. The starting Munitions Silos can be cleared out with force-fire to create pockets where new Refineries can be placed. There's also a salvageable MCV wreck on the southeast rock island. Claim it with your starting Raiders or be prepared to take down an Imperial expansion after they repair it themselves.
						</p>

						<p>
							Next, build an Outpost and a High Tech Factory. There's a tech branch from there you'll want to be aware of: Upgrade the Heavy Factory only and you'll gain access to MCVs and, together with the High Tech Factory, Siege Tanks. If you instead dedicate your funds towards the High Tech Factory upgrade and a Research Center after that, you'll be able to build Duelist Tanks.
						</p>

						<p>
							Duelist Tanks make the mercs' lines tougher to break and you can support them further with Grenadiers. Troopers could complement Siege Tanks, but keep them a little off to the side rather than directly at the frontline. Both combinations can succeed in holding off the enemy for long enough, so take your pick and stick with it. Going for both at once, at least early on, will only starve you of funds.
						</p>

						<p>
							You could also build an MCV or train an Engineer (which can be ordered to capture an allied structure with force-fire) and set up turrets on the mercs' land. You can't take those turrets on offense when the situation is stable there though, or relocate if another part of the base is falling. Account for those disadvantages if you try this strategy.
						</p>

						<p>
							Though the Starport is available, units purchased there are MORE expensive, not less. Further improve your economy before you build one, or a Light Factory for that matter. The terrain doesn't favor LAVs, so you'll find it hard to use them effectively in defense of the merc base. However, you should have a Starport before the timer runs out or shortly after it does. The smugglers will handle all your deliveries themselves if you've given them nowhere to land.
						</p>

						<p>
							Once the deliveries start showing up, throw bodies at the enemy until they're destroyed. The only things you might have to watch out for are that Atreides Sonic Tank and the spare MCVs in the enemy bases you could hit with Deviator missiles. Have fun!
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>The most critical aspect of fun mission design, I think, is accounting for how the "snowball" rolls. Does the player start with a small one early on, one that stops at a hurdle that must be overcome before it can roll the rest of the way? Does the player have to arduously push one up-hill, only to then be rewarded with a smooth roll downwards before it crashes at its destination? This map is designed to play out like the latter by forcing the player to contend with overwhelming enemy reinforcements that eventually come to a stop, before the player gets tons of friendly reinforcements to crash through the rest of the map. Lots of early resistance gives way to an unstoppable tide of destruction.</span>
						</p>

						<p>
							Formulaic, perhaps, but hopefully fun. More fun than S05's mere trickle of friendly units, I think...
						</p>

						<p>
							A mapper's goal is never to kill the player outright. Tax the player's resources, tax the player's attention, sure... but the ultimate goal is that the player makes it through an appropriate level of resistance for whatever mission number he or she is on and achieves victory satisfied with how the game played out. My expectations of what the player should be able to achieve rise with each mission, so each is generally meant to be more challenging than the last, but still. That's the idea.
						</p>

						<p>
							As a side note, I can't believe I forgot to tie the Imperial reinforcements to something other than an Outpost prior to the latest draft. What a clumsy error. The player's attention should be tested on higher levels on a defense-oriented mission like this because defense is easier to handle. More natural for most players. Now that the occasional Imperial reinforcements show up as they were meant to, that design philosophy is hopefully better represented in the end result.
						</p>

						<p>
							By the way, this mission was built off of O6V1 from the original Ordos campaign. It was the only map to have been built off existing material rather than from a fresh start, specifically because it's a reference to the O6's from the original Ordos campaign. Although the terrain has been pretty thoroughly redone, you can see the similarity in the overall structure of the map.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S06V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Breaking the Blockade</strong></span><br />
			Flank and shatter an Imperial bastion to deliver the Ordos their weapons.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Imperial forces shoot down an Ordos Freighter onboard a Guild Heighliner.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="ibo5g1f.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/ibo5g1f.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="L77q15w.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/L77q15w.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="2So6hQm.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/2So6hQm.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="Cimtfo2.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/Cimtfo2.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. The main Imperial ConYard must fall within the hour.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. All Imperial forces on the Heighliner must be defeated.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Do not allow Durant's Command Center to be destroyed.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 6B: Breaking the Blockade (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/EgM6sW_O6Y8?start=81&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/A6L4fs1HdC4?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission formally introduces Duelist Tanks, the Starport, and LRA, AKA Long-Range Artillery.
						</p>

						<p>
							Get acquainted with the environment while Summers and Durant finish their chat, and while your starting Refinery is automatically placed in a good spot (assuming you don't interrupt that). The most important thing to note is that your means of generating funds have changed somewhat. Controlling Mass Deposits and saturating them with Harvesters is of paramount importance! You can assign Harvesters permanently to Mass Deposit pads by selecting them, ordering them to dock at the nearby Refinery (you don't have to wait for the Harvester to actually dock there, merely giving the order is sufficient), and then ordering them to the Mass Deposit pad you want them to occupy. Three Harvesters is enough to fully saturate your starting Mass Deposit. Put down another Refinery to gather the crates, but don't waste your funds on too many extra Harvesters to do that. Two is a fine number to use there since they can then be reassigned and the extra Refinery sold once another Mass Deposit is claimed.
						</p>

						<p>
							There are a lot of goodies near your starting position, such as bonus vehicles or structures to capture. Scout around before you anger the Guild. Taking the Research Center to the right will give you access to Duelist Tanks without needing to upgrade your High Tech Factory. You could instead use your starting Engineer to take the Refinery just above your LZ for extra funds and a good position for a defense line.
						</p>

						<p>
							Get an Outpost and then a High Tech Factory up anyway since, in addition to the Heavy Factory upgrade, a High Tech Factory is Siege Tanks' other prerequisite. Also, you can build a Starport off the Outpost.
						</p>

						<p>
							If you're not trying anything weird with the right side of the deck, your goal should be to head straight up from your LZ until you reach the Imperial Reactors in the top left corner. LAVs will have trouble navigating during the early stages of this mission, so you should focus on producing infantry, armor, and LRA. Mass Duelist Tanks and/or Siege Tanks work really well. Keep your armor in front, LRA in the back, and the strong formation will be able to chew through the swarms of Imperial LAVs and infantry.
						</p>

						<p>
							As with the turret wall over the bridge in the lower-central area, stay clear of the turret wall to the right of the Imperial support base until the Reactors are down.
						</p>

						<p>
							LAVs have much more freedom to move around after the central Imperial base is accessible, so be producing some while you're cleaning up the top left base. Rally all forces to the center, clearing any Imperial units that still pose a threat along their path, and take out the ConYard to complete your mission.
						</p>

						<p>
							This battle isn't over yet though. As soon as the mission is complete, the mercs will turn on you. The Command Center in the top right is still mission-critical, so don't go rushing to destroy it! Now would be a good time to check the bottom right and see if there are any goodies you can pick up there. Continue rallying forces to the center of the map, or expand there and start recruiting units locally, before attacking either merc base.
						</p>

						<p>
							Clear a path for an Engineer to take the Command Center. You're done when the Imperials are defeated and Durant is in custody.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>A very old version of this mission took place on Arrakis. I'm glad we have the Heighliner tileset now. Much more fitting with the theme of this mission.</span>
						</p>

						<p>
							I have to apologize for just how mean this level is. I'm well-aware of exactly how cruel it is to the player:<br />
							 - It introduces what's most likely a new tileset, including a new resources system the player has to learn.<br />
							 - It's offense-oriented, forcing the player to see less to his or her own defenses and forage on into the unknown.<br />
							 - It's timed, minimizing the player's ability to learn about the new tileset and appreciate it cuz things need to die.<br />
							 - The RFG is uncrossable until you tick off the Guild, which may confuse some players. Granted, that's a "secret."<br />
							 - Unusual unit compositions like mass Siege Tanks are effective, reducing the chance the player figures it out.<br />
							 - Multiple new enemy units on a densely-packed map.
						</p>

						<p>
							And more. Part of the reason it's timed is to force the player to actually pay attention to the new resources mechanics and learn them. Efficiency is key. It's just harsh... but, you know, sometimes you have to stick to your vision for a certain mission, even if it's mean. I tried to offset the difficulty by pigeonholing the player into going up first, throwing extra obtainable units along the way and giving the player an easy way to set up a forward position and claim additional resources through the starting Engineer.
						</p>

						<p>
							I don't like pigeonholing the player, of course. That's why it's possible to go right instead, blowing up the crashed Freighter or taking an infantry-only force that way. There must always be other options. The first-time player is discouraged from trying that though because the closer things play out to the 'intended' route, the easier it is to control how the difficulty feels. A delicate balance to strike, and one I certainly fail to strike for some players, but it really is impossible to account for how every single player will experience the campaign. What matters is taking the possibilities into account while designing the mission and <em>trying</em> to determine how the average player will react to a certain design decision.
						</p>

						<p>
							Even then, it ain't enough sometimes. I mean, who else knows a guy who absolutely despises timed missions no matter what? But isn't it important to have that variety in a campaign, even if it's only once or twice? So a mapper just has to execute on the vision and please hopefully most people. Can't please everybody.
						</p>

						<p>
							...That said, I think I have some other ideas about how to achieve variety in future campaigns. Modern features really help, of course, stuff that simply wasn't possible when Summers' Solstice was devised. Some aspects of this campaign are products of that time, however well-rationalized those aspects may be.
						</p>

						<p>
							To surprise those on a replay run, to further reduce linearity, and also just for fun, I added extra dialogue if you're the one to turn on Durant. There are two alternatives: You target any of his units or structures other than the Command Center, or you capture the Command Center as your first action against him. In the first instance, he welcomes the fight you've picked with him and implies your next mission objective is to 'take him alive' by telling you it won't be easy to do so. And that he doesn't intend to go easy on you. This is just in case it's the player's first time. Maybe the player is an abusive ally and, like, tries to capture one of his factories or Refineries or something just to get an edge on the Imperials' main base, or tries to clear out something belonging to Durant to get enough room to deploy an MCV in his base. In the second instance, Durant is instantly in custody before he has any idea you're turning on him, so his forces and Summers' never fight at all. All he can do is express confusion. How did Summers know he was planning something for after their main objective was complete? Hehe.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S07V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>The Traitor</strong></span><br />
			Prove that your vision is the future of the smugglers of Arrakis.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>A rock dragon devours a sand mouse at Hole-in-the-Rock.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="DR6lG0C.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/DR6lG0C.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="DdKaUXE.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/DdKaUXE.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="FAXkUHL.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/FAXkUHL.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="98NfiZj.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/98NfiZj.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Fortify your base in southeast Hole-in-the-Rock.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Capture or destroy Sumadi's Command Center.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Defeat all loyalist forces.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUNS</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 7: The Traitor (Hard) (Spare all Sumadi's Lieutenant)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/HNi1yvXQZ1A?start=81&amp;feature=oembed"></iframe>
							</div>
						</div>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 7: The Traitor (Hard) (Kill all Sumadi's Lieutenant)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/CeDsljt54l0?start=16&amp;feature=oembed"></iframe>
							</div>
						</div>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 7: The Traitor (Hard) (Attack only Sumadi's forces)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/y8MuJho3yjY?start=26&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/tKXjs5Gl_R0?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission formally introduces Stealth Raiders, Autogun Tanks, Deviators, and Rocket Turrets. You'll be up against a unique array of stealth units and have access to some mercenary tech, such as heavy Combat Tanks and RPG Quads. And, Summers has a new command unit.
						</p>

						<p>
							Try using Summers' new command unit in assassin mode to stealthily nab the two crates to the west of your starting position. There's one near a Harvester wreck and another near a Carryall wreck.
						</p>

						<p>
							Get a Refinery or three built before teching up to the Research Center (Outpost, High Tech Factory, HTF upgrade, Research Center). Rocket Turrets' 7 tile range is insanely powerful! You can keep your Harvesters fairly safe by deploying an MCV near one of the chokes leading into your base and piling some Rocket Turrets there. It's safe to keep Summers' command unit in front of Rocket Turrets in bastion mode, at least until you build some Autogun Turrets to support them. You don't have to fortify whichever direction you're going to push with your units, although it does help to expand and create new turret lines for your forces on offense to fall back to if they gets overwhelmed. Then you can push out again from that position closer to the enemy.
						</p>

						<p>
							Anyway, regarding Rocket Turrets and Autogun Turrets, Autogun Tanks and Missile Tanks represent a similar combination and, together, form quite a powerful frontline. Autogun Tanks may not have the well-rounded damage of Duelist Tanks, but they're even tougher to destroy! You can also use Deviators in place of Missile Tanks, although that combination will only be able to handle enemy units. For breaking apart the enemy bases, keep Grenadiers and Siege Tanks ready behind your armor.
						</p>

						<p>
							Note that your reinforcement drops will automatically rally at your primary ConYard. If you are bringing MCVs along with your offensive, use that to your advantage.
						</p>

						<p>
							There are three enemy lieutenants scattered around, but your main objective is to defeat Sumadi at the top of the map. Killing him means the loyalist forces will fight to the end. Sparing him by capturing his Command Center will compel the loyalist forces to stand down. Likewise, capturing the Construction Yards of the loyalist lieutenants will make them withdraw their forces from the battle.
						</p>

						<p>
							The base in the southwest focuses on tanks. East, on stealthed LAVs. The northern bases use a solid unit composition you'll just have to overwhelm with your own. The fastest way to Sumadi is directly up along the east side of the map.
						</p>

						<p>
							Whether you head through the southwest or eastern bases, the center of the map becomes accessible. Consider approaching the last enemy lieutenant's base from the western or central angles. More Wind Traps and the ConYard are on that side. Going straight for the factories in the center works too though. Once the Cannon Turrets and outer walls are broken, send your Quads straight through to snipe all their Rocket Turrets.
						</p>

						<p>
							Once Sumadi is captured or all his forces are defeated, victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>This mission is more of a thematic climax in the first half of the campaign than its actual conclusion. While the following missions go through the motions of conquering Arrakis to wrap things up properly, and also for gameplay purposes cuz blowing up lotsa enemies is fun, this is where a lot of stuff from the prologue up 'til now comes to a head. The clashing of visions, the collapse of the empire closest to you. In a sense, after this battle you have nowhere to go <em>but</em> with the Ordos. Whose choice was that though? Was it really Summers' decision, or was she trying her best to navigate the problems presented to her by others? Was there ever a choice?</span>
						</p>

						<p>
							I hoped to get that across to the player with the bickering Sumadi and Summers do over the course of this mission. That is, if you don't spare his lieutenants. There's a complex system of flags on the back end that determine how many ConYards you've destroyed, so their argument plays out in the same order every time, even though each ConYard you capture has a specific person in it. I also hoped to convey that with the ending of this mission, where you <em>could</em> choose to end Sumadi yourself... but, if you choose to spare him, the 'choice' is made for you anyway. Because the Imperials are always watching and, of course, they wouldn't allow the leader of one of the most bothersome thorns in their side get away when he's made vulnerable by this battle. A battle Sumadi gave you no choice but to partake in...
						</p>

						<p>
							Part of all this is due to game limitations. We can't save a variable on one mission and then, in a later mission, go, "Oh, you spared Sumadi? Okay, he's still alive and maybe something happens differently on this map as a result." Not yet, anyway. Maybe Klofkac works that miracle at some point down the line. Despite that however, another part of this is in adherence to the theme of Summers' and Sumadi's story arc. So, I guess it works out.
						</p>

						<p>
							I like blurring the lines when it comes to stories and stuff. Summers and Sumadi both make compelling arguments. I don't intend to encourage the player to sympathize with one over the other, or either for that matter. This is just the situation as it is, having come to a head, and you fall on Summers' side of it as the player.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S08V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Mercenary</strong></span><br />
			Slaughter the union of Fremen and Sardaukar in service to House Ordos.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Summers' forces engage the Atreides at Bilar Slopes.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="1FkQIF4.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/1FkQIF4.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="s3kyhgX.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/s3kyhgX.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="bmcInC9.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/bmcInC9.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="he8pXC4.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/he8pXC4.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Defeat all enemy forces in Bilar Slopes.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. The Ordos must not be defeated.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 8: Mercenary (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/YHJA4IfjoDA?start=84&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/e94Snuo1K64?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission formally introduces special forces, like the Saboteur.
						</p>

						<p>
							As usual, get a Heavy Factory and another Refinery or two up ASAP. If you want to be really aggressive, you can order an MCV from the Starport and set up turrets on the island to the west. Doing that also means your Harvesters have some safe fields to roam in, and you have another place to set up some more Refineries.
						</p>

						<p>
							To get Rocket Turrets, build a High Tech Factory, upgrade it, and then build a Research Center. They're expensive and take a while to build, so keep some tanks in front of them until you reach a critical mass. Siege Tanks or Autogun Turrets complement them nicely, and they can snipe Ornithopters bombing your base. Unlike the clump you might build to fend off enemy tanks, they work best against Ornithopters being spread out. Scatter a few around your base to reduce the effectiveness of enemy bombers.
						</p>

						<p>
							Upgrade your High Tech Factory a second time to gain access to the Palace. Saboteurs can strike out even when your main force isn't ready yet, create openings for your main force, or severely weaken enemy attacks if they explode in the middle of a clump of their units. They are much more versatile and effective than vanilla Saboteurs. Give them a try!
						</p>

						<p>
							Once your defenses are sorted, your first goal should be taking down the small Imperial expansion to the west. Additional allied forces will show up to assist once it's cleared out. Either finish that base off with overwhelming force, bring an MCV to set up a turret line on the north end, or be prepared to reinforce the position once the mercs arrive. Although they're not mission critical, having them around to throw bodies at the enemy is helpful.
						</p>

						<p>
							All of the enemy Rocket Turrets are powered by the Imperial base in the top left. Keep going northwest from the Imperial expansion after the mercs arrive and you'll get there. Taking them down first will greatly diminish the standing forces at the Fremen and Atreides bases.
						</p>

						<p>
							Even while the Rocket Turrets are active, you could use Saboteurs to break the nasty formation around the center of the map. The Sonic Tank, two Autogun Turrets and Rocket Turret all piled up next to each-other there are deceptively tough to brute force. Collapsing the eastern Sietch opens another path too. Create these openings for your allies to take advantage of while you work on the Imperials' main base.
						</p>

						<p>
							Keep rolling the snowball until all enemies are defeated, and victory shall be yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>We didn't really have a big battle against the Atreides up to this point. There was level 3, and then the Ordos fought them on level 6, but the Harkonnen had level 5 all to themselves. This confrontation felt obligatory. Yes, the Ordos have been fighting the Atreides and Harkonnen the whole time while you're off doing mercenary stuff, but the player hasn't gotten to enjoy a good fight against 'em yet! So here we are.</span>
						</p>

						<p>
							This also seemed like a fine place to bring the Fremen friends from earlier back, for a tragic reunion. You did what you had to do, they did what they had to do... but somebody's gotta die. That's how it goes.
						</p>

						<p>
							I'm not sure there were too many opportunities to enjoy both distinct visions that came together to create Summers' new hero unit on the prior level. On this one, I purposefully designed the bottom left Imperial base to enable the usage of Summers' assassin mode. She's even featured in the mission's splash art, coming out of a cloaking field to ambush a Sonic Tank in the foreground. Not that I've seen too many players actually make use of her here... but those that do get the result I was hoping for! Or so I've seen, so far. Being able to escape from a battle more easily thanks to assassin mode's perks makes it easier to experiment, but some players are put off it quite hard if Summers is alone and there's a Trike or Raider keeping up with her.
						</p>

						<p>
							The new Saboteurs are another thing I was hoping to encourage use of. Giving them on-death damage and the ability to self-destruct on enemy units really changed how they play. Some of the multiplayer boys tried that out against one another and found that they're pretty dang good. How that on-death damage works is pretty funny though... Grenadiers' on-death damage is actually tied to their unit type name. So, if you were to have a look at the unit list, you'd see unit type "GRENADIER" belonging to unit group "SABOTEUR." The unit group is what's referred to to determine what a unit should be called in-game. Grenadiers still deal on-death damage to vehicles if crushed because they have the special unit behavior of Sardaukar, but Saboteurs' behavior remains... Saboteur. It's simply because their type name is GRENADIER that they deal damage when they despawn, using the Grenadier death weapon that I buffed up greatly. Pretty funny, huh? There are a few units with quirks tied to their names. Very strange 1998 game voodoo, that.
						</p>

						<p>
							That's also why Summers explodes violently if killed as an infantry unit, by the way. She has the "GRENADIER" type name on the back end too. ...Why her? Something something, the Ixian mods on her power armor are super secret, something something, can't be captured by the enemy. Idk. I thought it'd be cool if losing the mission-critical hero unit wound up in a big explosion, but I guess that became an actual game mechanic on easy mode since you can sacrifice the unit to deal crazy damage to whatever's nearby and not instantly lose the game. You just lost the game, by the way. So did I. Sorry. Anyway, we can totally do something in-between in terms of explosion strength now that we have variables and whatnot, something I would give Sardaukar Elites, but that's for the next campaign(s) if anything.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S09V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>All-Out at Alazor Steppe</strong></span><br />
			Stand between House Ordos and their three mightiest foes.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>A lone Shotgunner stands in awe of the Death Hand.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="UtoThoU.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/UtoThoU.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="b24oOZn.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/b24oOZn.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="wBE8JMN.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/wBE8JMN.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="QOpfolG.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/QOpfolG.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Establish a proper base once your MCV arrives.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Defend House Ordos' primary base.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Destroy Giraud's Command Center.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Defeat all enemy forces.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>5</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span><span>:</span>
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 9A: All-Out at Alazor Steppe (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/sMSk0BWZdd4?start=54&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/TbYED_Qxnjs?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This defense-oriented mission wraps up the first half of the campaign.
						</p>

						<p>
							Have a look around at all the revealed terrain and build a couple of Raiders and some Quads until your MCV shows up. Take the Raiders to the bottom left corner immediately to salvage the Harvester wrecks in the area. They can be put to work at your first Refinery on the island west of your starting location.
						</p>

						<p>
							Similarly to S08V1, you're tasked with defending an ally while they build up. Get the ConYard upgraded while you get your economy rolling with a Heavy Factory and some Refineries. When you can build Autogun Turrets, line some up at your starting area and send some heavy Combat Tanks to reinforce. This is a solid composition to work with at first.
						</p>

						<p>
							The Quads you've been spamming can perform the typical LAV duties of scouting, responding where needed, Harvester hunting, assisting the Ordos with an attack... They'll have a field day eating the slow Imperial Tyrant Tanks, Harkonnen Devastators, and various enemy LRA in the no-man's-land between your defense line and the Harkonnen's. Pull them back if they look outmatched or get targeted by the enemy.
						</p>

						<p>
							Durant's mercs have access to RPG Quads and traditional Missile Tanks, as you may recall from S07V1. Though RPG Quads are quite versatile, be aware that they have disadvantages in cost, build speed, and movement speed compared to standard Quads. If you build some, take advantage of their ability to provide backline support! They work well grouped up with LRA or other LAVs.
						</p>

						<p>
							It will take a while to build up enough to carry out a meaningful offensive. When Summers sends word from Shield Wall, know that the enemy will no longer be receiving reinforcements from there. While your options for early aggression are limited, you have a few: The Harkonnen Rocket Turrets along the cliffs are easy pickings for some Grenadiers or Siege Tanks. The Imperial expansion on the east end of the map is not very well defended, and if you help the Ordos blast through that, they can start boring into the main Atreides base. There's a back way into one layer of the Harkonnen base on the west side of the map. And, you have access to Saboteurs, which can create openings regardless of how ready or not your main force is.
						</p>

						<p>
							If you've been protecting them, the Ordos will eventually send some truly fearsome attacks. Join up with them and smash whatever they're targeting! Victory shall be yours once all enemies are defeated.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							Ever wondered how the mercs felt when you let them take beatings for you on the last levels of the Ordos' vanilla campaign? I aimed to call back to that and emphasize the protective role the Ordos hired the mercs for by putting the player on the back foot. It's the player's extraordinarily competent ally that will eventually bowl through the map on their own if sufficiently protected.
						</p>

						<p>
							Granted, allies scale with difficulty level in this campaign just like enemies do. An easy or even normal one might rely a bit more on the player's influence, but, that's the idea...
						</p>

						<p>
							A mapper should always expect the player to be able to work miracles from supposedly impossible situations. Did you give the player one Light Infantry? Great, the enemy has lost fifty Devastators. Not for balancing purposes, mind you, but for the presentation of the narrative in the campaign. Never say "it's impossible," because that's how the speedrunners and multiplayer enthusiast macro gods embarrass you. It's why S02 features secret dialogue from Giraud if the player manages to defeat the Imperials, disbelief from the enemy commander that you have accomplished the impossible. This is a sentiment more common and even expected by this point in the campaign as you prove him wrong when he insists no one is his equal.
						</p>

						<p>
							The player usually commanding what's supposed to be a weak side faction doesn't make it easy to convey that your enemies are dangerous when, despite the in-universe power difference, you take them down anyway. This is partially offset by the characteristics of the merc commanders themselves, Durant being a collected and driven individual and Summers being obstinate and resourceful. The two clearly have a history and experience dealing with the Sardaukar, what with the Ixian-modified stolen Sardaukar Elite power armor and stuff. Maybe that can help justify the player's ability to make miracles happen. For the rest, I have to do my best to make the enemy imposing. The events on either version of S02 as well as the difficulty tuning on those levels, choosing those as the skillgate missions, is one example from earlier on in the campaign. Though the player is expected to win this battle on S09V1 in the end, I tried to make it hard-fought with the amount of stuff the enemy sends at you. That serves not only the mission design, but the aforementioned narrative.
						</p>

						<p>
							As fun as Summers' hero unit is with its variety of abilities, I personally feel the most comfortable using Durant's phoenix mode. Anybody else? This is the first mission I had tested it on. What better situation to have an unkillable frontline unit than the overwhelming assault of three Great Houses' combined forces? Or, at least, unkillable if you deploy him early and give him proper support...
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S09V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Shield Wall Showdown</strong></span><br />
			Stage a daring sneak attack on the deepest Imperial territory to assassinate Emperor Corrino.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Imperial forces amass before the Golden Lion Throne.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="q6YPJ62.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/q6YPJ62.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="22j3Qzl.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/22j3Qzl.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="P6FoA0R.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/P6FoA0R.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="gn5RRC2.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/gn5RRC2.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Blitz the weak Imperial expansion and capture all you can.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Raze the base on the northern end of your starting island.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. The Ordos must not be defeated once they arrive.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Defeat all enemy forces.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>5</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 9B: Shield Wall Showdown (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/J6uYq026i6M?start=86&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/RxW6lMDqOCo?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This offense-oriented mission wraps up the first half of the campaign.
						</p>

						<p>
							Feel free to let your units do their own thing for the start. The Engineers will automatically run for every building in the enemy base and your forces will do their best to clear out the enemies.
						</p>

						<p>
							You start with an insane 30k Solaris, so don't obsess over your economy. Get it started, sure, put a Refinery on the southern and/or western ends of the rock island you claim, order some more Harvesters from the Starport, but up your production and churn out Troopers and medium Combat Tanks. Your first goal is to wipe out the Imperial base you share an island with. The longer it takes for them to go down, the tougher this mission is going to get!
						</p>

						<p>
							That said, don't throw your units away. If you rush them in and lose them all, that stop to your advance will be deadly as you have no time to recover. Position your armor and LRA just beyond their defenses and push forward bit by bit. There are no sandworms in Shield Wall, so feel free to squat on the sands as much as you'd like. Use your Stealth Raiders to scout their base or gnaw on their Harvesters. Snipe Atreides Sonic Tanks or Harkonnen Devastators with Missile Tanks. Have your Siege Tanks target Munitions Silos before sending the Combat Tanks in. Get an Outpost and High Tech Factory up back in your base so you can train Sardaukar and build Flame Tanks from the captured Imperial factories.
						</p>

						<p>
							Flame Tanks are uniquely efficient at eating up internal base structures and pair rather well with Quads. Just don't try to use them as frontline units or against turrets; they operate more like LAVs than armor. While you push ahead with a force of armor and LRA, or a mass of Sardaukar, clearing out enemy units and turrets, they can devour things like Wind Traps, factories or Refineries behind them.
						</p>

						<p>
							The enemy will firesale when they can no longer put up a fight. Withdraw to your base if necessary to hold out against the wave of Sardaukar. Once they're defeated, you'll finally receive some help from Moriaen and Durant. The Ordos are mission-critical, but the mercenaries are not. Still, it helps to keep them alive since they spam those tough heavy Combat Tanks, and Troopers. Send all your forces forward and take up position in front of your allies! Defending them will mean a more powerful offense before long.
						</p>

						<p>
							Now would be a good time to tech all the way up and bolster your economy. Place some Rocket Turrets ahead of your allies to relieve your units. They can be repaired and used to assist the Ordos or mercenaries when they're ready to attack, or sent elsewhere.
						</p>

						<p>
							The beginning of this mission is truly the toughest part. After your snowball gets rolling, roll through all enemies on the map and kill the Emperor. Then, victory shall be yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>Turtling is the preferred strategy of most RTS campaign enjoyers. Build up a bunch of turrets, amass an army behind your impenetrable walls while waves of enemies crash against them, and then crush your foes with an unstoppable tide of tanks.</span>
						</p>

						<p>
							<span>It is never a good idea to make turtling totally unviable. That would make it not-at-all fun for lots of players. Rather, what I prefer to do is facilitate or encourage other approaches. The enemy's attacks will ramp up over time, so it's best to be aggressive. That aggression is enabled by lots of starting funds, factories and units. I even make it easier to exploit concrete build radius mechanics by letting the player share the first island with the enemy intended to be eliminated first. However, even if you were to chill at your LZ until enemy Death Hands and airstrikes fly your way, even if that Death Hand were to take out all of your turrets, fighting on the home front gives you enough of an advantage to recover. Turtling still works.</span>
						</p>

						<p>
							<span>It's fortunate indeed that it's very hard to make turtling totally unviable due to just how powerful it is. A <em>lot</em> of encouragement is needed to nudge the average player into attacking early or something.</span>
						</p>

						<p>
							<span>Sometimes, balancing the difficulty is less about what the mapper throws at the player and more about how you can get the player to act. What kinds of risks should the player be goaded into taking? How should the player be rewarded for taking those risks? How should the player be punished for inadequate planning? There's plenty of this in the regular gameplay loop of a macro mission as the player risks forces in attacks against the enemy all the time. My hope for a mission like this is that the map is made more interesting when the player is encouraged or pressured to execute those attacks before having the opportunity to really get comfortable.</span>
						</p>

						<p>
							<span>Not that the player should never have the chance to feel the situation has stabilized. We simply shift the goal-posts. That opportunity on this mission is intended to come after the Ordos and mercenaries show up, and the player can shift gears fully to defense before joining a combined push against the enemy later. I say intended to because, of course, I also like to make missions non-linear if it can be helped. On a few occasions I've seen a player turtle up and go hit the small base to the east first instead of the one to the north... And while viable, as it should be, that's simply not what I aimed to encourage on this one.</span>
						</p>

						<p>
							<span>That's fine though. I just provide the levels, and a little advice through stuff like tactical objectives. It's up to the player to find his or her own way through them, whatever that may be.</span>
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S10V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Screaming in Silence</strong></span><br />
			Eradicate infighting traitors to ensure unrest doesn't spread.
		</p>

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			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Summers' forces tread through carnage at Chin Rock.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="FX8YSmq.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/FX8YSmq.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

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					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="HPOmEx2.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/HPOmEx2.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
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					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="ejNRLg0.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/ejNRLg0.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="6yShDsH.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/6yShDsH.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
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					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Annihilate all smuggler and Ordos forces.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Protect the OSO Frequency Jammer.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 10: Screaming in Silence (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/NrryevLoQ7U?start=83&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/Xw_pdHeMahw?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							Your tech tree sees a couple of changes starting on this mission: No more light Combat Tanks, Duelist Tanks or Deviators. Your Heavy Factories now produce heavy Combat Tanks and Missile Tanks.
						</p>

						<p>
							This is a step down in difficulty from the prior missions, but don't get careless. Take some Raiders scouting. Bring enough to combat the enemy Stealth Raiders scattered around. Get a Heavy Factory up and send an MCV east to harvest from the Spice fields there. Your next MCV can go south of the Frequency Jammer to set up turrets and factories closer to the enemy.
						</p>

						<p>
							If your scouts wind up being chased by an enemy attack, run them towards the other enemy's base to let them handle it for you. That is, if you don't mind losing the scouts in the process.
						</p>

						<p>
							There will be some Carryall drops targeting your forces while you build up. Summers will call them out if you've built an Outpost to detect them. They're not very dangerous, but the enemy will follow up, so be on your guard. Keep building up until you feel confident striking out.
						</p>

						<p>
							The Ordos expansion overlooks their main base. It's certainly the best target if you go for the Ordos first. Overwhelm it with heavy armor, then put some LRA or Rocket Turrets around where their expansion ConYard was. They'll cover your approach on the east side of the map, where you can chip away at a Wind Trap cluster and their main ConYard.
						</p>

						<p>
							Burke's base is wide open on the side facing the Ordos. A few Saboteurs prying the defenses there open can make headway for your main force or help the Ordos attack effectively. The choke on the north side is tougher to breach than it might appear! You can squat some LRA and armor out there until an opportunity to push in presents itself.
						</p>

						<p>
							Unlike on prior missions, all enemy units in addition to their structures must be exterminated to achieve victory. Kill them all!
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>If the events in the first half of this campaign were inspired by Dune 2000's original three Houses', then the second half of the campaign is inspired by Emperor: Battle for Dune. Only, Emperor began with Arrakis still contested... Corrino was gone, but none of the original three Houses achieved dominion over the planet.</span>
						</p>

						<p>
							I wanted to do a lot more setup for the climax of the second half than what E:BFD did. Why not start now? There are loose ends from the first half that could be tied up. It's not like the Ordos have any direct competition either.
						</p>

						<p>
							Prior drafts of this campaign had you playing as Summers' forces on either version of a mission. Now, if there are two versions of a level, one of them is always Summers and the other is somebody else, except for bonus missions which are always somebody else. The introduction of others like Burke, who represents a sect of Summers' organization that disagreed with her from the start, presented an opportunity to bring more cohesion to the campaign overall. You know, if you can call it cohesive after getting past the second-person writing style plus the frequent changing of perspectives...
						</p>

						<p>
							This level marks a bit of a difficulty reset to kick off the second half of the campaign. Usually when new stuff is introduced, I like to tone it down a bit to give the player the chance to get used to it. It surprised me how differently heavy Combat Tanks need to be used to get maximum effect out of them when contrasted with light Combat Tanks. Although this mission is markedly easier than the S09's, I'm sure the quirks of the player's new unit roster have messed things up for somebody.
						</p>

						<p>
							I say all this, but the tech is seriously screwy across all of arc 3, which kind of makes it difficult to learn... However things wound up in the end, that was my original intent for this mission.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S11V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Phantom Penance</strong></span><br />
			Establish a Spice mining base among abandoned ruins.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
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			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>A shadow stalks Qanat Pass.</em></span></span>
				</p>

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					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="2Qlgj6R.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/2Qlgj6R.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="jM1MVlq.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/jM1MVlq.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="NxF3awr.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/NxF3awr.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="9utwo3F.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/9utwo3F.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Scout Sietch Qanat. Kill all hostiles.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Scout a suitable location for a base.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Establish a mining base.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Harvest 15,000 Solaris.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>5</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 11: Phantom Penance (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/I_x830xAhxI?start=25&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/apder6Etlr0?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							Remember the strengths of infantry and LAVs? This mission will remind you. Your goal is to harvest Spice, so the only tech you have access to is light. It's not like you'll need anything heavier...
						</p>

						<p>
							Nothing happens until you get your MCV, which is delivered when you scout two specific locations: The Sietch and the southwest corner of the Atreides' island. Take your time and explore the edges of the map as much as you'd like before finding those around its center if you're more comfortable doing it early as opposed to while building up your base.
						</p>

						<p>
							You'll need to scrounge up some extra cash to afford your first Refinery. The three crates on the map are at the Harvester wreck above the Harkonnen Wind Trap, the Carryall wreck below the ruins of the Atreides base, and the other Harvester wreck to the right of the Atreides base. A fourth cash crate is hidden in the bulk Freighter along with a couple of Flame Tanks.
						</p>

						<p>
							When your MCV arrives, build one extra Wind Trap if you'd like and then your first Refinery. You may need to build your second Refinery and second Harvester from the Heavy Factory one at a time to avoid depleting your funds. Try to get at least two Refineries occupied by two Harvesters each before you pivot to recruiting additional defenders.
						</p>

						<p>
							The key to this mission is simplification. It can seem very chaotic if you're just moving all your units around in a big clump to respond to attacks wherever they come, but they will come from many angles. Keep your LAVs handy for that purpose, as usual. Use them to snipe dangerous things like Siege Tanks and Sonic Tanks. However, keep your slow infantry out of that! Position clumps of them near the turrets. Build up walls around those turrets if possible. Your incidental units should fall in to similarly suitable roles: The RPG Quads, medium Combat Tanks and Flame Tanks can roll around together or with your standard LAVs. The Sonic Tank can squat behind any of the turrets as support.
						</p>

						<p>
							Don't be shy about spending funds even though your goal is to accrue Spice. Have enough men for every station.
						</p>

						<p>
							Additional turrets can be spawned once an Engineer contacts Summers about it. Simply send Summers to one of the marked locations, have your ConYard intact, have at least 2,000 Solaris, and don't be standing directly on top of the spawn points, and the turrets will spawn! They make a useful forward position to fall back to or reinforce your attackers from if exploring the caves nearby.
						</p>

						<p>
							You don't have to, but venturing into the Sietch network can yield you some rewards. Not only does every Fremen Camp reward funds when destroyed, but there are abandoned Missile Tanks you can nab. There are two in the west cave, three in the southeast, and three in the northwest. Killing Fremen means you have less to deal with in the final waves, too. Summers is capable of handling everything in the Sietch network herself. That doesn't mean you shouldn't keep backup nearby though... just in case.
						</p>

						<p>
							Special attacks come at 5,000 Solaris and 10,000 Solaris. At 15,000, all funds will be transferred and you'll have to fend off the final waves, which include everything still present on the map that you haven't killed yet. Use Grenadiers against the Fremen, and Quads against the Siege Tanks and Sonic Tanks. Troopers can handle the Combat Tanks and Devastators well.
						</p>

						<p>
							If all else fails, your Engineers can throw together some scrap Flame Tanks at your Heavy Factory if you build a High Tech Factory. There's also a secret easy mode on this mission - destroy the Sietch under the Harkonnen base and Summers will snap out of it at least somewhat, reducing the difficulty of some of the waves.
						</p>

						<p>
							Victory is yours once the darkness is repelled.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>This mission had an odd concept that I just wanted to try out for fun. It was one of those situations where you come up with the mission idea first and then try to justify it in retrospect. Its orignial version had regular-looking enemies and solid plateaus you couldn't enter, and then we got some new features to mess around with and I might have lost my mind for a little while and made many hundreds of pure-shadow frames for nothing more than this one level. Why? I dunno. Also that cave tileset Kipp did up, which I made more cave entrances for and now we've got this weird mission.</span>
						</p>

						<p>
							<span>Anyway, I hope the result is at least a little interesting. I have lots of fun detailing strange missions like this. And I definitely find the final drafts more interesting than the earlier ones. We didn't have any stuff to blow up on earlier drafts, it was just "defend against stuff for a while." Bleh. Now there are options! You can still just defend and chill in your base, or you can venture into the new setpieces and see the animated water and Fremen Camp assets and be rewarded with credits and Missile Tanks...</span>
						</p>

						<p>
							To add a new spriteset to the game, we mappers have to deal with this thing called palette conversion. It's very troublesome and can screw the colors on something up quite a bit. To get around that, the Fremen Camps are actually built in to the tileset itself. They have invisible structures on top of them that, when destroyed, change the tiles beneath. Fremen are spawned via events during their destruction. It's overcomplicated, but hey, we don't have to deal with palette conversion if we do it that way. Screw palette conversion.
						</p>

						<p>
							The actual goal of this mission's design was to remind the player about the use of lower-tech stuff to handle higher-tech enemies. The player has had access to Combat Tanks for a long time by now. Maybe he or she has gotten lazy. So, I send the player out on a simple mining mission where shenanigans occur, but you don't have all your tech on you cuz it's just a simple mining mission. The player gets some experience using Quads to take out Sonic Tanks, or something, and maybe that knowledge helps a little on later missions.
						</p>

						<p>
							What does the lone Fremen Warrior say? In horribly butchered Arabic, 'flee this place! Ghosts killed everyone! If you stay, you'll be doomed as well!' This is a nod to John Carpenter's The Thing (1982), where the movie is spoiled in the first scene if you can understand Norwegian. The other characters don't have any clue what the guy is screaming about, meaning they're very surprised by the stuff the Norwegian dude tried to warn them about. All of the Fremen lines in this campaign actually translate, if only loosely, to something. Difficult pronunciation, too. Kaminador and Aeous knocked it out of the park with their VOs. Very grateful for their efforts. And everyone's, of course. It takes a lot of hands to bring this vision to life, and I've given each a firm shake.
						</p>

						<p>
							It's purposefully left vague, what's happening here. Most likely is that a battle is, in fact, occurring, but it appears differently than it should to Summers and to the player. Deliberately subjecting Summers to psychological torment through some sort of poison is well within the power of the true enemy, especially given their proficiency with... biology. However, it was important for their plan that Summers remain alive. Hence, this is the form taken by those acts of sabotage.
						</p>

						<p>
							Is that justification enough to have a weird level like this? I hope so. <span><img alt=":P" data-emoticon="" height="20" src="https://forum.dune2k.com/uploads/emoticons/tongue.png" srcset="https://forum.dune2k.com/uploads/emoticons/tongue@2x.png 2x" title=":P" width="20" /></span>
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>SBON2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>The Ghola Gambit</strong></span><br />
			Fend off the Tleilaxu with Durant's help, and investigate their insidious endeavors.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Ghola Troopers survey the ruins of the Golden Lion Throne.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="ERZuFIG.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/ERZuFIG.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="Ro72hLT.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/Ro72hLT.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="tV86nyW.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/tV86nyW.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="IeBvwER.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/IeBvwER.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Await the mercenary Engineers.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Restore Sabre Durant's base.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Capture an Axlotl Tank.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Train various gholas.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>5</strong></span>. Defeat the Tleilaxu.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Bonus Mission 2: The Ghola Gambit (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/RugaXInYul4?start=75&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/Ik9RW24LbG8?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission starts you off at low tech. You have to snowball to tech up and crush the enemy.
						</p>

						<p>
							After the merc Engineers arrive, get them into buildings you want at the merc base. The Heavy Factory can't build Combat Tanks yet, but you'll want it for Harvesters anyway. Try to hold your starting location so your Harvesters can go about their business without being harassed by the Tleilaxu.
						</p>

						<p>
							There are no sandworms in Shield Wall. Squat on the sands as often as you'd like.
						</p>

						<p>
							Your goal after receiving your tech-up and first set of reinforcements should be taking the center of the map. There's a Starport and some extra factories on the left side of the map that might help. You can cut the Tleilaxu off by holding the path down to their Barracks, or rally forces south of their Barracks until you have enough to push past them. You must capture a Tleilaxu Barracks to tech up again, so whatever you do, don't destroy the two on the central island! Capture one of them! This will grant you access to the top tiers of your tech tree, in addition to Tleilaxu gholas.
						</p>

						<p>
							Keep a ConYard at the central island set to primary. This will cause all reinforcement drops sent by Durant to automatically rally there.
						</p>

						<p>
							If you still have any Saboteurs left over, use them to create an opening in the main enemy base. There are quite a few infantry-only paths, but there's only one for vehicles, and it's well-guarded with a few Rocket Turrets. Even weakening the walls near them would be an advantage for your vehicles as you try to push through that choke.
						</p>

						<p>
							If you'd prefer to use one of the infantry-only paths, keep one secure with LRA while you amass a good amount of gholas. The LRA can continue to provide cover and fire support for your infantry force as they tread up your selected path. Remember, all infantry can self-heal, and gholas are tough to kill! Withdraw them temporarily if they need a break.
						</p>

						<p>
							Once the Tleilaxu are defeated, and after you've trained a variety of gholas for data-gathering purposes, victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							Of the three bonus missions, this one is closest to a "standard" mission. Macro up, besiege enemy base.
						</p>

						<p>
							I took the opportunity to do funny tech level stuff, among other things to make it feel more like a bonus mission. That, and I try to be mindful of what tech the player has available before and afterwards... S11V1 in the story fell in a strange place, before any proper tech reset. S12V1 puts the player back at max tech. SBON2's tech scaling is meant to bridge the gap between the two in an effort to make it feel hopefully less awkward. I guess it also helps that this is in the second half of the campaign, after the player has already hit max tech once. After having wrapped up the first half in a standard fashion is the time to throw more curveballs.
						</p>

						<p>
							This is also the first and only mission to re-use terrain from a prior map. The bottom-left terrain on this map is the top-right area of S09V2. There are quite a few missions in the second half of the campaign that have ruins though, implying a battle already occurred in the area and you're tearing it up even further.
						</p>

						<p>
							Some players really like to make pretty bases with concrete and walls and everything. I get that sort of enjoyment out of mapping out pretty bases, but there's also the element of those ruins that's fun to design. Giving the impression that a Wind Trap was here, an Outpost was there, maybe there's an abandoned vehicle or two and these walls and abandoned structures are in varying degrees of poor shape... You can only guess what might have been there on other missions we didn't get to see before, but given that this mission uses the top-right part of S09V2, I copied the Imperial bases and painted over them to ensure I accurately captured the layout. Some of the walls on the map are even owned by the Imperials, and the mercs have plugged gaps with their own walls. You can tell if you have a look at the colors on the minimap.
						</p>

						<p>
							Besides the tech level scaling, some other things I did to make this feel more like a bonus mission were, the enemy's territory is connected to the Golden Lion Throne's plateau so the player gets an easy way to exploit concrete build radius, something I usually make at least a little harder to do. Providing capturable targets other than Mining Rigs around the map gives the player some unique choices in the early game. Some players have actually gone for the Starport at the start, uncommon though that is. This is also the only mission that the player gets medium Combat Tanks as their main battle tank, although the other two are easily available at the capturable factories Summers or Durant had put up at some point prior to this mission. The <em>variety</em> of available tech was another factor for me in designing this mission.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S12V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>False Pretenses</strong></span><br />
			Rescue prisoners of war from the clutches of mysterious unknown enemies.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Summers' Devastator reserves are imprisoned at False Wall.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="HFCHFp2.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/HFCHFp2.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="PrXLex1.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/PrXLex1.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="g7UWyE8.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/g7UWyE8.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="qF4Hnom.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/qF4Hnom.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Rescue the OSO Devastators.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Clear the region of enemy forces.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. The OSO Devastators must survive.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 12: False Pretenses (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/Yw5blhCB0BU?start=73&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/kYIktlFWmic?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							You'll have to break some heavily fortified enemy bases on this mission.
						</p>

						<p>
							Since the enemy is turtled up and will send some pretty fierce attack waves, start amassing LRA and build an extra MCV behind your initial defenses. Train a couple of Engineers as well. You may need to relocate your forward Harvesters to the back so they can safely do their job. Scout around with your Raiders so you can see the bounds of your starting area and what's coming your way. When you receive your first reinforcements, move up to the island with the two Mining Rigs.
						</p>

						<p>
							Mining Rigs grant 25 Solaris per 5 secs, or 300 Solaris per minute, each. As long as they have over 50% HP, that is. That's not much compared to your Harvesters, but in this situation, everything counts. Capture those, deploy your MCV, and get some turrets up to put your LRA behind. Until then, the walls at the ruins will provide a little cover.
						</p>

						<p>
							Don't discount Autogun Turret spam even if you've decided to amass Siege Tanks over Missile Tanks. They're inexpensive, build fast, provide good cover, and complement other common units like Troopers, Quads, and Combat Tanks. Rocket Turrets are pricey and if you try to amass them before a position is secure, they could be overwhelmed and your Solaris wasted.
						</p>

						<p>
							Securing the island isn't just for the rigs. You can now harvest safely from the fields in front of your starting base. Build some more Refineries there before fleshing out your tech tree the rest of the way.
						</p>

						<p>
							As on S09V1, Saboteurs will be useful for creating openings you can exploit when you're ready later. There are also side paths around or between the lightly-colored enemy bases you could take. Even if it's only with a swarm of Quads, you might find some enemy Harvesters to chew up and give your main force an advantage later. Your goal is in the northwest corner, which can be reached straight through the center of the map. Stationing some units at the center of the map to keep it secure helps regardless of which base you'd like to attack first.
						</p>

						<p>
							The furthest enemy base is little more than a wall of turrets. If you want to go for it first, sneak Summers in assassin mode up to the Rocket Turrets on the ridges so she can handle those and the accompanying Deviators herself. She can't be deviated. Having those ridges clear will give your main force more space to navigate safely around the enemy base and find a good angle of attack. Coming from the southwest, you'll plow right through their factories. The northeast, their Wind Trap cluster. Destroy the Rocket Turret near the imprisoned Devastators to free them.
						</p>

						<p>
							The other two bases can be destroyed fairly easily if you go for the throat and unleash the Devastators. You've gotten rid of the enemy Deviators, their hard counter, and have fifteen monster tanks to work with. The other two bases also have Wind Traps at their rear, which are easy to hit coming from the northwest angle.
						</p>

						<p>
							If you want to plow through one or both of the side bases first, you'll have to be a little more methodical. The southwest base has a vulnerable ConYard along its eastern edge, but it's guarded by enemy Cannon Turrets and Missile Tanks. Grenadiers or your own LRA should handle those while you guard their flanks with armor. After that, push in either from the center of the map or from the southeastern choke, where their Repair Pad is. Saboteurs can help get rid of their defenses, such as that inconvenient Sonic Tank, if you're having trouble penetrating into the base.
						</p>

						<p>
							The northeastern enemy base is fairly well guarded with Rocket Turrets along the cliffs leading into it. You're most likely going to find approaching from the center of the map, or up the path along the eastern edge, more favorable. Its Refineries are fairly exposed along the eastern edge. Coming from the center, you can take out their tech buildings before hitting their main Wind Trap cluster. Again, Saboteurs can help reduce the risk to your main force by stealthily eliminating threats. The Cannon Turrets and Sonic Tanks guarding the eastern path would make great targets.
						</p>

						<p>
							Keep at least one Devastator safe and defeat the enemy to finish this map and achieve victory.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>The second half of the campaign was the time to experiment with more gimmicky missions. There are better missions to talk about gimmicks overall. In this case, it can play out like a rather standard macro mission, but there's also the option to turn the whole thing into an escort quest. Everybody loves escort quests, right? Well, even if you don't, and why wouldn't you, it's only an option.</span>
						</p>

						<p>
							It surprised me how much damage fifteen Devastators could do on their own, even when controlled by a potentially disastrously incompetent AI. As long as there aren't Deviators around, that is. I had attempted to design a system to make the Devastators controllable by the player on some level, but ultimately I decided to let them be friends instead.
						</p>

						<p>
							The snowball on this one has probably the most dramatic shift in momentum of any mission in the campaign. Potentially, that is. It's set up to put the player on the back foot and encourage defensive tactics. Fighting through enemies as fortified and well-positioned as these is sloggy. And then, if you unleash the Devastators on the other enemy bases, everything else just kind of falls over. It doesn't seem that too many players go straight for the Devastators though, so for most it plays out like the average macro mission. I do hope a sense of intrigue about the unknowns and other stuff like the sand mines and orbital strikes make it more memorable and less generic.
						</p>

						<p>
							The AI doesn't have any idea how to avoid the sand mines, you know. I physically stop units from being able to traverse those tiles until the player reveals them. Only then can units wander over those tiles. It's not a perfect solution... The player can scout those early and watch the next enemy attack wave run through their own mines. It's something though.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S13V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Lightning Round</strong></span><br />
			Destroy the unknowns and Ordos in a fast-paced LAV-centric skirmish.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>A Shock Raider zaps a merc Quad in Almiraz Graben.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="ylJ62yW.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/ylJ62yW.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="JxbasJP.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/JxbasJP.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="c0857Pz.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/c0857Pz.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="Ba26MJt.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/Ba26MJt.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<strong><span style="color:#ffffcc;">1</span></strong>. Establish contact with Sabre Durant.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Defeat all enemies in Almiraz Graben.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Durant and his forces must survive.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 13A: Lightning Round (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/Qp7ESixdUpk?start=71&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/RVbKVxOqLU4?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							<span>Y</span>ou command two factions on this light tech mission.
						</p>

						<p>
							Head north and help Durant clean up the problems around his base. He'll give you an MCV, which will head straight for the central island by default. Send it elsewhere if you prefer. You don't have to select the perfect place for the whole map since there's another MCV you could salvage on the east side. Wherever you go, prepare to deal with some annoying enemy reinforcement drops while you build up.
						</p>

						<p>
							Although your enemies will fight each-other, don't underestimate them. The Ordos will recruit infantry in droves and the unknowns' unique tech will be a problem. Keep your armor formed up near your important stuff to prevent the enemy Shock Raiders and Flame Tanks from eating it in a blink. Some early Shotgunners and Troopers would be a wise investment to cover more of your base as you expand it.
						</p>

						<p>
							When Durant offers to 'select him if you need him for something,' you can control both his forces and Summers', and swap between them freely by selecting your ally's units or structures. You don't have to use this system at all, but it's there if you want it. You can group Summers and Durant and use the power of both hero units simultaneously, tell your ally's units to take up positions near an enemy base rather than throw themselves at their defenses, or set up multiple factories to boost your ally's production speed.
						</p>

						<p>
							Bear in mind that allies scale with difficulty just like enemies do. On easy or normal, extra factories for your ally won't change that they don't queue units as often. On hard, the extra build speed would be helpful.
						</p>

						<p>
							You also still have access to Stealth Raiders or RPG Quads if you build a High Tech Factory. A limited amount of Autogun Turrets are available, too. Do with that what you will.
						</p>

						<p>
							When you're ready to attack, the unknowns' Rocket Turret nest makes a great first target. Use Summers and Durant to handle all the enemy Grenadiers there, then head up the infantry-only path with Troopers and Shotgunners to take out all the turrets. Cover those infantry with your RPG Quads or a small group of Grenadiers.
						</p>

						<p>
							Despite the advantages Grenadiers have around that plateau, it won't last. The plateau will be bombarded from orbit after the Rocket Turrets are gone, collapsing the cliffs and flattening it completely. Their Harvesters are also out in front of their base. Those factors combined with the enemy's preference for fast, close-range units like Shock Raiders and Flame Tanks makes mass Troopers easier to work with around their base. Have your Troopers rally on infantry rock near the base while your LAVs wander and eliminate as many Harvesters as you can find, then approach. Take out the factories on the south side or the Refinery and Outpost on the east.
						</p>

						<p>
							The unknowns eventually get reinforcements from Bidriyah Sink instead of the Ordos. Taking them out quickly enough, or at least taking out their Outpost, means you deal with as few of their deliveries as possible.
						</p>

						<p>
							The Ordos' reinforcements are also tied to their Outpost. If you went for the unknowns first though, the Ordos' Outpost is probably a meaningless target by the time you get to them. The plateau it's on, however, is very important. The Ordos produce many Shotgunners and Troopers but make very little use of Grenadiers. Pivot to mass Grenadiers at your own Barracks and use that plateau to your advantage! The Ordos' Raiders will be the real threat, so position any armor you have left on the southern side of that island to protect the route to your Grenadiers. You can move them up the infantry-only path when you're ready to attack the Ordos.
						</p>

						<p>
							If you went for the unknowns first, the northwestern path into the Ordos base is safe to use. Your infantry can flank the enemy via the path on the north end of the plateau. Taking the southeastern route means you'll butt heads with two Ordos Barracks and their Light Factory. It's a perfectly viable path as well; you'll simply be frontloading the pain.
						</p>

						<p>
							Defeat the unknowns and the Ordos to achieve victory.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							I consider this one the most difficult 'light tech' map in the campaign. The variety of enemy tech, the added complexity of limited but very impactful turrets and armor-class units, the different ways the mission can play out depending on where you deploy your MCV(s), the continuous and changing enemy reinforcements... there are a lot of factors that make this mission second-half-of-the-campaign material. There's a lot the player is expected to know and act upon.
						</p>

						<p>
							The amount of enemy reinforcements behind Durant and the center of the map is meant to keep things interesting for a player who redirected the starting MCV to a safer far-back place. The AI may more often prioritize the other enemy faction or Durant that way. It's otherwise totally uneventful.
						</p>

						<p>
							How easy the beginning of this map was to make uneventful was also the reason to have added the salvageable MCV on the east side of the map. Besides giving the player more choices in playing the map out, that also encourages the player to set up somewhere else, hopefully closer to the enemy. Luring the player into taking risks, even actions he or she might not suspect are actually risks, is a vital aspect of mission design. Otherwise, the player could keep things chill on the average mission, turtle up like mad and only ever move out when an army is ready. I don't want to <em>force</em> things to not be chill even in that situation by vastly overtuning the enemy, hence attempting to predict and influence player behavior instead. Then, hyper-defensiveness and hiding in the corner is a choice. Setting up on the central island might bring some heat, but not enough to scare the player away, or so I suspect. Only enough to keep things interesting.
						</p>

						<p>
							The dual faction system was first tested on this mission. I thought of it as a way to build a bit more camaraderie between Summers and Durant before looking to mess things up later somehow, in a fashion established through gameplay.
						</p>

						<p>
							It took some work to iron out the kinks with the system, including some more contributions from Klofkac to prevent certain game crashes, and I had to consider when the system should be enabled on each of the missions it appears. Some other events may need to run first that the player would easily be able to break or see behind the curtain by controlling that side. For instance, the Harvester Durant 'builds' for you simply spawns from his Heavy Factory, and I can't allow the player to see that by controlling Durant while Summers, as AI, builds a Refinery. So he either has to lose the Heavy Factory or it has to spawn that Harvester before they talk about coordinating attacks. And while the player can't see his unit queue, I force the animation on that Heavy Factory to keep playing to give the impression that the Harvester is actually being built.
						</p>

						<p>
							I'm not happy about the friendly AI scaling with difficulty level when it comes to this system. It doesn't feel good to plop down some extra factories for my friend and then watch him underuse them, outside of hard mode. One thing I <em>am</em> happy about with this system is how non-intrusive the AI is... Though it might be a little too non-intrusive. It's set up so any units selected by the player will never be repurposed by the AI, but sometimes you select something and then never do anything with them, so those units will remain in front of the factories, doing nothing. It's great when you want to position your ally's units outside an enemy base and gather both factions' forces for an attack. Especially great when you want to group the two ultra-strong hero units up and have them hold off the enemy together. And the AI will still produce units and send them at the enemy, only, not units you've touched.
						</p>

						<p>
							Did you know that the AI assigns units to unit groups as part of how it determines what role they should serve? Units wandering around their base on defense are all part of one group, units coming to attack you are part of another, but the group ID is inconsistent. This is the reason your units are unassigned from their unit groups when you swap factions; all your units assigned to 3 or something might actually be part of that AI's defense group. Gotta unassign them to keep the AI from touching them. There are a few things that need dropping if you swap sides for similar reasons.
						</p>

						<p>
							It's not perfect. I guess nothing will ever truly be perfect.
						</p>

						<p>
							Nevertheless, I'd like to use the system in future maps since it seems interesting. I'd tweak things so allies are not scaled down with difficulty, at least not that much, and maybe see about adjusting the parameters for when the AI will consider a unit untouchable. And, of course, I have to account for the player never interacting with the system at all... If you don't swap sides, the friendly AI needs to be competent enough and build up to an adequate degree.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S13V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Shrouded Skies</strong></span><br />
			Wrest old Atreides air bases from the hands of the Ordos and mercenaries.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Atreides Ornithopters fly over Bidriyah Sink.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="LMTtitx.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/LMTtitx.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="Idzg3Ee.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/Idzg3Ee.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="901c8lo.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/901c8lo.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="6OUghDY.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/6OUghDY.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Establish a stronger base in Bidriyah Sink.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Prepare against airstrikes sent by the enemy.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Secure and protect at least one Atreides HTF.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Annihilate all enemy forces.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 13B: Shrouded Skies (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/UM21TAV0VFs?start=64&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/rG7KZti8X5s?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This light tech mission throws airstrikes at you.
						</p>

						<p>
							Tempting though it may be to deploy your MCVs immediately for the build speed bonus, you have limited access to turrets on this mission and may want to use them at a forward position near an enemy base. Save at least one MCV for the island closest to you. You can put some Refineries there!
						</p>

						<p>
							Scout around while you focus on teching up at least until you can produce gholas. Those become available with a doubly-upgraded Barracks and a High Tech Factory. They're your most efficient combatants on this mission thanks to their hardiness and well-rounded damage. Focus on maximizing your infantry production first, but continue expanding your tech to make Shock Raiders and Flame Tanks available while you ready an infantry force for an attack. You'll need those faster vehicles to provide cover for your gholas.
						</p>

						<p>
							The first air base to sortie an airstrike is the one in the bottom left. The central base follows, and then the top right. I recommend attacking swiftly to take either the bottom left Control Node or the central one before the airstrikes start to ramp up. A clump of gholas kept in good health can handle either of those. Take the bottom left first to earn a friendly airstrike ASAP, but it makes only the Ordos' expansion a viable target. Taking the central air base first provides the most map control and enables more routes of attack.
						</p>

						<p>
							The Ordos have two bases on the left side of the map, and the mercs, one base on the right. They will eventually ally with each-other out of desperation after you make enough progress.
						</p>

						<p>
							Any turrets left intact at an air base will become friendly when the attached Control Node goes down. Make sure you fortify whichever air bases you take with Grenadiers or reinforcement Sonic Tanks near the turrets! Don't give the enemy the opportunity to overwhelm them, or you, when they decide to group up.
						</p>

						<p>
							The mercenary base is a viable target before going for any of the air bases, if you prefer to go for one of your enemies first. You can approach it from the southeast. The southwestern Ordos base is a comfortable target after the bottom left or central air bases are taken, but is possible to hit first too. Choose your targets based on what adjacent spots you've already secured. That way you can take full advantage of any orbital artillery support and use the secured locations as rally points.
						</p>

						<p>
							My only other advice for this mission is on the use of Shock Raiders and Flame Tanks.
						</p>

						<p>
							Both of those units have a short range. Flame Tanks are chiefly anti-infrastructure, and due to the size of buildings they'll have an easier time forming up around them than Shock Raiders do forming up around vehicles. Thus, use Shock Raiders in small numbers! Most of them will get to fire on their target that way. You'll also still want standard Raiders for enemy infantry and Quads for the enemy Autogun Turrets. Shock Raiders' speed and well-rounded damage make them versatile interceptors most useful for swarming and overwhelming stagnant targets like Cannon Turrets or Rocket Turrets, armored vehicles like Harvesters, or various enemy units over open terrain.
						</p>

						<p>
							As for Flame Tanks, they are NOT armor, despite being tanks. They may be able to devour infantry with their flame weapons and by crushing them under their treads, but don't use them against Quads or fire-resistant structures like turrets or Silos. They're most useful rushing into the enemy base and eating up the meaty innards, such as factory structures, Refineries, or Wind Traps. Friendly airstrikes or orbital artillery bombardments will create openings they can easily exploit. They pair well with Quads, so you can group those together.
						</p>

						<p>
							Annihilate every enemy and victory shall be yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>It's missions like these that made me wonder what it would be like if we had repackable ConYards. The best thing I could do at the time was give the player a couple of MCVs to start with because there are quite a few places that make good construction spots, but it's a lot of free build speed right off the bat. Kind of OP. I guess the player is OP in general on this one though, what with the gholas and Flame Tanks. ...It's not always about putting the player in a tough spot. Sometimes, you're the big bad and your enemies, however fiercely they might fight, fall more easily. Sometimes the player has to be given the impression he or she is in a powerful position.</span>
						</p>

						<p>
							I like Starcraft 2. It has a lot of good to it. Something that bothered me about its average mission design though is how infrequently we were tasked with blowing through an enemy base. The map's objectives were often all we had to interact with. When those were sorted, we could leave. Fine on occasion, but obviously not the gameplay loop they decided on for many missions. That setup often feels anticlimactic to me. My preference is that the gimmick serves a clear purpose and, if anything, adds a spin on how the snowball rolls.
						</p>

						<p>
							I mean, I remember some missions contrary to that statement. Wings of Liberty had that one with the Odin rampaging through a bunch of Dominion bases, yeah? I guess I'm thinking more-so of Legacy of the Void.
						</p>

						<p>
							Anyway, to that end, that being adding a spin on how the snowball rolls, I adhered to the classic RTS gameplay loop of 'build base, amass army, annihilate enemy' even on gimmicky maps like this, but tried to make it so that the gimmicks help the player in that third thing. That makes for a unique mission using side objectives that feel more impactful, that the player is encouraged to go for, and then allowing you to end the map in rampant destruction with the great army you've built up. And the assistance of whatever that gimmick is. This doubles as a way to encourage the player to strike out sooner and be aggressive towards the enemy. The map's gimmick ramping up over time means maybe you want those turrets in the middle of the map on your side ASAP, or maybe you want that weaker Ordos base out of the game.
						</p>

						<p>
							Successfully taking that sort of action to reduce pressure on you later has the effect of calming the mission down, which made for a great opportunity to counterbalance with a curveball like having your enemies team up with each-other. The player has just made excellent progress, thus it's time to put a speed bump in the way and make the player work for it. Maybe the player can keep up the momentum, or maybe it's time to pivot to more defensive tactics.
						</p>

						<p>
							Things don't change too often with this gameplay loop, and it's not particularly strategic on its own. Spicing it up in calculated ways in order to make the player make more calculations of his or her own puts more <em>strategy</em> in the real-time strategy. RTS is a more fun kind of challenging when the player is presented with decisions in approaching the circumstances I throw him or her in the middle of. Throwing lots of enemies at the player for him or her to blow up is still important, but the subtler details beneath the clash of great armies make or break a mission's design.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S14V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Baklawa Brawl</strong></span><br />
			Engage the Tleilaxu alongside your allies in a massive tank battle over open terrain.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Combat Tanks clash in Baklawa Flats.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="jC0QhFY.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/jC0QhFY.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="uGyIx4b.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/uGyIx4b.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="rKelFZk.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/rKelFZk.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="l1WADDI.jpg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/l1WADDI.jpg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Secure the LZ and establish a base.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Defeat all enemy forces in the territory.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Your allies must not be defeated.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 14A: Baklawa Brawl (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/XSCUm_aQU90?start=79&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/9Ynu97Z3nCg?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							Your two factions have access to armor and logistics units again.
						</p>

						<p>
							Select your starting Raiders and go scouting. There are some Sardaukar coffins in the center of the map you should grab. There are a couple more against the top and bottom sides of the map. Try to grab those too while you start building up.
						</p>

						<p>
							Open for pure economy or early aggression: Assuming your Wind Traps are on concrete, it's Wind Trap, Refinery, Heavy Factory, Refinery for pure economy resulting in 300 power / 300 drain, or Mini Wind Trap, Refinery, Barracks, Wind Trap, Heavy Factory, Refinery for early aggression, resulting in 350 power / 350 drain. Either way, you wind up with a Heavy Factory to produce some extra Harvesters and Combat Tanks with. In the aggression build, you'll have some infantry to use with those Combat Tanks when your allies are ready to attack.
						</p>

						<p>
							As on S13V1, you may give Durant's forces orders as well as Summers'. Durant's Duelist Tank has monstrous firepower and the same powerful regenerative capabilities as his Tyrant Tank. Their command units complement each-other while Summers is in bastion mode. Keep them close and they'll contribute enormously to the strength of your frontline.
						</p>

						<p>
							This mission takes place on entirely flat terrain. Your first attack is best thrown against the enemy's frontal defenses since you won't have much mobility in your early unit composition, but after your economy is wound up and you have a Light Factory or three, Quads will have a field day. There isn't an enemy Harvester they can't reach. Your only concern is the huge amount of enemy units. Make sure to set up strong formations near where your Quads are doing their work for them to fall back to, either with slower units like heavy Combat Tanks and Grenadiers or with proxy Cannon Turret and Autogun Turret lines built using spare MCVs.
						</p>

						<p>
							The enemy bases that are a threat are the central and northern ones. The southern base provides support with light tech. That makes the southern base the simplest to eliminate, but due to its proximity to the central base, you may prefer to handle that first. Its Wind Traps are protected only by some walls and turrets on its north side. Deploying an MCV on the island between the two large enemy bases is risky since you'll be sandwiched between the enemy's forces. Fortifying the island around the ruins at the center of the map allows you to concentrate your turrets on one side and launch attacks on the central base from very close to it.
						</p>

						<p>
							The northern base's Wind Traps are situated right next to the ConYard on its left side, protected by walls and turrets. If you're hitting the central base from the north side, those same forces could then turn and hit the northern base from the south side. The HTF on the east end is fairly exposed though, and a row of Munitions Silos squats just behind it, so a frontal attack is quite viable as well. Just bring enough forces to capitalize on the vulnerability the destruction of those Munitions Silos will cause.
						</p>

						<p>
							Defeat all the Tleilaxu and victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>Ah, yes. Floppy sausage ahh rock island design. The best.</span>
						</p>

						<p>
							Seriously, it's dang hard to fill up this much space and make it look remotely okay without cliffs. Rock border tiles are 1x1, cliffs are like 2x2, or 3x2, or 2x3... it's so much easier to fill up space with cliffs. This was good practice though, and I think it made for a fun result given the mission's gameplay premise of a big 3v3 tank battle. I've since learned some other techniques for dunes, infantry rock and Spice layouts, which I put to use in expanded versions of the vanilla campaign maps. There have been some other campaigns made using those, single-player and co-op ones. Maybe you've seen one floating around? I'll be using them in single-player myself at some point, but yeah.
						</p>

						<p>
							Right, so, big tank battle. The enemy unit count had to be bumped up on this one not just for big tank battle many boom go yay, but also because the enemy bases can be attacked from any angle. I wanted to enable the player to attack them, of course, with all the Autogun Turrets around. Tanks don't care about those. Still, the player had to be made to go through an army to get to those structures. For gameplay reasons. Big tank battle. Yeah.
						</p>

						<p>
							Players surely expect that the Ordos would betray them at some point in this campaign. Emperor: Battle for Dune summarized that in their language, there are over three hundred words for the concept of profit and there's not one for the concept of trust. It's actually more of a twist at this point if they <em>don't</em> stab you in the back, which is part of the reason this is the direction I went. I tease the idea a bit, but no, S04V1's 'betrayal' is a front and the Ordos commander is entrusting you with the secret. Or, rather, she knew you wanted out from under the Harkonnen and expected you would do what was in your best interest. S10V1 puts you in the position of the betrayer, at least according to Burke. We got a peek behind the scenes through the eyes of the unknowns on S13V2, but Summers and Durant are still putting it together. There's the revelation from S13V2 that Achen Moriaen is acting separately from the Ordos. Now that the Ordos have figured out what happened, that they've been left in disarray by the sabotage by their own high commander, they can insist it's not what it looks like. And prove as much through their assistance in battle, or what little assistance they can provide without a proper high commander at the helm.
						</p>

						<p>
							Was that a surprise? I hope so.
						</p>

						<p>
							This level also has a candid moment between the two merc commanders in its briefing. I wanted to imply back on S06V2 that Durant, normally a collected character, has a soft spot when it comes to Summers. They've fought a lot of battles together. His business with Sumadi is more important than anything though... Summers wouldn't stop working with the Great Houses, as ordered, and she couldn't really be removed through traditional means since she had her own following by that point. So it was vital to Sumadi that Summers be removed from the picture, and it had fallen to his final option. Durant didn't have to kill her to make that happen, despite what he threatens under normal circumstances on S06V2. This mission, after Summers and Durant re-united on S13V1 and fought together again, seemed like a fine spot to dredge that old wound up through light banter. The two can then go on to coordinate more victories together, even if they don't remain together on the battlefield.
						</p>

						<p>
							I quite wanted to give the impression to the player that Durant is your most reliable ally. It can't merely be stated in briefings or felt by Summers. That has to be reflected in gameplay, to the best of my ability to convey it.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S14V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="color:#ff0000;"><strong>Coup de Grâce</strong></span><br />
			Recover your zealous legions of Fremen Gholas and destroy what remains of the Ordos.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>An Ordos Autogun Tank occupies Sietch Galbana.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="xECVOR4.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/xECVOR4.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="eAXdTqL.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/eAXdTqL.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="IdSFq31.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/IdSFq31.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span><span>:</span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="Vr6kHe5.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/Vr6kHe5.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Secure the first Sietch entrance and establish a base.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Defeat the Autogun Tanks at each Sietch entrance.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Collapse all caves so the Ordos learn nothing more.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Annihilate all Ordos forces in Galbana Depression.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 14B: Coup de Grâce (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/gCRybIhoEOE?start=64&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/xyIodMtdrQs?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							Your tech has advanced to match and overpower the enemy with.
						</p>

						<p>
							Follow the Devastators closely, but don't go in front of them. The enemy will send a lot of Riflemen and you're better off letting the Devastators absorb the damage. They're only threatened by the Cannon Turrets near the Sietch. Once you get there, take them out swiftly! Defeating the Autogun Tanks in front of the Sietch will cause the first set of Fremen Gholas to come pouring out. They can easily clean up whatever remains of the Ordos' forces around the first Sietch. When that Sietch is destroyed, your MCV will arrive.
						</p>

						<p>
							If you kept them safe, you can use the Devastators yourself now.
						</p>

						<p>
							There's an extra Harvester hidden in the bottom left corner of the map. Send your Shock Raiders there to grab it before your first Refinery is built. As on S14V1, the pure economy or early aggression builds are good to start with: Assuming your Wind Traps are on concrete, it's Wind Trap, Refinery, Heavy Factory, Refinery for pure economy resulting in 300 power / 300 drain, or Barracks, Mini Wind Trap, Refinery, Wind Trap, Heavy Factory, Refinery for early aggression, resulting in 350 power / 350 drain. Either way, you wind up with a Heavy Factory to produce some extra Harvesters and Combat Tanks with. In the aggression build, you'll have infantry to support that armor.
						</p>

						<p>
							All Sietches are revealed from the start. Build an Outpost to get a good look not only at where those are, but also a look at the targets of any friendly airstrikes. The Sietch closest to your LZ is directly north of it and fairly exposed. If you're being aggressive, go straight for that to double your Fremen Ghola count. Then you can take your pick of the western, central or eastern Ordos bases, or wait to strike whichever target gets the next air raid. Hopefully, that target isn't the furthest Ordos base in the northwest corner; though specific locations are targeted, the order in which those locations are targeted is randomized.
						</p>

						<p>
							Fremen Warriors may not use power armor, but they are still expert survivalists who can regenerate to 100% health given some time. Allow yours to be at peak strength before you launch your next attack, if at all prudent; don't miss the opportunity an air raid might provide.
						</p>

						<p>
							The eastern Ordos base is simply a threat and you could go for that first to dispose of it. If you're looking to roll your snowball to greater size, the Sietches at the small western outpost and the central base make those juicier targets. You could take advantage of the extra Fremen Gholas you'd receive from those to finish either enemy base with a less-than-sufficient force to start with. The western Ordos base is much weaker than the central one, so it could be a good target to hit next even though it's further from your LZ.
						</p>

						<p>
							While you account for which Fremen Gholas you have yet to rescue and where the airstrikes fly, keep building light Combat Tanks and Ghola Troopers at your base. Rally them to attack positions and keep the pressure up. The Ordos will succumb to the overwhelming momentum.
						</p>

						<p>
							Annihilate the enemy to achieve victory.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>I'm fond of how the snowball turned out on this one. Its two gimmicks offer one controlled way to roll the snowball and one the player could react to on the fly, meaning the momentum is straightforward to keep up while, at the same time, there's no "best strategy" for rolling on through the enemy. It's a bit different every time. Maybe those infantry you amassed early for cheap early defense can advance on the nearest enemy base when that's the target of the next airstrike... Maybe your Quads and Combat Tanks get much more freedom of movement sooner than you expected when some of the Wind Traps powering the enemy Rocket Turrets are an early target hit... </span>Or maybe your early-mid game is slower as far-away targets are hit, and you amass a greater army before opportunity strikes.
						</p>

						<p>
							I emphasized anti-armor turrets in enemy bases on this mission so the ghola infantry could shine. Or infantry in general, but mostly the gholas. Shock Raiders actually play nicer against cannons or rockets than autoguns too, so if the player hasn't been put off them after S13V2's heavy use of autoguns in the main enemy bases, hopefully the player gets some great use out of them here. I had to provide some in the constant reinforcement drops so the player could give them a shot. Partly to lean in to the unique tech belonging to this faction, and partly so the player gets a chance to see their strengths and weaknesses so they can be better-handled on later missions.
						</p>

						<p>
							This isn't a difficult level, and it wasn't meant to be, either. This was an exercise in experimental snowball design and an attempt to convey the might of the unknowns. It's suggested in the mission intel and tactical map that this faction has been pulling its punches, sending only enough forces to the field to decisively stomp out their foes.
						</p>

						<p>
							Also, did you know that there was a proposed expansion for Emperor: Battle for Dune that we never got? Emperor: Alliances. The plot outline for that proposed expansion is up on the internet in places, but I bring it up because the Guild and Tleilaxu cabal supposedly formed a faction called the Dark Alliance. Their leader was called the Mahai, the 'master of masters.' Some lines in this mission's beginning sequence refer to elements from Alliances. Just so you know those weren't my names for this faction or its leader. The introduction of the unknowns and Tleilaxu as hostile forces, and the reveal of their forces being led by Achen Moriaen, has all been an effort to give the Dark Alliance more build-up and characterization than they got in Emperor: Battle for Dune. It always did feel like it came out of nowhere, to me. Yeah, there were seeds and hints and stuff, but, come on! Only one level? Bleh. Need more.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S15V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Arsenal Immune</strong></span><br />
			Raid a secluded Guild spaceport to discover their true plans.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Summers' forces are hit by a Storm Lasher megaturret at Sihaya Ridge.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="O2LGe0e.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/O2LGe0e.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="HP3j171.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/HP3j171.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="xwJInut.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/xwJInut.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="cBBFomO.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/cBBFomO.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span><span style="color:#ffffcc;"><strong>1</strong></span>. Navigate around the plateau and clear the LZ.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Establish a base in southeast Sihaya Ridge.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Clear the territory of Spacing Guild forces.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. The Storm Lasher at the LZ must survive.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>5</strong></span>. Durant, his forces, and you must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 15: Arsenal Immune (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/GDb9XhFEtgw?start=98&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
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							</div>
						</div>

						<p>
							This final mission commanding two factions introduces Storm Lasher megaturrets.
						</p>

						<p>
							Group your Shotgunners and Gauss Troopers separately from your Grenadiers. Use your Grenadiers against the Wind Traps and enemy Grenadiers while your other infantry fight off the enemies in front of your forces on the path around the plateau. As long as you keep out of range of that Storm Lasher and move between Wind Traps while it's powered down, you'll arrive at the plateau safely.
						</p>

						<p>
							After the enemy units are cleared out, the Storm Lasher powers back up and is friendly. Grab the Harvester to the left of the island and consider your options at the Starport after it's captured. You might want some LRA or armor early.
						</p>

						<p>
							The enemy will send some pretty vicious attacks early on. Keep your Harvesters behind your base until you're strong enough to secure the area beyond the Storm Lasher's range. Until then, keep the enemy from advancing to the Storm Lasher and play within its range. There are plenty of walls to sit LRA behind, and you can fill in the openings with Combat Tanks.
						</p>

						<p>
							You may need to relocate some mercenary Harvesters manually if they fly too far out. If you want to place Refineries closer to Spice fields, order an MCV from the Starport and check the bottom right corner of the map. Destroy the Munitions Silos against the cliff if you haven't already, then you can take the path those create to expand to that corner.
						</p>

						<p>
							There are choke points leading up to the enemy base. They'll make it tough to breach their defenses, but until you've amassed a big enough army to do that, you can use them to your advantage by holding the enemy at those chokes. Place LRA along the cliffs and armor in front of the chokes to box them in. You can use both Summers' and Durant's units in combination if one alone doesn't have the numbers. If turrets are more comfortable, there are a few ridges between you and the enemy good for a forward base and some turret clusters.
						</p>

						<p>
							The Starports in the top right make a good first target. The units that arrive there will assist the main base, making it harder to penetrate. You can also head along the path to the left of those Starports, approaching the main base at a new angle.
						</p>

						<p>
							There's no way around fighting a few SLashers in the main enemy base. The first one is pretty inconvenient, firing on you before you've even hit their defenses. The secret to beating SLashers is knowing they always target the closest unit. While your main force is slowly pushing forward, eliminating the enemy units that attempt to impede them, take a heavy Combat Tank or two and rush them ahead. They'll soak shots and limit harm to your main force until you've pushed close enough to take the SLasher down.
						</p>

						<p>
							Stealth Raiders work too. They're effective kamikaze weapons against SLashers that can reveal themselves close to enemy fortifications or Munitions Silos to make them kaboom their own base. SLasher's can't fire under 50% HP, meaning they can't blow themselves up, but that tactic is helpful for weakening the defenses between your forces and the megaturret.
						</p>

						<p>
							Once the base is breached, rally all units there and crash through everything else with overwhelming force. The other SLashers after the first fall easily since they're relatively exposed. Destroy all enemy structures to defeat them and achieve victory.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>Simply making a big tough turret that nukes your units would probably have been uninteresting. Merely another factor in the numbers game the player is already engaged in. No, the appropriate addition for the final story arc was an element that affects how the siege of enemy bases plays out. The best angle to approach this element's design was from what sort of counterplay it has. Then, it fell to this mission's design to teach the player about that counterplay.</span>
						</p>

						<p>
							By themselves, SLasher megaturrets are not actually all that threatening. A small group of Quads over open terrain could take one down. What makes them a threat is what stands between the player's forces and them, meaning the player's plan of action for swiftly dismantling the enemy's defenses doesn't change too much. Under normal circumstances, this serves to make the engagement efficient and conserve the player's units. A SLasher from the map design perspective is effectively an APM tax, making it tougher for the player to take that efficient trade without more micro of his or her units.
						</p>

						<p>
							The terrain on this mission is deliberately designed to encourage problem-solving and, besides Stealth Raiders, I don't give the player any shortcuts for taking these down. That way, the player is most likely to learn that his or her units can act as lightning rods since the structure switches target to whatever's closest between every shot. The intro sequence to this map is meant to give the player an impression of the turret's range and power consumption, as well as providing a glimpse of the nature of its animation under calmer circumstances than the siege of the enemy base. Oh, it's only animated when it's powered and ready to fire? Okay then, I suppose I'll take note of that for later on in the mission. Their base being powered down is better-telegraphed when a SLasher is present.
						</p>

						<p>
							This mission that introduces SLashers is also the mission that has the most of them in any one enemy base. The airstrikes, orbital bombardments and cheeky enemy reinforcement drops are also meant to encourage the player to bide his or her time until swift action can be taken against the enemy fortifications. It's rather cruel, but this is also a fairly late mission in the campaign to pit the player against pretty much only one AI...
						</p>

						<p>
							Rather than use allocation index to put multiple AIs in one enemy base, I give the S15V1 AI good unit production speed and use some other sneaky mapper tricks to spawn units from their secondary factories. The only support they get from other AIs is from the units that arrive at the Starports in the top right, which arrive much less frequently than units built or trained from standard production structures. This lets them put up at least some fight before the player breaches their defenses and ends the mission.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S16V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>They Who Live</strong></span><br />
			Protect Fremen and Sardaukar holdouts from the wretched swarms of Tleilaxu imitations.
		</p>

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				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Summers' MCV arrives at the Battle of Grose Valen.</em></span></span>
				</p>

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							<span><img alt="77OV6KF.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/77OV6KF.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

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							<img alt="8PzoKEz.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/8PzoKEz.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

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							<img alt="2tFCkxH.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/2tFCkxH.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

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							<img alt="r0MfpIc.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/r0MfpIc.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

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						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Protect the Fremen and Sardaukar leaders.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Defeat all Tleilaxu forces in Grose Valen.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

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							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 16A: They Who Live (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/X7FmsWsxWdA?start=81&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

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								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/OhTXW68GbK0?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission sees you allied with the Fremen and Sardaukar, surrounded by Tleilaxu on all sides.
						</p>

						<p>
							I recommend the early Barracks build order for this mission: Barracks, Mini Wind Trap, Refinery, Wind Trap, Heavy Factory, Refinery for 350 power and 350 drain. Get another Mini / Wind Trap up somewhere in there just in case raining debris causes you problems. There's a space battle going on above you, so you're going to see some falling junk during the early stages of this battle.
						</p>

						<p>
							With the early Barracks, you can recruit some defenders to help against the attacks from the left and the right. Get a couple of Engineers out when things have calmed down a bit and use them to repair the Mining Rigs near the Fremen base. That island makes a fine expansion location as well, not necessarily for Spice harvesting but for putting some factories or turrets near the Fremen.
						</p>

						<p>
							Using this strategy, your first upgrades will be 2x Barracks for the Engineers and 1x Heavy Factory for the MCV. Passively train Shotgunners or Troopers and build Harvesters between those logistics units. Then, follow up your initial build order with an Outpost, Starport and High Tech Factory. You'll get help from Durant at the Starport, and the HTF is for Siege Tanks to support your allies.
						</p>

						<p>
							With infantry and LRA around to help stabilize your allies' defenses, build some Light Factories. Your LAVs and the light Combat Tanks you get from Durant can quickly cross the map to help where they're needed, whether that's with an attack on an enemy base or in defense of one of your allies. Just don't approach one of the enemy bases with your lightly armored force. The SLashers will tear your units apart! Use them to take firm control of the map while you prepare a slower force more suited for breaching the enemies' defenses.
						</p>

						<p>
							Alternatively, upgrade your High Tech Factory and keep your Outpost intact, and maybe you won't need the heavy armor to pierce one of the enemy bases. An airstrike with the Ornithopters you scrounged from the enemy base on the prior mission could take out a SLasher. There's also the Stealth Raider kamikaze tactic against SLashers, which is the other reason to build those Light Factories.
						</p>

						<p>
							The two enemy bases on the north end of the map are weaker than the two on the south end. The northwestern one is protected by the plateau. Take a good amount of heavy Combat Tanks up the path to its upper right and flank them at the other entrance against the left edge of the map with your force of LAVs and light Combat Tanks. The northeastern one is on flatter terrain and can be breached with a more direct approach.
						</p>

						<p>
							When the situation up north is handled, you and your allies should be able to carry out a strong offensive against the enemy bases down south. Similarly to the bases up north, the one in the southwest corner should be surrounded and penetrated from multiple angles. The one in the southeast corner is wide open from a straightforward angle, so a direct assault with a strong force can break its defenses.
						</p>

						<p>
							Defeat all Tleilaxu forces and victory is yours.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>I take note of the player's starting location and/or where most of the action takes place on every mission so I can try to vary it up a bit. That doesn't stop me from having the occasional string of levels where the player is at the bottom edge of the map, but ya know, it was a consideration. This mission's concept presented a good opportunity to put the player around the middle, closer to some weaker targets and further away from some stronger ones.</span>
						</p>

						<p>
							<span>On the final level of Emperor: Battle for Dune, the other surviving factions on Arrakis came to help the player out. That inspired this mission's objective. By splitting the things that came together to make the final mission of E:BFD, we can get some more missions in the game. This isn't padding the campaign for length or anything; demonstrating the enemy's priorities and counteracting them as the player is all part of the process of building up the Dark Alliance and characterizing them, and furthering that sense of camaraderie between Summers and Durant as they communicate and cooperate on their joint operations.</span>
						</p>

						<p>
							<span>The debris falling from the sky is meant to remind the player of Durant's fight on the Heighliner and tie it to the ongoing battle on Arrakis. There are quite a few instances of falling debris, but it's randomized each time the level is re/started if one instance is going to fall or not. The Freighter that crashes on Summers' ConYard has a rather low chance not to occur. It's special and results in a voiceover playing, so I wanted it to happen most of the time.</span>
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S16V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Adept Automata</strong></span><br />
			Sabotage an enormous Dark Alliance tank production facility, and steal tanks for yourself.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
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			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>A SLasher megaturret defends the Guild Heighliner from mercenary boarders.</em></span></span>
				</p>

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					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="gtunJmf.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/gtunJmf.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

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						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="UpkbHez.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/UpkbHez.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

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						<span>Spoiler</span>
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					<div class="ipsSpoiler_contents">
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							<img alt="shsMA7v.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/shsMA7v.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="rfcKOWs.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/rfcKOWs.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Secure and protect at least one autofactory.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Destroy the main Guild base on this deck.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 16B: Adept Automata (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/7gpuX1908JI?start=35&amp;feature=oembed"></iframe>
							</div>
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						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/jpQkblsmcfo?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This mission pits you against a Guild autofactory complex and an extremely fortified base.
						</p>

						<p>
							The enemy will send early attacks from every angle, but their main base is directly up. Keep some mobile units ready to respond to attacks from the sides, but concentrate your defenses on the top side of your base while you prepare to strike out to the left or right.
						</p>

						<p>
							There's a Mass Deposit, two Mass Extractors, packed Freighters, and a nearby armor depot to your right. To the left is two Mass Deposits and one of the autofactories you ought to hijack, guarded by a Storm Lasher megaturret. I suggest you secure the Mass Deposit to the right and capture those Mass Extractors first. While your Engineers convert the buildings you want, and while you get the new Mass Deposit saturated with Harvesters, continue to roam with your vehicles to the bottom edge of the map, and then a bit further up. You'll find those two Freighters you can loot for units along with that depot. Claim every light Combat Tank there!
						</p>

						<p>
							Doing all that so early will net you a lot of vehicles to go throwing against the base to the left. Crash through any Rocket Turrets in your way, the Storm Lasher, and the standing enemy forces there, but don't harm the Heavy Factory. Destroy the Control Node in the bottom left corner and, just like S13V2, that Heavy Factory will flip allegiance and produce units that will help you.
						</p>

						<p>
							Tech up if you haven't already. Sonic Tanks and RPG Quads are available! With the amount of bonus armor you get from docked Freighters, depots, and allied autofactories, I suggest focusing heavily on producing units like those. Especially for the final assault.
						</p>

						<p>
							With the bottom of the map secure, you can focus on taking the top. Going straight upwards from your starting area will get you to the main Guild base, but go only as far as the bottom entrance to their base for now. They have layers of fortifications and two Storm Lashers in the center, making it pretty tough to crack. Build turrets there if you'd like to keep the enemy contained. Head left for a Freighter and another armor depot in the top left corner. You can get to the Control Node via the path against the left side of the map.
						</p>

						<p>
							The last Heavy Factory on the right has a Freighter in the back to loot. The real reward is having all three Heavy Factories turned friendly. Rally forces at all three entrances to the main Guild base and, when the robot tanks go, you go too. They can't defend against an all-out assault from every angle. Try to destroy as many walls as possible to pry the base wide open for those robot tanks.
						</p>

						<p>
							Victory is achieved when the main Guild base falls.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>Despite how it serves the mission's design, I'm unhappy with how cramped S06V2 feels. The top right area on that mission is my favorite part of it because it's well-decorated, but also very open. Densely packed with structures, which interfere with pathing, but for the most part very open. In later revisions, I did what I could to decorate other areas of the mission in a similar fashion.</span>
						</p>

						<p>
							<span>When I went on to design S16V2, I tried to learn from my mistakes with S06V2 by decorating the terrain with passable tiles as much as possible. That's why the blue paths surrounding the main enemy base are as wide as the base platform itself. No choking up at a bridge or something. The path is nine or ten tiles? Great, the player's unit pathing will be better that way. I'd rather use walls or structures to choke the player's units up. The player can clear those out.</span>
						</p>

						<p>
							<span>It took some careful planning to make the main enemy base on this mission as difficult as it is to crack. Although its turret density is sparse, they are layered and their area coverage is excellent. If the player tries to rush past the fortifications and target the base innards, his or her units are filtered and separated, making them easy pickings for the enemy Rocket Turrets. Meanwhile, enemy forces are funneled out to the wide paths. The setup is designed to incentivize properly besieging the base, clearing things from the outside inward. In other words, it incentivizes interacting with the map's gimmick to get a bunch of friendly Combat Tanks to pile Sonic Tanks and RPG Quads behind.</span>
						</p>

						<p>
							<span>The main enemy base's meticulous layout is far from the only factor that makes it tough to crack though. They also have enhanced repairs, scaling with the amount of Control Nodes still on the map. This mission is the only time two enemy SLashers are placed so close to each-other. The base was designed with the SLashers' max range in mind. This is also one of those rare occasions that the main enemy AIs have infinite cash... since all the Refineries on the map belong to the dark-blue faction that's basically only there for the player to capture their Silos and stuff if he or she wants to.</span>
						</p>

						<p>
							<span>Without Refineries, the main enemy AIs normally wouldn't be able to rebuild their production structures, except Barracks, since Refineries are a prerequisite. I used a really sneaky trick to get around that limitation: All of the walls in the main enemy base actually belong to the "REFINERY" structure group. You can't capture walls, so they show up as "Enemy Structure" to the player. Because the walls are in that structure group, they satisfy the prerequisite. Neat trick, huh?</span>
						</p>

						<p>
							<span>I made sure to add plenty of extra goodies for the player to take advantage of to offset how tough I made the enemy base. Some easily-accessible momentum to get the snowball rolling early is important on such a densely packed map. A mission should not overstay its welcome. Even though this one is meant to be on the longer end, being a large-scale macro mission, I have to try to make it play out in a similar time to its counterpart mission.</span>
						</p>

						<p>
							<span>That was one of the ways I checked that a mission is fair and balanced. If one of the levels in a pair takes significantly longer than the other for me to complete on hard difficulty, fastest speed without saving the game, then something probably warrants adjustment.</span>
						</p>

						<p>
							<span>Yes, that means I've beaten S06V2 in a similar time-frame to beating S06V1. And other stuff like that. It's not a perfect indicator of difficulty, of course... other players who don't know every detail of these maps are sure to have lots more trouble on S06V2 than S06V1. It's one of several good indicators, and I made sure to factor it in.</span>
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>SBON3</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Against the Storm</strong></span><br />
			Defend stolen Storm Lasher technology from progressively stronger waves of enemies.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Dark Alliance Combat Tanks are assailed from the high ground.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="p0b5x7J.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/p0b5x7J.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="oNvnQHz.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/oNvnQHz.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="WDB48rI.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/WDB48rI.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="12boFHd.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/12boFHd.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Fend off all twenty-one waves of enemies.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Durant's ConYard must remain intact.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Bonus Mission 3: Against The Storm (Hard) - NO TURRET" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/uWrpGT_5Zmg?start=55&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/y63AYDmI9Fw?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							This final bonus mission is a tower defense.
						</p>

						<p>
							Build a Barracks and get about 20 Riflemen trained. Like Summers says, the first attacks come from the bottom right. For now, the enemy will only send infantry. Position those Riflemen next to the infantry-only path until Summers says enemy LAVs are incoming.
						</p>

						<p>
							Move most of your Riflemen down to the vehicle path so they can fire on the enemy LAVs. Then, you'll probably want to upgrade your Barracks. Troopers will be able to handle the bullet-resistant enemies on wave 5. When Summers mentions that the next waves will come from the bottom path, relocate the majority of your forces once again to the bottom left area of your starting island.
						</p>

						<p>
							Though it may seem strange, a Light Factory rather than a Barracks upgrade also works. Sell your Silos and put a Reactor in their place so you can keep your Barracks and have enough space for that Light Factory too. You should have enough funds, if you trained about 20 Riflemen, to not hit the cap and have enough for the Light Factory, its upgrade, and a few Raiders. The advantage of this strategy is that you'll receive some Carryalls to ferry those LAVs around two at a time with. This allows you to position them in places infantry simply cannot reach, like on the island with the Research Center. Even a small amount of Quads in the right places can be deadly!
						</p>

						<p>
							When you get a new MCV at midfield, what you dump your funds into mostly depends on what you did earlier. Build a Barracks there no matter what! If you went for the Light Factory earlier, upgrade that Barracks now. If you upgraded your Barracks earlier, upgrade the ConYard instead. You'll be fielding lots of inexpensive infantry and supporting them either with turrets or LAVs.
						</p>

						<p>
							Rush some Troopers out for the large amount of Combat Tanks coming your way, but run a few Grenadiers to the left infantry-only path too. Or, fly some Raiders over to the island with the Research Center. As for the Troopers, a couple of them between each turret slot on the central island is a good amount to have before the intermission is over. Spreading them helps even out the damage the enemies take.
						</p>

						<p>
							Your second Refinery should also be built before the intermission is over.
						</p>

						<p>
							Whether you're spamming RPG Quads or filling as many slots with Autogun Turrets as you can, you'll want more Grenadiers out on the lower and central islands ASAP. Stealth Raiders show up on unlucky wave 13. They're obviously not very dangerous to the ConYard, but letting enough of them through means those walls are going to get chipped. Position those Grenadiers near your other units and force-fire on the path with them early, and it'll be easier to maintain a perfect score. This is the other reason to spread your units out; stealth units are slippery and having many spots occupied, with Grenadier support, will ensure none slip through.
						</p>

						<p>
							Enjoying turrets? Keep all your ConYards for the build speed, capture the Wind Traps on the central island and when the Engineer arrives to capture the Research Center, place some Rocket Turrets. Want some more versatile support? Build a Starport, sell the central ConYard for a 3x3 spot and the Research Center for funds, and order away. You'll have nothing but combat units at the Starport for this mission.
						</p>

						<p>
							The two curveballs that usually wind up in leaks are waves 15 and 16, the Missile Tanks from the right and the Fremen Gholas from the left immediately after. Build a Barracks on the final island and quickly recruit many Riflemen, or Sardaukar Riflemen if you've finished the second Barracks upgrade by now. Relocate Troopers from the bottom edge of the central island to the top if you've fallen behind.
						</p>

						<p>
							Before wave 16, set the Barracks on the central island to primary again and recruit lots of Grenadiers. Fly some RPG Quads out to the island with the Research Center if you can, or build some Autogun Turrets along the left infantry-only. Again, you may need to relocate some of your stealth detection Grenadiers on the central island if you don't have enough to deal with the amount of Fremen Gholas coming that way. Don't move them all though! You'll still need their support in case of stealth units in following waves.
						</p>

						<p>
							Waves 18-20 are a whole lot of armor. Any Rocket Turrets you place anywhere, or anti-armor you order at the Starport, are great here. Make sure you train some Troopers or Sardaukar Troopers at the upper island before those Devastators come, too.
						</p>

						<p>
							The final wave is one last curveball. The Saboteurs they send will tear up your defenses as they're killed. This is where long-range anti-infantry stuff like RPG Quads or Siege Tanks will shine. Even without those though, you should still have enough defenders by now to overwhelm that final wave despite the damage it might inflict to you.
						</p>

						<p>
							Defeat wave 21 to achieve victory.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>Doing a tower defense mission in Dune 2000 is kind of... ambitious. There are very easy pathing-related crashes to cause the player. The paths need to be wide so units can bump into one another and continue on as the player would expect, but the player's units' are limited by attack range. The AI will make its units cling to certain terrain to get to its target. When the player piles enough units in one place, no enemy force really has a chance. And it's not like we had any special abilities when Summers' Solstice was created, like being able to EMP enemies. How do we make a tower defense mission in <em>this</em> game fun?</span>
						</p>

						<p>
							It comes down to changing the situation and forcing the player to react accordingly. Strict control of the player's income is essential for this. The player can get enough Riflemen to handle the first waves, but doesn't have enough to handle the LAVs without moving them. Those have to be later replaced. Then some more come from the bottom path, so more infantry have to be moved yet again. The player only gets to build on the central platform shortly before enemies come from the left, and again only gets to build at the top in time to stop that nasty wave of Missile Tanks.
						</p>

						<p>
							All of this bears the risk of making things too formulaic in the player's approach, so I made sure to diversify the options available to the player as tech advances. Things also have to be made fair for the player by accounting for the AI's behavior. Turret slots are only ever placed along where the enemy units will cling for the sakes of both practicality and telegraphing, and it being possible to ferry vehicles to any platform makes them both a viable investment and a versatile response to the enemy's movements as the player learns to predict them.
						</p>

						<p>
							This being a Heighliner mission greatly helped design the map convincingly and effectively. The vehicle paths are only wide enough so a Rocket Turret can strike a unit anywhere in the lane. The distance between base platform and platform edges is long enough that a Rocket Turret placed on the inner platform can't strike any unit in the lanes. As for the infantry paths, they're only wide enough so a Grenadier can strike a unit anywhere in the lane. Riflemen are out of luck for that last tile on the far side.
						</p>

						<p>
							All of this is more interesting than, say, starting the player in the middle and then every wave is solved when you've got 20 Troopers on the edge, yeah?
						</p>

						<p>
							About the custom airlift unit behavior: The entire lower area where enemy units roam straight up becomes impassable if a player-owned Carryall tries to land something there. It happens so fast that it doesn't interfere with the enemies' movements at all, but that's why the Carryalls return to the nearest platform instead. Wasn't quite sure how to make the unit stop trying to be airlifted there though, so it'll just keep trying until the player gets ahold of the unit... Maybe if I do something like this again, I'll actually figure it out and iron out that kink in the system next time. xD
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S17V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>The Ixian Godslayer</strong></span><br />
			Protect the Ix' special weapon from stealthy Dark Alliance attacks at Wind Pass.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Fremen Gholas encroach upon The Ixian Godslayer.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="CVC3Xl8.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/CVC3Xl8.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="sY8KGbB.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/sY8KGbB.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="HXPaOo6.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/HXPaOo6.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="sGBXuz9.jpg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/sGBXuz9.jpg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Protect Aurelianus' research.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Defeat all Dark Alliance forces.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 17A: The Ixian Godslayer (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/ycKQHWAwJqY?start=38&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/NR38i9c02Ks?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							You may now access Storm Lashers to hold the Dark Alliance off an important Ixian Research Center.
						</p>

						<p>
							Deploy your starting MCV on the left island if you'd prefer to build turrets to keep the enemy at bay. Deploy it on the right island if you plan to focus on unit production instead since it's larger, but off to the side. The only threatening attack that comes your way this early is a whole bunch of Saboteurs from the southwest. Use scattered infantry and Durant in phoenix mode against those.
						</p>

						<p>
							You're cut off from attacking most of the enemy on account of their proxy bases close to the Ix, but you have some choke points to take advantage of as well. Near the left or lower two Mining Rigs are nice spots to position armor and LRA. The third Mining Rig in the sink on the right could use some scattered Grenadiers and some Sardaukar Elites on defense. Or, deploy an MCV next to it and use the island for Spice mining. Between the rigs and all the Spice around your starting territory, you should be able to ramp up production fast.
						</p>

						<p>
							Although you start with that Imperial High Tech Factory, build your own. Yours will grant you access to Ornithopters and the Palace of Deceit. Between those, the Death Hand and the Imperial Palace making Sardaukar Elites available, you've got a lot of high tech toys.
						</p>

						<p>
							The enemy favors long range units like Grenadiers, RPG Quads and Sonic Tanks. They can be frightfully effective against turret clusters! Fortunately, having both the ConYard and Research Center upgrades grants access to prototype Storm Lasher megaturrets thanks to the data you stole on the third bonus mission. Their insane range not only allows them to effectively cover other turrets on defense, but you can even poke enemy fortifications and defense forces from afar by building them near where you're carrying out your offensive.
						</p>

						<p>
							LAVs counter LRA. If the enemy Sonic Tanks are proving troublesome, don't forget that sending a mess of Quads up close to them will make them easy pickings.
						</p>

						<p>
							The three enemy bases around the center of the map are all governed by the same enemy group. You might be able to take the central sink where a Palace of Deceit is, but there's little difference in holding the enemy off at its southern choke versus its northern. Plus, if they put a stop to your offensive, you might be harassed by Autogun Turret spam at the island in the central sink. Since you'll want to crush all three of those proxy bases as quickly as possible, your best option for early aggression is in the northwest corner of the map.
						</p>

						<p>
							Rush some armor southwest through the choke to the left of the Ix' Research Center to soak the SLasher shots while the rest of your force clashes with the enemy armor in front of their walls. Push right up to the SLasher when that armor falls, destroy it, and you'll have claimed yourself an island close to the enemy base. Though tiny, it's a good spot to deploy an MCV and build a Barracks and some turrets.
						</p>

						<p>
							A decently sized clump of infantry heading up the northern infantry-only path can sabotage the power at the northwest base. Send in the Flame Tanks and Quads when it's down, eat the local defense forces and then the rest of the Wind Traps, then finish the rest of the base.
						</p>

						<p>
							With the northwest base taken care of first, you can now send infantry and, one at a time over that thin bridge, vehicles to the left enemy proxy base. You should still focus your offensive on the sink in the center of the map, but having that extra angle will help you overwhelm their line of defense here. To finish it, head south from your eastern Mining Rigs and hit the SLasher from below the plateau. Rally at the rocks to the right of that plateau once the SLasher is down, push left past the Rocket Turret, and make them firesale.
						</p>

						<p>
							There's yet another SLasher at the southeastern base. Repeat your performance at the plateau, hitting it from below the cliffs before you rally near the base entrances and then push onto the island. You could also circumvent it, coming at the southeastern base from the west where you can hit their factories and Wind Traps from outside the range of their SLasher. Either way, kill 'em 'til they firesale.
						</p>

						<p>
							The final enemy base in the southwest has no safe Harvesters. Hunt those to drain both their funds and their defense forces when they come out to clash with your attackers. Then, the best way through their base is straight through their factory structures in the center.
						</p>

						<p>
							Finish off the Dark Alliance in Wind Pass to achieve victory.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>If the Emperor Worm is supposedly some sort of god-like entity, it follows logically that some kind of very special weapon would be required to actually kill the thing, yeah? I had to bring the Ix in again too, so here's their level.</span>
						</p>

						<p>
							If S16V1 involved a lotta specialty infantry and S16V2 had to do with lotsa tanks, S17V1 can incorporate sneaky stealthy tactics while S17V2 is all about the big kaboomies. There are some enemies deliberately missing from this level and its counterpart. This level is populated by Sonic Tanks and Deviators while its counterpart keeps the destructive Sonic Tanks, but throws Devastators at you instead of Deviators. I also wanted to give the player even more options for smashing through SLashers on the S17s, especially because S18V1 can't involve Death Hands because of its final sequence. Don't want a DH dropping on <em>the wall</em>. Thus, the S17s are the peak of the player's power in the second half of the campaign so two beaten-up armies can clash desperately to their last breaths on S18.
						</p>

						<p>
							Durant's Tyrant Tank really shines against the enemies on this mission, which was entirely intentional. I wanted his force to be like an unbreakable bulwark against the weaker stealthy tech and artillery. This is also to distinguish it further from the other enemies-are-stealthy level, S07V1.
						</p>

						<p>
							Of course, if S17V1 is the more defense-oriented S17, then S17V2 must be offense-oriented...
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S17V2</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Power Play for Keeps</strong></span><br />
			Destroy a large Dark Alliance superweapons cache perched atop the Tsimpo Heights.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>The Dark Alliance launches a Death Hand.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="KM9F07O.png" class="ipsImage" data-ratio="200.00" height="512" style="height:auto;" width="256" data-src="https://i.imgur.com/KM9F07O.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="fNtSvWm.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/fNtSvWm.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="Gwr11aR.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/Gwr11aR.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="6RQpQy3.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/6RQpQy3.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Seize land in Tsimpo Heights.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Defeat all Dark Alliance forces.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 17B: Power Play For Keeps (Hard)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/ENXZ17v4YAw?start=61&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/MLpDb9gbWEU?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							You may now access Storm Lashers to support your offensive against a Dark Alliance superweapons cache.
						</p>

						<p>
							After the intro, finish the Wind Traps in the center and then split your units on the ones on the side. Their turrets are useless without power and not worth the time they take to destroy. When your Engineers show up, capture both ConYards, the Palace of Destruction and High Tech Factory, and the Light Factory and Barracks. Train another Engineer and you can capture the Repair Pad as well.
						</p>

						<p>
							The only Spice at your starting area is on the north edge. All your Refineries should be placed up there for now.
						</p>

						<p>
							Assuming you captured those things, build a couple of Wind Traps, throw on a Mini Wind Trap too if you took the Repair Pad, then place your first Refinery and Heavy Factory. While you build Harvesters at the Heavy Factory, follow up with one more Wind Trap, an Outpost, and then your second Refinery. That will be exactly 900 power and 900 drain (or 950/950), a fine place to start.
						</p>

						<p>
							The reason for the fast Outpost is to get the airstrike started at your High Tech Factory. The enemy will be prepping their own Ornithopters and Death Hands, so you'll want to throw some back at them. Most likely starting with the proxy base just south of yours.
						</p>

						<p>
							Although you don't have to keep the Palace of Destruction or High Tech Factory you start with intact, they are your fastest access to those special weapons. Keep your forces split at least for now, some on guard mode near the palace and some more on guard mode near the HTF. Form the Devastators up at the southern entrance. Build your own High Tech Factory to expand your options further and add insurance against the enemy stalling the preparation of your airstrike. An extra Outpost couldn't hurt either, but focus on production first.
						</p>

						<p>
							The Research Center and its upgrade might also be of interest. Thanks to your successful defense of the Storm Lasher data on the third bonus mission, you have access to prototype Storm Lasher megaturrets on this mission. They provide long range support for your defenders or, if placed close enough to the enemy, can be used to poke their fortifications or defense forces. Place one on the southern end of your starting island and it can hit an enemy Rocket Turret at their proxy base there.
						</p>

						<p>
							If you're struggling with funds, check to the west. There's a nice, big rock island that has a couple of Mining Rigs on it, assuming the Dark Alliance didn't go and destroy those just to deny you them. They can be real jerks on this mission.
						</p>

						<p>
							The enemy's preference for destructive units on this mission warrants caution in how you move around. A squad of Shock Raiders can devour a clump of Combat Tanks before you know it. Stop often to return fire and maintain a strong formation so you're not overwhelmed.
						</p>

						<p>
							Your first goal on offense should be the enemy proxy bases closest to you. The factories directly south of your starting island, the Refinery and munitions to the west, and ditto to the east. Again, your first Death Hand and set of Ornithopters are probably best used to snipe the closest proxy factories. With those cleared out, you're free to overwhelm the weak support bases with any available units.
						</p>

						<p>
							The larger enemy bases are the main targets. The one to the southwest is fairly isolated and makes a good first target among the main bases. Coming at it from the western edge of the map will allow your units to take out their factories and Outpost, rendering their High Tech Factory useless and unable to generate airstrikes, without ever having to get in range of their Storm Lasher megaturret. Take their Refinery and Spice Silos too so their ConYard doesn't find the funds to rebuild with.
						</p>

						<p>
							By taking out the western enemy base first, you have more options for approaching the central and southern bases. They each have a Palace of Destruction on their eastern ends, but you'll have to fight through the rest of their stuff to get there.
						</p>

						<p>
							The central base is particularly vulnerable to a Flame Tank blitz due to its lack of walls and fairly open terrain, especially if you come at it from the south. There's an infantry-only path near the eastern end of the map that might also prove useful for sniping their Palace of Destruction with a bunch of Fremen Fedaykin or a Saboteur. Just scout ahead with some Stealth Raiders so you know when and where to strike, and don't get too close to that SLasher.
						</p>

						<p>
							The southern base is best handled more methodically, with armor and LRA. All of its Wind Traps are located quite close to the connected SLasher. Targeting the southern base's SLasher with a special weapon is prudent. You could also target one of the Wind Trap rows while you hit the other with units to ensure their power is taken down. Then you can tidy the rest up without issue.
						</p>

						<p>
							After all that, the final base in the southeastern corner shouldn't be a problem. Rally all forces and overwhelm it.
						</p>

						<p>
							Finish off the Dark Alliance in the Tsimpo Heights to achieve victory.
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							<span>The only way to balance a mission like this where the enemy has so many special weapons is to give the player a couple to start with. And wind the enemy's stuff up over time. And give them a mostly infantry- and LAVs-focused unit composition. You know, squishier stuff than armor. And maybe there are some sneaky spots to sneak your Fremen Fedaykin or Summers in assassin mode to snipe the enemy special weapons, or their prerequisites, like how airstrikes need both that High Tech Factory and an Outpost too.</span>
						</p>

						<p>
							This mission's starting area was a great place to do some trolling though. I couldn't pass up <em>that</em> opportunity. If you don't take down the Wind Traps there, the enemy AI will start selling turrets one by one until power comes on and they can box you in. On hard mode, they leave the Munitions Silos intact. Companion AIs elsewhere on the map will consider them enemies and blow them up, clearing out any walls you might have wanted to use to protect yourself and being hazardous to any of your units or structures carelessly placed next to those Munitions Silos. They also will destroy idle Mining Rigs on the map on hard mode, regardless of whether you've captured them or not. Very trolly, yep.
						</p>

						<p>
							Considering that the player starts with two special weapons <em>and</em> maxed-out building production speed, however, it was necessary for balancing reasons to make the early game more hectic. Not to mention that I give the player tons of reinforcements on this mission, more than on S17V1, knowing that those special weapons would most likely give most players lotsa trouble...
						</p>

						<p>
							Both S17s have some curveballs that are triggered by player-made progress. S17V2's idle Sonic Tanks and Devastators spread around the map belong to the forwardmost AI, who is set to berserk at some point. That can be a nasty attack to deal with and bring the player off the offensive for a moment. Otherwise, it's not as troublesome as S17V1's central AI's Autogun Turret spam and merely gives S17V2's central enemy base more power. Not a big deal.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>S18V1</strong></span><span style="background-color:#2d2d2d;color:#bfbfbf;font-size:14px;">:<span> </span></span><span style="background-color:#2d2d2d;color:#ff0000;font-size:14px;"><strong>Summers' Solstice</strong></span><br />
			Fight to the peak of Hajj Plateau to slay the sleeping Worm God.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#ffffcc;"><strong>SPLASH</strong></span><span><span>: <em>Humanity faces the Emperor Worm.</em></span></span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span><img alt="r4cg8on.png" class="ipsImage" data-ratio="100.00" height="512" style="height:auto;" width="512" data-src="https://i.imgur.com/r4cg8on.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /></span>
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>MISSION INTEL</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="spacer.png" class="ipsImage" data-ratio="72.60" height="585" style="height:auto;" width="1000" data-src="https://i.imgur.com/7D4EHgS.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>TACTICAL MAP</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="BW3sIg1.png" class="ipsImage" data-ratio="75.08" height="602" style="height:auto;" width="1000" data-src="https://i.imgur.com/BW3sIg1.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>FULL MAP IMAGE</strong></span>:
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<img alt="SnzNV9R.jpeg" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/SnzNV9R.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
						</p>
					</div>
				</div>

				<p>
					<span style="color:#ffffcc;"><strong>STRATEGY</strong></span><span>:</span>
				</p>

				<div class="ipsSpoiler" data-ipsspoiler="">
					<div class="ipsSpoiler_header">
						<span>Spoiler</span>
					</div>

					<div class="ipsSpoiler_contents">
						<p>
							<span style="color:#ffffcc;"><strong>MISSION OBJECTIVES</strong></span><span>:</span>
						</p>

						<ul>
							<li>
								<span style="color:#ffffcc;"><strong>1</strong></span>. Pillage Research Centers, gold ConYards, &amp; SLashers.
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>2</strong></span>. Capture &amp; protect a light-color Dark Alliance ConYard.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>3</strong></span>. Prevent the awakening of the Emperor Worm.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>4</strong></span>. Kill Achen Moriaen.</span>
							</li>
							<li>
								<span><span style="color:#ffffcc;"><strong>5</strong></span>. You must survive.</span>
							</li>
						</ul>

						<p>
							<span style="color:#ffffcc;"><strong>NGUYEN'S RUNS</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 18: Summers' Solstice (Hard) FINAL" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/c3x4oCNdoV4?start=59&amp;feature=oembed"></iframe>
							</div>
						</div>

						<p>
							 
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" title="Dune 2000 - Summers Solstice - Mission 18: Summers' Solstice (Hard) - Modified Version" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/bFQ1rcNzGP0?feature=oembed"></iframe>
							</div>
						</div>

						<p>
							<span style="color:#ffffcc;"><strong>FELIX' RUN</strong></span>:
						</p>

						<div class="ipsEmbeddedVideo" contenteditable="false">
							<div>
								<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/cBK_JugIMl8?list=PLwOIEGoLfLnM2HoZR5eW-HSkw3NpeIxRH"></iframe>
							</div>
						</div>

						<p>
							You have the full support of the Ordos, Ix, Fremen, Sardaukar and Durant's mercenaries on the final mission.
						</p>

						<p>
							Let your starting units do their thing while you make some preparations. Upgrade your Heavy Factory while you build another Barracks close to the mercs'. You may need to train some extra Troopers to reinforce the front and finish off their first attack. Then, build a bunch of Wind Traps in the top left. Failing to build extra power means it'll most likely go low after the initial attack is over. Once your power is sorted, start teching up with an Outpost and High Tech Factory. Those can go right above your ConYard and be rather safe.
						</p>

						<p>
							Follow-up upgrades? Second Barracks upgrade for Sardaukar Elites, then High Tech Factory for the Research Center. Then, do as you please.
						</p>

						<p>
							There are only a few things you have to watch for during the initial chaos: Move your eastern Harvesters behind cover when the enemy starts their attack. If LRA or Grenadiers are exposed, move them back behind intact walls or turrets. If Summers is in immediate danger, move her away (and not next to Durant's prototype SLashers). After the attack is over, move those eastern Harvesters back out again.
						</p>

						<p>
							If you've been teching up, you should have access to Siege Tanks and Rocket Turrets around the time their follow-ups start. There's nothing quite like that combination for dealing with vicious enemy attacks. Have a small amount of armor and all your LRA concentrate at the southern entrance to your base while you build those turrets. Mostly Rocket Turrets and a couple of Autogun Turrets should do.
						</p>

						<p>
							With that solid composition guarding your main base, take the extra MCV Galletti sent you along with some armor to the east and expand there. The ridge makes a fine spot for more Rocket Turrets and your SLasher if you're using it defensively. For an offensive placement, put the SLasher in the bottom left corner of the southern entrance of your main base. It's possible to hit the Sonic Tank at the first enemy base with it, clearing the way for an infantry force to go up the infantry-only path and cause more problems for the enemy there.
						</p>

						<p>
							As overly cautious as all this might seem with the amount of stuff you start with, the first enemy base is tougher to crack than it might seem. It's protected by a choke and tons of enemy factories! Mobilize east of the base with armor and LRA to clear the Heavy Factory and Rocket Turret from below the cliff, then clear the walls, Autogun Turrets and Barracks out with mass Siege Tanks flanked by armor to protect against enemy defenders. Bring the Siege Tanks still supporting the turret line at your base if you lose too many. When both Barracks and at least the one Heavy Factory are down, you can push in and clean up the rest.
						</p>

						<p>
							If you opted to take their power down with your infantry force, you can tuck armor and LRA in to the alcove to the west of the choke instead. As long as the power stays down, that's a very advantageous position for a clump of LRA to squat. They can also provide further support for your infantry force from there as they head over the bridge and take out the enemy Light Factories.
						</p>

						<p>
							Destroy your key targets at the first enemy base - the ConYard, Research Center and Storm Lasher - and finish off enough stuff to get the reinforcements. There will be an MCV among them to expand to that location with. Sardaukar and Fremen will drop future deliveries nearby and you can turn your attention either to the east or further south.
						</p>

						<p>
							As the battle lines shift, sell (most of) your turret lines at bases deeper in your territory to free up the power for new turret lines and factories at your fresh expansions closer to the enemy.
						</p>

						<p>
							Although your true goal is far to the south, the enemy has a line of Rocket Turrets at their base there along with a couple of SLashers. You also still need to pillage structures in the base to the east regardless for the sake of perfecting your SLasher tech and breaking the final enemy defensive line. Regardless, you might want to go that way just so you could come at the eastern base from the south side. Just bring Saboteurs to deal with the line of Rocket Turrets and make sure you don't touch that light ConYard for now.
						</p>

						<p>
							Ignore the wall of Rocket Turrets to the south. That's for later.
						</p>

						<p>
							Approaching the eastern base from the north has its own rewards. There's a Heavy Factory in the northeast corner of the map you could capture if you want to spam Devastators. They're not as powerful as the Imperial Tyrant Tanks, but you can build them whenever you want. I suggest using them to crush most of the eastern base. The only threat to them is the enemy Deviators, which should be targeted by your other forces before your Devastators roll through the area.
						</p>

						<p>
							Once again, destroy enough stuff at the eastern base to make your reinforcements show up there from now on.
						</p>

						<p>
							Capture the light ConYard when the western and eastern enemy bases are both razed. Surround it with infantry, particularly Sardaukar Elites, so it cannot be sabotaged! It's considered mission-critical until at least one side of the Rocket Turret wall is clear.
						</p>

						<p>
							You should have access to proper Storm Lasher megaturrets now, which not only won't implode after a little while, but you can build many of them and they'll have the damage output to destroy the Rocket Turret wall from beyond its range. Aside from a sneaky tactic with stealth infantry, this is the only way you'll get past that wall and carry out an assault on the Emperor Worm directly. You can pile four SLashers in front of either choke to the left or right of the light ConYard. Secure both for the sake of boxing in the enemy defenders. When one side is mostly clear of Rocket Turrets, you can barge in with your main force.
						</p>

						<p>
							In the meantime, continue building units and amass all forces on the map around or behind your SLashers. You'll want a big army to confront the main objective.
						</p>

						<p>
							Your final objective is the Emperor Worm at the bottom of the map. Beware - it will lash out even in its sleep, damaging units that strike it. The damage also scales with difficulty level. This is extremely dangerous to most of your units... If you make it to the worm with less than a good amount of units, remember that you can have them stop and peel off the target to recover for a while. Tyrant Tanks are the uncontested worm slayers, so consider just using them to knock the thing out.
						</p>

						<p>
							The power for the final enemy base can be found to the right of the Emperor Worm. Consider hitting those Wind Traps first. There are SLashers flanking the worm, which would be a rather substantial nuisance while trying to take it down.
						</p>

						<p>
							Overwhelm it with all available units, send it into remission, and then finish off the berserk Dark Alliance infantry. After this, at long last, victory shall be yours. Campaign complete! Congratulations!
						</p>

						<p>
							<span style="color:#ffffcc;"><strong>DEV COMMENTS</strong></span>:<br />
							It's not, like, a mind-blowing boss fight or anything, but it's something, yeah? What else are ya gonna spend all those units on after waiting on the SLashers for, like, ten minutes? <span><span><img alt=":P" data-emoticon="" height="20" src="https://forum.dune2k.com/uploads/emoticons/tongue.png" srcset="https://forum.dune2k.com/uploads/emoticons/tongue@2x.png 2x" title=":P" width="20" /> This latest addition makes for a proper climax.</span></span>
						</p>

						<p>
							A final mission can't merely be climactic. I wanted it to be unique and fun. Throughout past revisions, I had to make certain sacrifices due to the limitations of the time. The first draft of S18V1 was entirely linear, not allowing a path down the left side of the map to get to the turret wall first because the next factories to be set to primary are in order from top left to bottom right. That's why the map is laid out the way it is.
						</p>

						<p>
							Then, we got more room for events and the ability to set building properties. Meaning, I could still let things play out naturally, but if the player moves down south before heading east, I could temporarily set those factories down south to primary. And if the player moves east before taking out the western base, those factories could activate too.
						</p>

						<p>
							Now we've got variables and stuff, so I could do up a pseudo boss fight. Not that blasting through a mighty impenetrable wall with the megaturret you've been dying to spam while holding out against the last of the Dark Alliance cabal wasn't plenty climactic on its own, but hey! Now it's a little bit more climactic. Hopefully. I mean, I tested this last version with the Emperor Worm on hard/fastest/no saves and cleared it in ~133k ticks, which meant I had like half an hour left on the timer by the time the thing went down. I foresee the possibility that an unprepared player barely scraping by crashes into that brick wall and his or her assault comes to an absolute stop before the battle is won... but there are a lot of possibilities I foresee. Sometimes, the vision must be executed regardless of the potential for trouble. There are always certain expectations I have of players on hard mode, less-so in order of descending difficulty level. Having the requisite units to eek out a win here is simply one more such expectation.
						</p>

						<p>
							About the worm itself? It's actually built in to the tileset, just like the Fremen Camps. I didn't wanna deal with palette conversion. It gets cut off at the bottom of the map anyway. Easiest to slap an invisible structure over some funny tiles and call it the Emperor Worm. Plus, that enables the bloodied creature to lay dormant after being sufficiently beaten up, so I guess that approach was for the best.
						</p>
					</div>
				</div>
			</div>
		</div>
	</div>
</div>

<p>
	<span style="color:#ff0000;"><strong>Glossary of Units &amp; Structures, &amp; Credits</strong></span>:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong style="background-color:#2d2d2d;color:#ffffcc;font-size:14px;">INFANTRY</strong>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					Infantry are slow and very easy to kill, but they are inexpensive, have respectable range and firepower, and self-heal. They can:<br />
					 - Garrison infantry rock to fortify a position or provide cover for mobile forces.<br />
					 - Deter enemy LAVs or stealth units from surgical strikes (when spread out).<br />
					 - Deal the most damage per second of any unit (when stacked up tight).
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="0AEGxp5.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/0AEGxp5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Rifleman</strong></span> - VA TheRings0fSaturn<br />
					Role: Anti-infantry<br />
					Movement Speed: 16<br />
					Hit Points: 600<br />
					Range: 3 tiles<br />
					Damage: 125<br />
					Radius: 12<br />
					RoF: 1 sec<br />
					Cost: 50 Solaris<br />
					Build Speed: ~5 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="vm9FsRM.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/vm9FsRM.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Shotgunner</strong></span> - VA TheRings0fSaturn<br />
					Role: Anti-infantry<br />
					Movement Speed: 16<br />
					Hit Points: 600<br />
					Range: 2 tiles<br />
					Damage: 275<br />
					Radius: 18<br />
					RoF: 2.2 secs<br />
					Cost: 60 Solaris<br />
					Build Speed: ~6 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="kO2MlnZ.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/kO2MlnZ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Trooper</strong></span> - VA TheRings0fSaturn<br />
					Role: Anti-armor, anti-infrastructure<br />
					Movement Speed: 12<br />
					Hit Points: 800<br />
					Range: 3 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 1.8 secs<br />
					Cost: 80 Solaris<br />
					Build Speed: ~8 secs<br />
					Unique Attributes: Damages crushing vehicle
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="7qQ8vQG.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/7qQ8vQG.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Gauss Trooper</strong></span> - VA TheRings0fSaturn<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 13<br />
					Hit Points: 800<br />
					Range: 3 tiles<br />
					Damage: 290<br />
					Radius: 21<br />
					RoF: 2.2 secs<br />
					Cost: 90 Solaris<br />
					Build Speed: ~9 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="KCiq8cI.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/KCiq8cI.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Grenadier</strong></span> - VA TheRings0fSaturn<br />
					Role: Anti-infantry, anti-infrastructure<br />
					Movement Speed: 16<br />
					Hit Points: 700<br />
					Range: 4 tiles<br />
					Damage: 155<br />
					Radius: 48<br />
					RoF: 2 secs<br />
					Cost: 100 Solaris<br />
					Build Speed: ~10 secs<br />
					Unique Attributes: Damages crushing vehicle
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="5jPVE9I.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/5jPVE9I.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Fremen Warrior (male)</strong></span> - VA Kaminador<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 18<br />
					Hit Points: 800<br />
					Range: 3 tiles<br />
					Damage: 245<br />
					Radius: 21<br />
					RoF: 1.6 secs<br />
					Cost: 150 Solaris<br />
					Build Speed: ~15 secs<br />
					Unique Attributes: Regenerates to 100% HP
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="PsaO1gJ.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/PsaO1gJ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Fremen Warrior (female)</strong></span> - VA Rim<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 17<br />
					Hit Points: 720<br />
					Range: 3 tiles<br />
					Damage: 230<br />
					Radius: 21<br />
					RoF: 1.76 secs<br />
					Cost: 150 Solaris<br />
					Build Speed: ~15 secs<br />
					Unique Attributes: Regenerates to 100% HP
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="0zoBV6N.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/0zoBV6N.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Fremen Fedaykin (male)</strong></span> - VA Kaminador<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 19<br />
					Hit Points: 800<br />
					Range: 3 tiles<br />
					Damage: 245<br />
					Radius: 21<br />
					RoF: 1.4 secs<br />
					Cost: 200 Solaris<br />
					Build Speed: ~22 secs<br />
					Unique Attributes: Stealth, regenerates to 100% HP
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="0zoBV6N.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/0zoBV6N.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Fremen Fedaykin (female)</strong></span> - VA Rim<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 18<br />
					Hit Points: 720<br />
					Range: 3 tiles<br />
					Damage: 230<br />
					Radius: 21<br />
					RoF: 1.52 secs<br />
					Cost: 200 Solaris<br />
					Build Speed: ~22 secs<br />
					Unique Attributes: Stealth, regenerates to 100% HP
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="cCaJZrv.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/cCaJZrv.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Sardaukar Rifleman</strong></span> - VA Killing You<br />
					Role: Anti-infantry<br />
					Movement Speed: 15<br />
					Hit Points: 800<br />
					Range: 3 tiles<br />
					Damage: 185<br />
					Radius: 15<br />
					RoF: 1 sec<br />
					Cost: 120 Solaris<br />
					Build Speed: ~12 secs<br />
					Unique Attributes: Damages crushing vehicle
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="v9IO9F9.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/v9IO9F9.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Sardaukar Trooper</strong></span> - VA Killing You<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 14<br />
					Hit Points: 900<br />
					Range: 3 tiles<br />
					Damage: 290<br />
					Radius: 21<br />
					RoF: 2 secs<br />
					Cost: 150 Solaris<br />
					Build Speed: ~15 secs<br />
					Unique Attributes: Damages crushing vehicle
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="2iaBqw0.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/2iaBqw0.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Sardaukar Elite</strong></span> - VA Killing You<br />
					Role: Anti-infantry<br />
					Movement Speed: 12<br />
					Hit Points: 1000<br />
					Range: 4 tiles<br />
					Damage: 1000<br />
					Radius: 21<br />
					RoF: 3 secs<br />
					Cost: 300 Solaris<br />
					Build Speed: ~26.5 secs<br />
					Unique Attributes: Cannot be crushed, cannot be suppressed, regenerates to 100% HP
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>LIGHT ARMORED VEHICLES</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					LAVs, or Light Armored Vehicles, are fragile but fast and hard-hitting. They can:<br />
					 - Intercept or flank any other ground units in the game.<br />
					 - Effectively bypass sparse enemy defenses with their speed.<br />
					 - Provide excellent mobile support for slower units, like infantry.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="LilM5vG.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/LilM5vG.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Trike</strong></span> - VA BigMouth<br />
					Role: Anti-infantry<br />
					Movement Speed: 48<br />
					Hit Points: 900<br />
					Range: 3 tiles<br />
					Damage: 185<br />
					Radius: 15<br />
					RoF: 0.8 secs<br />
					Cost: 300 Solaris<br />
					Build Speed: ~18 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="Aphc8ii.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/Aphc8ii.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Raider</strong></span> - VA BigMouth<br />
					Role: Anti-infantry<br />
					Movement Speed: 56<br />
					Hit Points: 1000<br />
					Range: 3 tiles<br />
					Damage: 185<br />
					Radius: 15<br />
					RoF: 0.72 secs<br />
					Cost: 350 Solaris<br />
					Build Speed: ~19 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="Aphc8ii.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/Aphc8ii.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Shotgun Raider</strong></span> - VA BigMouth<br />
					Role: Anti-infantry<br />
					Movement Speed: 56<br />
					Hit Points: 1000<br />
					Range: 2 tiles<br />
					Damage: 425<br />
					Radius: 18<br />
					RoF: 1.68 secs<br />
					Cost: 350 Solaris<br />
					Build Speed: ~19 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="sLhIjBr.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/sLhIjBr.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Stealth Raider</strong></span> - VA Z<br />
					Role: Anti-infantry<br />
					Movement Speed: 56<br />
					Hit Points: 1000<br />
					Range: 3 tiles<br />
					Damage: 185<br />
					Radius: 15<br />
					RoF: 0.72 secs<br />
					Cost: 400 Solaris<br />
					Build Speed: ~22 secs<br />
					Unique Attributes: Stealth
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="pbpORJ5.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/pbpORJ5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Shock Raider</strong></span> - VA Rim<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 52<br />
					Hit Points: 1000<br />
					Range: 2 tiles<br />
					Damage: 210<br />
					Radius: 18<br />
					RoF: 1.12 secs<br />
					Cost: 400 Solaris<br />
					Build Speed: ~24.5 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="YjTp1C6.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/YjTp1C6.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Quad</strong></span> - VA BigMouth<br />
					Role: Anti-armor, anti-infrastructure<br />
					Movement Speed: 36<br />
					Hit Points: 1100<br />
					Range: 3 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 2 secs<br />
					Cost: 400 Solaris<br />
					Build Speed: ~26.5 secs<br />
					Unique Attributes: Dual shot
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="QLIQ46F.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/QLIQ46F.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Stealth Quad</strong></span> - VA Z<br />
					Role: Anti-armor, anti-infrastructure<br />
					Movement Speed: 33<br />
					Hit Points: 1000<br />
					Range: 3 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 2.16 secs<br />
					Cost: 500 Solaris<br />
					Build Speed: ~29.5 secs<br />
					Unique Attributes: Dual shot, stealth
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="R7KuNcG.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/R7KuNcG.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					RPG Quad</strong></span> - VA IronAddict<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 32<br />
					Hit Points: 1100<br />
					Range: 3/5 tiles<br />
					Damage: 300/155<br />
					Radius: 24/48<br />
					RoF: 2 secs/1.6 secs<br />
					Cost: 500 Solaris<br />
					Build Speed: ~33 secs<br />
					Unique Attributes: Dual shot (rockets only)
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="kVPGAVx.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/kVPGAVx.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Flame Tank</strong></span> - VA BigMouth<br />
					Role: Anti-infantry, anti-infrastructure<br />
					Movement Speed: 28<br />
					Hit Points: 1800<br />
					Range: 2 tiles<br />
					Damage: 95<br />
					Radius: 30<br />
					RoF: 0.32 secs<br />
					Cost: 600 Solaris<br />
					Build Speed: ~33 secs<br />
					Unique Attributes: None
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>ARMOR</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					Units designated "Armor" excel at damage absorption. They can:<br />
					 - Effectively assault fortified positions given their excellent HP.<br />
					 - Win extended battles of attrition against weaker enemy units.<br />
					 - Safeguard weaker friendly units while they perform their roles.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="yUa9oM6.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/yUa9oM6.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Light Combat Tank</strong></span> - VA DireBeast<br />
					Role: Anti-armor, anti-infrastructure<br />
					Movement Speed: 32<br />
					Hit Points: 1800<br />
					Range: 4 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 1.6 secs<br />
					Cost: 700 Solaris<br />
					Build Speed: ~35.5 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="5UPKYjt.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/5UPKYjt.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Stealth Light Combat Tank</strong></span> - VA Z<br />
					Role: Anti-armor, anti-infrastructure<br />
					Movement Speed: 29<br />
					Hit Points: 1600<br />
					Range: 4 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 1.76 secs<br />
					Cost: 800 Solaris<br />
					Build Speed: ~40 secs<br />
					Unique Attributes: Stealth
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="gJ0gEwe.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/gJ0gEwe.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Medium Combat Tank</strong></span> - VA DireBeast<br />
					Role: Anti-armor, anti-infrastructure<br />
					Movement Speed: 28<br />
					Hit Points: 2200<br />
					Range: 4 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 2 secs<br />
					Cost: 700 Solaris<br />
					Build Speed: ~35.5 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="ELJKOuv.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/ELJKOuv.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Heavy Combat Tank</strong></span> - VA DireBeast<br />
					Role: Anti-armor, anti-infrastructure<br />
					Movement Speed: 24<br />
					Hit Points: 2800<br />
					Range: 4 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 2.4 secs<br />
					Cost: 700 Solaris<br />
					Build Speed: ~35.5 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="cW3ggpC.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/cW3ggpC.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Duelist Tank</strong></span> - VA DireBeast<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 20<br />
					Hit Points: 3000<br />
					Range: 3 tiles<br />
					Damage: 300<br />
					Radius: 24<br />
					RoF: 2.2 secs<br />
					Cost: 800 Solaris<br />
					Build Speed: ~38.5 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="V4vA4zt.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/V4vA4zt.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Autogun Tank</strong></span> - VA Direbeast<br />
					Role: Anti-infantry<br />
					Movement Speed: 24<br />
					Hit Points: 2200<br />
					Range: 4 tiles<br />
					Damage: 95<br />
					Radius: 18<br />
					RoF: 0.32 secs<br />
					Cost: 600 Solaris<br />
					Build Speed: ~33 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="sTdY6aJ.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/sTdY6aJ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Autogun Tank</strong></span> - VA NTECH8<br />
					Role: Anti-infantry<br />
					Movement Speed: 14<br />
					Hit Points: 4000<br />
					Range: 4 tiles<br />
					Damage: 95<br />
					Radius: 18<br />
					RoF: 0.32 secs<br />
					Cost: 1000 Solaris<br />
					Build Speed: ~44 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="hBBU15t.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/hBBU15t.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Devastator</strong></span> - VA NTECH8<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 12<br />
					Hit Points: 2800<br />
					Range: 3 tiles<br />
					Damage: 900<br />
					Radius: 30/96<br />
					RoF: 2.8 secs<br />
					Cost: 1100 Solaris<br />
					Build Speed: ~51 secs<br />
					Unique Attributes: Self-destruct (1 sec charge time)
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="kagUrSG.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/kagUrSG.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Tyrant Tank</strong></span> - VA Potato<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 10<br />
					Hit Points: 6000<br />
					Range: 4 tiles<br />
					Damage: 1350<br />
					Radius: 30<br />
					RoF: 4 secs<br />
					Cost: 1200 Solaris<br />
					Build Speed: ~1 min<br />
					Unique Attributes: None
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>LONG-RANGE ARTILLERY</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					Long-Range Artillery do as their name implies. They're the most expensive units and tend to move slowly, but their range and damage output are excellent!<br />
					 - All LRA can attack over walls.<br />
					 - They have the longest range of any unit in the game.<br />
					 - They excel at burst damage. Each attack deals high damage.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="CF9R7qi.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/CF9R7qi.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Siege Tank</strong></span> - VA IronAddict<br />
					Role: Anti-infantry, anti-infrastructure<br />
					Movement Speed: 16<br />
					Hit Points: 1800<br />
					Range: 5 tiles<br />
					Damage: 500<br />
					Radius: 60<br />
					RoF: 3.2 secs<br />
					Cost: 900 Solaris<br />
					Build Speed: ~42 secs<br />
					Unique Attributes: None
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="pUn2gVP.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/pUn2gVP.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Missile Tank</strong></span> - VA IronAddict<br />
					Role: Anti-armor, anti-air<br />
					Movement Speed: 24<br />
					Hit Points: 1400<br />
					Range: 6 tiles<br />
					Damage: 300<br />
					Radius: 30<br />
					RoF: 5 secs<br />
					Cost: 900 Solaris<br />
					Build Speed: ~42 secs<br />
					Unique Attributes: Dual shot, target lock
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="sM5cQY2.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/sM5cQY2.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Stealth Missile Tank</strong></span> - VA Z<br />
					Role: Anti-armor, anti-air<br />
					Movement Speed: 22<br />
					Hit Points: 1250<br />
					Range: 6 tiles<br />
					Damage: 300<br />
					Radius: 30<br />
					RoF: 5.48 secs<br />
					Cost: 1000 Solaris<br />
					Build Speed: ~48.5 secs<br />
					Unique Attributes: Dual shot, target lock, stealth
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="Nv9i9Nd.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/Nv9i9Nd.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Sonic Tank</strong></span> - VA Mei<br />
					Role: Anti-infantry, anti-armor, anti-infrastructure<br />
					Movement Speed: 16<br />
					Hit Points: 2800<br />
					Range: 5 tiles<br />
					Damage: 95<br />
					Radius: 60<br />
					RoF: 3.6 secs<br />
					Cost: 1100 Solaris<br />
					Build Speed: ~51 secs<br />
					Unique Attributes: Weapon damages all targets in path
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="gxbRaje.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/gxbRaje.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Deviator</strong></span> - VA Z<br />
					Role: Anti-infantry, anti-armor<br />
					Movement Speed: 24<br />
					Hit Points: 1400<br />
					Range: 6 tiles<br />
					Damage: 500<br />
					Radius: 18<br />
					RoF: 5 secs<br />
					Cost: 1100 Solaris<br />
					Build Speed: ~51 secs<br />
					Unique Attributes: Temporarily captures enemy vehicles
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>LOGISTICS</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					Units that play important roles for your macro game, but have little to no offensive capabilities.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="2iL09DE.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/2iL09DE.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Thumper</strong></span> - VA TheRings0fSaturn<br />
					Role: Support<br />
					Movement Speed: 18<br />
					Hit Points: 500<br />
					Range: N/A<br />
					Damage: N/A<br />
					Radius: N/A<br />
					RoF: N/A<br />
					Cost: 100 Solaris<br />
					Build Speed: ~10 secs<br />
					Unique Attributes: Distracts Sandworms when deployed
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="70Cm9hO.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/70Cm9hO.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Engineer</strong></span> - VA Fey (koe.ai Evan) / originally MysticalSoap<br />
					Role: Support<br />
					Movement Speed: 12<br />
					Hit Points: 500<br />
					Range: 2 tiles<br />
					Damage: 110<br />
					Radius: 9<br />
					RoF: 1.2 secs<br />
					Cost: 300 Solaris<br />
					Build Speed: ~30 secs<br />
					Unique Attributes: Captures structures
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="xWiszq0.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/xWiszq0.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Harvester</strong></span> - VA AZ-Stalker<br />
					Role: Support<br />
					Movement Speed: 16<br />
					Hit Points: 1800<br />
					Range: N/A<br />
					Damage: N/A<br />
					Radius: N/A<br />
					RoF: N/A<br />
					Cost: 1000 Solaris<br />
					Build Speed: ~51 secs<br />
					Unique Attributes: Harvests Spice
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="kVg1BvX.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/kVg1BvX.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					MCV</strong></span> - VA AZ-Stalker<br />
					Role: Support<br />
					Movement Speed: 10<br />
					Hit Points: 5000<br />
					Range: N/A<br />
					Damage: N/A<br />
					Radius: N/A<br />
					RoF: N/A<br />
					Cost: 2000 Solaris<br />
					Build Speed: ~1 min<br />
					Unique Attributes: Deploys into a Construction Yard
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="7SaXSjM.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/7SaXSjM.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Carryall</strong></span><br />
					Role: Support<br />
					Movement Speed: 96<br />
					Hit Points: 1800<br />
					Range: N/A<br />
					Damage: N/A<br />
					Radius: N/A<br />
					RoF: N/A<br />
					Cost: 1000 Solaris<br />
					Build Speed: ~1 min<br />
					Unique Attributes: Ferries units
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>SPECIAL FORCES</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					Superweapons, pretty much.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="rINDlgm.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/rINDlgm.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Ornithopter</strong></span><br />
					Role: Special weapon<br />
					Movement Speed: 112<br />
					Hit Points: 800<br />
					Range: Full map<br />
					Damage: 360<br />
					Radius: 90<br />
					RoF: 0.4 secs<br />
					Cost: 0 Solaris<br />
					Build Speed: ~5 mins<br />
					Unique Attributes: Flight
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="2NcJvWK.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/2NcJvWK.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Death Hand Missile</strong></span><br />
					Role: Special weapon<br />
					Movement Speed: 176<br />
					Hit Points: N/A<br />
					Range: Full map<br />
					Damage: 180<br />
					Radius: 180<br />
					RoF: N/A<br />
					Cost: 0 Solaris<br />
					Build Speed: ~8 mins<br />
					Unique Attributes: Flight, invincibility
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="hXVoY7O.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/hXVoY7O.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Saboteur</strong></span> - VA MrMuxix<br />
					Role: Special weapon<br />
					Movement Speed: 20<br />
					Hit Points: 500<br />
					Range: 1 tile<br />
					Damage: 2400<br />
					Radius: 135<br />
					RoF: N/A<br />
					Cost: 0 Solaris<br />
					Build Speed: ~2 mins<br />
					Unique Attributes: Temporary stealth, can infiltrate, deals damage on death
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>BASE DEFENSES</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					Your durable, but totally immobile fortifications.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="y7PzEAj.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/y7PzEAj.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Concrete Wall</strong></span><br />
					Role: Base defense<br />
					Movement Speed: N/A<br />
					Hit Points: 1000<br />
					Range: N/A<br />
					Damage: N/A<br />
					Radius: N/A<br />
					RoF: N/A<br />
					Cost: 25 Solaris<br />
					Build Speed: ~5 secs<br />
					Unique Attributes: Blocks most projectiles
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="pU6fDRl.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/pU6fDRl.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Autogun Turret</strong></span><br />
					Role: Base defense, anti-infantry<br />
					Movement Speed: N/A<br />
					Hit Points: 2000<br />
					Range: 4 tiles<br />
					Damage: 80<br />
					Radius: 18<br />
					RoF: 0.24 secs<br />
					Cost: 600 Solaris<br />
					Build Speed: ~14 secs<br />
					Unique Attributes: Blocks most projectiles, requires power
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="IqZ1FPt.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/IqZ1FPt.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Cannon Turret</strong></span><br />
					Role: Base defense, anti-armor<br />
					Movement Speed: N/A<br />
					Hit Points: 2250<br />
					Range: 5 tiles<br />
					Damage: 300<br />
					Radius: 30<br />
					RoF: 1.8 secs<br />
					Cost: 800 Solaris<br />
					Build Speed: ~21 secs<br />
					Unique Attributes: Blocks most projectiles, requires power
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="VcHY7Y9.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/VcHY7Y9.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Rocket Turret</strong></span><br />
					Role: Base defense, anti-armor, anti-air<br />
					Movement Speed: N/A<br />
					Hit Points: 2750<br />
					Range: 7 tiles<br />
					Damage: 300<br />
					Radius: 30<br />
					RoF: 3.6 secs<br />
					Cost: 1200 Solaris<br />
					Build Speed: ~28 secs<br />
					Unique Attributes: Blocks most projectiles, requires power, dual shot
				</p>

				<p>
					<span style="color:#ffffcc;"><strong><img alt="3z99GV5.png" class="ipsImage" data-ratio="78.33" height="47" style="height:auto;" width="60" data-src="https://i.imgur.com/3z99GV5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><br />
					Storm Lasher</strong></span><br />
					Role: Base defense, anti-infantry, anti-armor<br />
					Movement Speed: N/A<br />
					Hit Points: 4000<br />
					Range: 14 tiles<br />
					Damage: 1800<br />
					Radius: 96<br />
					RoF: 10 secs<br />
					Cost: 1800 Solaris<br />
					Build Speed: ~40 secs<br />
					Unique Attributes: Requires power, targets nearest hostile
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>CHARACTERS &amp; UNITS WITH SCRIPTED LINES</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					While only some appear in-game as a unit, there are quite a few prominent commanders and leader characters appearing in this campaign. They embody their respective factions' identities in how they act and the sorts of units they prefer in battle. <strong>Spoilers ahead!</strong>
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Rowe Summers</strong></span>        MeltingCinderella<br />
					    The aspiring smuggler commander. Despite quitting the mercs to pursue calmer missions, she has little choice but to fight often.<br />
					    Cunning, dutiful, somewhat innocent, single-minded, and remarkably obstinate, Summers has the potential to be an enormous pain.<br />
					    Despite that, her status as a lowly ex-merc makes it easy to look down on her. Not that the opinions of others impedes her at all.<br />
					    Summers is confident and hands-on, and frequents missions personally, maintaining camaraderie with the men who fight for her.<br />
					<span style="color:#ffffcc;"><strong>Sabre Durant</strong></span>        (Originally Potato) Fey<br />
					    The toughest mercenary commander on Arrakis. Exceedingly calm, he stays focused on the tasks at hand, no matter how daunting.<br />
					    The Dragon of Dune does show warmth, particularly for Rowe Summers, his fellow mercenary commander prior to the prologue.<br />
					    Although casual, such as in how he addresses everyone by their first names, he's both professional and reliable as an ally.<br />
					<span style="color:#ffffcc;"><strong>Ketua Sumadi</strong></span>        Thel 'Vadam Flippy<br />
					    The head of the largest smuggling organization on Arrakis. As a pragmatic isolationist, he favors stealth and scattered bases.<br />
					    Sumadi bows to no emperor, nor duke or baron or noble. He insists on interacting with the Great Houses as little as possible.<br />
					    He is a controlling overseer who meticulously manages his underlings. This directly conflicts with the ambitions of Summers.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Kyne Giraud</strong></span>        Killing_You<br />
					    The Imperial Burseg preceding and during the war for Arrakis. He is a dangerous combination of proud, ruthless and cunning.<br />
					    All Sardaukar serve Emperor Corrino zealously, and Giraud is no exception. He has the utmost confidence in his tactics.<br />
					    Despite having the strongest forces in the Known Universe at his disposal, Giraud knows the value of espionage.<br />
					    He takes no chances and uses excessive force to deal with his problems, however insignificant they might be.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Cyril Vasiliou</strong></span>        Kilkakon<br />
					    The Atreides high commander. The Atreides' honor should never be mistaken for kindness!<br />
					    When it suits them, they will fiercely and violently oppose their enemies.<br />
					    Vasiliou, like all Atreides, is fiercely loyal to their Duke.<br />
					<span style="color:#ffffcc;"><strong>Radnor Krillys</strong></span>        Killing_You<br />
					    The Harkonnen high commander. Like all Harkonnen, he is a brutal sadist who revels in the horrors of war.<br />
					    He gleefully uses his underlings and allies as fodder, and prefers to crush foes with heavy armor.<br />
					    Though savage, it would be a lethal mistake to think the Harkonnen, or Krillys, stupid.<br />
					<span style="color:#ffffcc;"><strong>Achen Moriaen</strong></span>        Fey &amp; koe.ai Olivia<br />
					    The Ordos high commander. Secretly the ghola of a dead Atreides commander who works for the Dark Alliance behind the scenes.<br />
					    Though she shows warmth or concern to her allies on occasion, it's little more than a ruse. She feels nothing whatsoever.<br />
					    This is evidenced by her total lack of interaction with enemies. She speaks only to allies, and only to deceive.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Generic Infantry</strong></span>    TheRings0fSaturn<br />
					    Rugged fodder who rely on strength in numbers. Though unimportant, they speak on occasion.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Fremen Warriors</strong></span>        Kaminador<br />
					    Fierce natives who rival even the Imperial Sardaukar in strength. The scattered Fremen groups vary in attitude.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Ru'yah Zaman</strong></span>        Aeous<br />
					    The territorial naib of Sietch Hagga.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Saud Nagi</strong></span>        Aeous<br />
					    Naib of Sietch El-Sayal. Refuses to be driven from home, and accepts aid from Summers' smugglers to protect it.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Issam Nehara</strong></span>        Kaminador<br />
					    Naib of Sietch Mushtamal. He and his warriors shelter with the Atreides once forced from their homes by Sardaukar.<br />
					<span style="color:#ffffcc;"><strong>Saniyah Tafweek</strong></span>        Fey &amp; koe.ai Lisa<br />
					    A Fremen of Sietch Mushtamal. She and Nehara are warm towards each-other, though no relation is confirmed.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Jaxon Burke</strong></span>        Kilkakon<br />
					    Loyalist of Sumadi's smugglers. He commands the defense of the mining base at Tuono Basin.<br />
					    Later betrays Summers at the Battle of Chin Rock, forcing her to slay him.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Kailea Aurelianus</strong></span>    Fey &amp; koe.ai Julia<br />
					    Ixian scientist overseeing the creation of technology seen on the field during the war for Arrakis.<br />
					    She is unemotional, almost mechanical, but values her smuggler and mercenary allies.<br />
					<span style="color:#ffffcc;"><strong>Raja Hassem</strong></span>        Aeous<br />
					    Naib of Sietch Gara Kulon. Quite territorial; hostile if approached.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Omen</strong></span>            MrMuxix<br />
					    Achen Moriaen's secretive informant on the Heighliner.<br />
					    During the Battle of Habbanya Erg, he keeps her updated on her allies' actions on deck 10.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Roma Atani</strong></span>        Fey &amp; koe.ai Erin<br />
					    Achen Moriaen's mentat serving at the Battle of Habbanya Erg. Later, the Ordos' high commander.<br />
					    As expected of a servant of the Executrix, she is both focused and blunt. Only the relevant details matter.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Khalid Hafeez</strong></span>        NTECH8<br />
					    Sumadi's first lieutenant. Favors heavy armor and brute force, but proves an honorable opponent.<br />
					<span style="color:#ffffcc;"><strong>Farouq Abbas</strong></span>        BigMouth<br />
					    Sumadi's second lieutenant. Favors underhanded stealth tactics like ambushes and hit-and-runs.<br />
					<span style="color:#ffffcc;"><strong>Esmar Sumadi</strong></span>        Thel 'Vadam Flippy<br />
					    Sumadi's third lieutenant. His son. Situated nearest Sumadi at the Battle of Hole-in-the-Rock.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Raiders</strong></span>            BigMouth<br />
					    An OSO Raider speaks to the commander before the Battle of Qanat Pass.<br />
					<span style="color:#ffffcc;"><strong>Engineers</strong></span>        (Originally MysticalSoap) Fey &amp; koe.ai Evan<br />
					    Logistics-class units that sometimes have updates for their commander about technology in the field.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Devastators</strong></span>        NTECH8<br />
					    Imprisoned at the Battle of False Wall, several of these units are rescued by Rowe Summers.<br />
					<span style="color:#ffffcc;"><strong>Kushal Vritra</strong></span>        MrMuxix<br />
					    A demented force commander tasked with stalling Summers at the Battle of False Wall.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Kassiel Veren</strong></span>        Fey &amp; koe.ai Marcus<br />
					    Achen Moriaen's mentat that serves at Bidriyah Sink and Galbana Depression.<br />
					<span style="color:#ffffcc;"><strong>Multume</strong></span>            NTECH8<br />
					    One of the Mahai's elites that helps to breach Ordos fortifications at Galbana Depression.<br />
					<span style="color:#ffffcc;"><strong>Calcume</strong></span>            NTECH8<br />
					    One of the Mahai's elites that helps to breach Ordos fortifications at Galbana Depression.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Corvo Galletti</strong></span>        Fey &amp; koe.ai Alexander<br />
					    The surviving Sardaukar commander who aligns with the player at the Battle of Grose Valen and on to fight the Dark Alliance.<br />
					    Like all Sardaukar, he is proud, fearless and merciless. Still, he respects Summers enough to view her as a rival.<br />
					<span style="color:#ffffcc;"><strong>Yahya Suljin</strong></span>        Aeous<br />
					    The surviving Fremen leader who aligns with the player at the Battle of Grose Valen and on to fight the Dark Alliance.<br />
					    Although distrusting of Summers, he sees good fortune in her showing up to help and allows her to prove her worth.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Guild Intercom</strong></span>        Fey &amp; koe.ai Gavin<br />
					    Alerts Spacing Guild forces to mercenary boarders on deck 12 of the Guild Heighliner.<br />
					    It also issues a warning about SLasher power overflow at the Battle of Hajj Plateau.
				</p>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>OTHER CREDITS</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					A bunch of new graphics are used in this campaign. Many thanks to all who helped with their creation or improvement!
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Dune 2000 exe</strong></span><br />
					Westwood - Original (duh)<br />
					dato - Initial patches<br />
					gruntlord - Initial patches<br />
					FunkyFr3sh - Initial patches<br />
					Klofkac - Major improvements<br />
					lovalmidas - Moderate improvements<br />
					Hotdog - Minor improvements<br />
					tomsons26 - Decompiled d2k<br />
					Cm_Blast - Testing<br />
					Fey - Testing
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>d2k Editor</strong></span><br />
					mvi - OG editor<br />
					Klofkac - He is God<br />
					Fey - Meager tester
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Mission Launcher</strong></span><br />
					FunkyFr3sh - Original application<br />
					Feda - Major improvements, splash art system<br />
					ZoeO - All Summers' Solstice splash art
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Campaign Testing</strong></span><br />
					Fey - Of course I tested my own stuff lol<br />
					ISeeMangos - Full campaign cleared on hard<br />
					Seb - Full campaign cleared on hard<br />
					aarmaageedoon - Full campaign cleared on hard<br />
					Cm_Blast - Full campaign cleared on normal<br />
					DuneTiger - Most of campaign cleared on normal<br />
					Kipp - A few missions cleared on hard<br />
					TheCytober - Various missions tested<br />
					Awil - Discovered cause of stealth units crash<br />
					Nguyen Quang Luan - Helped test patch for stealth units crash
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Various new sounds, including sound effects for units, background sounds in unit voiceovers, etc.</strong></span><br />
					C&amp;C3 Tiberium Wars - Engine revving, footsteps with equipment, firing sounds, other stuff like that...<br />
					Descent 1 / 2 - Some explosion sounds, deep hum in Devastator voiceovers, Deviator firing sound...<br />
					Doom 3 - Shotgun voiceover background effects, rocket launcher, Durant's duelist firing sound...<br />
					Amnesia: The Dark Descent - Clean footsteps heard in some infantry voiceovers, like Engineers...
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Shotgunner</strong></span><br />
					PsYcHo - New spriteset<br />
					Fey - Assorted touch-ups, sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Trooper</strong></span><br />
					D2k Sardaukar - Sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Gauss Trooper</strong></span><br />
					firefly101 - All frames, sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Grenadier</strong></span><br />
					Fey - New death animations
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Fremen Warrior</strong></span><br />
					Fey - New firing animation
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Fremen Fedaykin</strong></span><br />
					PHROI - Sidebar icon<br />
					Fey - New firing animation, further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Sardaukar Rifleman</strong></span><br />
					Unknown (apologies, I searched thoroughly but couldn't confirm attribution) - Sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Sardaukar Trooper</strong></span><br />
					Fey - New firing animation
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Sardaukar Elite</strong></span><br />
					DxSard - Most frames, sidebar icon<br />
					Fey - Firing animation, idle animations, further adjustments particularly to death animation
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Shock Raider</strong></span><br />
					Fey - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Stealth Quad</strong></span><br />
					Fey - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>RPG Quad</strong></span><br />
					Fey - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Flame Tank</strong></span><br />
					Dashkov Andrey &amp; the Dune 2000 Hardcore team (who shall henceforth be summarized as "DHC") - Original frames<br />
					Fey - Pixel repair for all frames<br />
					dato - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Combat Tanks</strong></span><br />
					Fey - New body frames
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Stealth Light Combat Tank</strong></span><br />
					Fey - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Autogun Tank (small)</strong></span><br />
					DHC - Original art for turret frames were based on the Heavy Tank<br />
					Fey - Body frames, major adjustments to turret frames' origin<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Autogun Tank (normal)</strong></span><br />
					DHC - All frames<br />
					Fey - Pixel repair for all frames, moderate adjustments to body coloration<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Duelist Tank</strong></span><br />
					Fey - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Tyrant Tank</strong></span><br />
					DHC - Original art for this unit belonged to the Elephant Tank<br />
					Fey - Pixel repair for all frames, further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Engineer</strong></span><br />
					Fey - Firing animation, sidebar icons
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Saboteur</strong></span><br />
					Westwood - Original sidebar icon from Emperor: Battle for Dune<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>'VorDel' units</strong></span><br />
					Westwood - Original frames from Dune 2000 (duh)<br />
					Fey - Shadows removed, all frames made pure shadow, sidebar icons<br />
					'Unit reporting' and 'order confirmed' sounds from various sources:<br />
					Girls' laughter, transformers humming, wind tunnel ambiance...<br />
					Dead space 3 noises, radio tuning, reversed didgeridoo audio
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Emperor Worm</strong></span><br />
					Fey - Initial screenshot, shadowing, various other adjustments<br />
					Kipp - Crucial brightness adjustments with linear dodge techniques<br />
					ZoeO - Damaged / remission alternate
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Issam Nehara</strong></span><br />
					PsYcHo - All frames<br />
					Fey - Sprite alignment adjustment<br />
					Henrik Sahlström - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Death sounds</strong></span><br />
					C&amp;C3 GDI Commando - Regular male infantry death sounds &amp; part of VorDel deaths<br />
					C&amp;C3 Zone Raider - Regular female infantry death sounds<br />
					C&amp;C3 Mechapede - VorDel deaths' extra detail
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Summers' Autogun Tank</strong></span><br />
					DHC - Original art for this unit was unused in the Dune 2000 Hardcore mod<br />
					Fey - Pixel repair for all unusued frames, barrel swap, further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Light/Dark Construction Yard</strong></span><br />
					Fey - All frames, sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Light/Gold Construction Yard</strong></span><br />
					Fey - Base frame, sidebar icon<br />
					Kipp - Damaged frame
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Dark/Gold Construction Yard</strong></span><br />
					Fey - Base frame, sidebar icon<br />
					Kipp - Damaged frame
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Light Mini Wind Trap</strong></span><br />
					DHC - Original art for this structure existed only for the dark version<br />
					ZoeO - Light recolor for both frames<br />
					Fey - Faction color, further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Dark Mini Wind Trap</strong></span><br />
					DHC - Original frames<br />
					Fey - Faction color, further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Gold Mini Wind Trap</strong></span><br />
					DHC - Original art for this structure existed only for the dark version<br />
					ZoeO - Gold recolor for both frames<br />
					Fey - Faction color, further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Light Munitions Silo</strong></span><br />
					DHC - Original frames<br />
					Fey - Color correction<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Dark Munitions Silo</strong></span><br />
					DHC - Original frames<br />
					Fey - Color correction<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Gold Munitions Silo</strong></span><br />
					DHC - Original frames<br />
					Fey - Color correction<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Autogun Turret</strong></span><br />
					DHC - Original art for turret frames were based on the Heavy Tank<br />
					Fey - Pixel repair for all frames, further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Storm Lasher</strong></span><br />
					Fey - Original frames, animation adjustments<br />
					Kipp - Animation frames<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Imperial 'Golden Lion' Barracks</strong></span><br />
					ZoeO - Original design<br />
					DrKran - Damaged frame<br />
					AZ-Stalker - Sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Generic lightly-colored Barracks</strong></span><br />
					ZoeO - Original design<br />
					Kipp - Damaged frame<br />
					AZ-Stalker - Sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Mercenary 'Rock Dragon' Barracks</strong></span><br />
					ZoeO - Original design<br />
					Kipp - Damaged frame<br />
					AZ-Stalker - Sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Imperial Heavy Factory</strong></span><br />
					Fey - Base frame<br />
					Kipp - Damaged frame
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Mercenary Heavy Factory</strong></span><br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Gold Light Factory</strong></span><br />
					Fey - Color correction
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Imperial Starport</strong></span><br />
					Kipp - Original frames<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Smuggler Starport</strong></span><br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Dark Repair Pad</strong></span><br />
					Westwood - Original frames<br />
					Sobadtolife - Dark recolor<br />
					Fey - Further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Gold Repair Pad</strong></span><br />
					Westwood - Original frames<br />
					Sobadtolife - Gold recolor<br />
					Fey - Further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Dark Research Center</strong></span><br />
					Westwood - Original frames<br />
					Kipp - Dark recolor, sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Gold Research Center</strong></span><br />
					Westwood - Original frames<br />
					Kipp - Gold recolor, sidebar icon<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Fremen Camp</strong></span><br />
					Westwood - Originals from Emperor: Battle for Dune<br />
					tomsons26 - Screen captures from Emperor<br />
					Kipp - Further adjustments<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Command Center</strong></span><br />
					DHC - All frames<br />
					Fey - Further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Imperial Palace</strong></span><br />
					firefly101 - Sidebar icon<br />
					Fey - Color correction
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Golden Lion Throne</strong></span><br />
					Kipp - All frames, sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Power Station</strong></span><br />
					Sobadtolife - Discovered sprites<br />
					Fey - Further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Launch Pad</strong></span><br />
					D2kSardaukar - Original frame<br />
					Fey - Drastic modification of original frame, further adjustments
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Mining Rig</strong></span><br />
					The Dragon - Original frames<br />
					Kipp - Damaged frame<br />
					Fey - Further adjustments<br />
					AZ-Stalker - Sidebar icon
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Crates</strong></span><br />
					Westwood - Original from Tiberian Sun<br />
					Fey - Recolors, further adjustments, mines
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Heighliner tileset</strong></span><br />
					Fey - Most tiles<br />
					dato - RFG tiles
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Alternative Arrakis tilesets</strong></span><br />
					Kipp - Most cave tiles, bulk Freighter wreck<br />
					D2k Sardaukar - MCV wreck, Devastator wreck, nondescript wreck<br />
					Fey - Further adjustments, cave entrance expansions, sandy infantry-only one-tile cliff path
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Minimap emblems</strong></span><br />
					Westwood - Some original emblems from Emperor: Battle for Dune<br />
					ZoeO - Smugglers' sand mouse emblem, mercenaries' rock dragon emblem<br />
					Fey - Further adjustments, corrupted sand mouse emblem on S11V1
				</p>
			</div>
		</div>
	</div>
</div>

<p>
	Please note that certain stats listed above, like unit costs or build speeds, are on normal difficulty with one factory.
</p>

<p>
	<span style="color:#ff0000;"><strong>FAQ &amp; Troubleshooting</strong></span>:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: I'm using a langauge other than English, but everything is still in English.<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Due to all the new sounds and stuff, everything is set up to only work in English. Sorry for any inconvenience!
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: The timer on S01V1 is messed up! What gives?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Your screen resolution might be larger than the map itself. This can mess up stuff like timers.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Is there a way to reach the Imperial base on S04?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Actually, yeah. There's a row of Munitions Silos against the cliff wall behind the merc base. Go blow those up and it'll collapse the cliff, making the Imperials firesale and go away. There's no point to this, but it is an easter egg.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: S06V1 looks familiar...<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: It was the only map I didn't make from scratch. I built it off O6V1 as an homage.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: WTF happened on S11?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: <strong>¯\_(ツ)_/¯</strong> iunno lol
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Why'd you change the Engineers' VOs? I thought you weren't going to do Sabre Durant's VO?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Due to obligations, some VAs had to be changed. I had to do extra lines for Engineers' scripted VOs, so I redid their unit lines formerly done by Mysticalsoap. As for Sabre Durant, Potato unfortunately wasn't able to manage the number of lines he has, so I took it upon myself. You could say it kinda makes sense since I also did the merc/smug EVA, so maybe the EVA is modeled after his voice or something in-universe. Anyway, you can still hear Potato's lovely voice whenever commanding an Imperial Tyrant Tank, albeit doing a different impression!
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: The level I'm on is way too hard. What should I do?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: I refer you to the strategy guides above. They're all based on my own experience of testing these maps on hard mode. Also, Nguyen recorded all levels on hard mode. I've linked to all the related vids at the times the maps start!
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: May I use some art or sound from this mod?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Sure. All the credits are under the glossary section, so please account for that.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Are there more neat assets that could be put to use elsewhere?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Yeah, there are some unused assets. Some complete, some somewhat incomplete and only needing a little more love. Drop by the Landsraad Discord server sometime. We have a raw sprites channel there and other channels to discuss or work on assets in progress.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: When I load my saved game, I get a crash or lots of things are different.<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: You may have loaded the wrong submod. The Mission Launcher basically replaces files as needed for a mission to work, then restores backups when the game is ended. If you start one map, then load a game from a different map, the submod for the first map will be applied to the second map. In other words, boot up the level your saved game is on in order to load that saved game.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: I got a crash at the end of a map, something about invalid faction.<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Not to worry. That's just the score screen not knowing how to process some factions on a map. You can see some data after the mission has ended in the score screen the mission launcher prints up, like the ticks count or your kill count (always under Smugglers), though it doesn't quite know how to count many details, especially extra details, on such heavily modded maps.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: I got a random crash in the middle of a map!<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Dune 2000 seems to disagree with certain modern operating systems. Some folks have brought this problem to me more and more recently, and it seems fairly inconsistent between machines. Other testers and I have sought out and eradicated as many bugs in this campaign as possible. Some have gotten through the campaign with zero to only a couple of crashes! However, if your machine is one that happens to randomly crash Dune 2000 more frequently, I can only suggest saving often, using multiple save files just in case. Good luck!
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: I got a random crash on a map and normally d2k is fine!<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: As it turns out, there might be some crashes related to new game behaviors. We're investigating this, but in the meantime, I recommend that you save often and in multiple slots!
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: What inspired Storm Lasher megaturrets?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Guild Megaturrets from Emperor: Battle for Dune. However, they might have an in-universe inspiration of some sort... Perhaps that could be inferred from something in upcoming campaign(s).
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Upcoming campaigns?!<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: My sis worked on a gorgeous new tileset for a world we're calling Arkanon. While a far cry from Arrakis, I've already got plans in the works to characterize the place and tie it in with existing Dune lore. That's not necessarily related to how events unfolded in Summers' Solstice though. Anyway, with regard to the prior question, the natives on that world have a knack for electronic warfare, for reasons. The Guild has met them before, at an indeterminate point in the past. They learned from the Guild, and perhaps the Guild learned from them.
		</p>
	</div>
</div>

<p>
	<span style="color:#ff0000;"><strong>Download</strong></span>:<br />
	I recently backported a bunch of features Klofkac designed for Sumemrs' Solstice after the revamp's completion. You can find details in this post:
</p>
<iframe allowfullscreen="" data-embedauthorid="62152" data-embedcontent="" data-embedid="embed1817787641" style="height:298px;max-width:502px;" data-embed-src="https://forum.dune2k.com/topic/28466-revamp-summers-solstice-campaign/page/2/?do=embed&amp;comment=432949&amp;embedComment=432949&amp;embedDo=findComment#findComment-432949"></iframe>

<p>
	The information below is out of date; this campaign is included by default in gruntmods and dunemaster installs by now, but not with the very latest features. Again, the features backported are <em>mostly</em> cosmetic, like minimap pings and visible trails for SLashers, so, no pressure to replay the campaign or anything if you've already completed it! The most dramatic change was to the final mission, where something special was added at the end of it. For more details and a download for the fancy version, refer to the post linked above.
</p>

<p>
	That said, the outdated info is below, for posterity.
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			dato recently updated the dunemaster install with this campaign and the new Mission Launcher. If you'd like a fresh install with alllll the new stuff, I suggest checking this one out:
		</p>
		<iframe allowfullscreen="" data-embedauthorid="22317" data-embedcontent="" data-embedid="embed9674385284" style="height:394px;max-width:502px;" data-embed-src="https://forum.dune2k.com/topic/26900-dune-2000-online-cncnet5multi-languagepack-biggest-campaign-missionmod-pack-multiplayer-mapsco-op-maps-d2keditor-tileset-packcnc-music-pack-all-in-one-installer/?do=embed"></iframe>

		<p>
			If you have Gruntmods instead or just want to add this campaign to an existing install, go here:
		</p>
		<iframe allowfullscreen="" data-embedauthorid="12975" data-embedcontent="" data-embedid="embed7319058638" style="height:395px;max-width:502px;" data-embed-src="https://forum.dune2k.com/topic/31568-release-dune-2000-mission-launcher-v-130/?do=embed"></iframe>

		<p>
			The new Mission Launcher update and the revamp for this campaign were linked in the above thread. That stuff only has to be unzipped to whatever install directory you have, dunemaster or gruntmods.
		</p>
	</div>
</div>

<p>
	Give 'em hell, Commander!
</p>
]]></description><guid isPermaLink="false">28466</guid><pubDate>Mon, 13 Jan 2020 09:41:46 +0000</pubDate></item><item><title>[Release] Mercenary Guild Campaign</title><link>https://forum.dune2k.com/topic/37437-release-mercenary-guild-campaign/</link><description><![CDATA[<p>
	Hey everyone. I have been on hiatus from the Dune 2000 community for awhile and jumped back in recently. Couldnt believe the amazing contributions and additions to the editors.
</p>

<p>
	With that, I decided to do a quick design of a Mercenary Guild campaign. 
</p>

<p>
	I tried to tie in their Personality/Function as best as I could within the Great Spice War. They appear to be simply Pragmatic, Loyal to only those who pay, not ideological or political
</p>

<p>
	I welcome any feedback, or any bugs/issues within the campaign
</p>

<p>
	Hope you enjoy
</p>

<p>
	INSTALL:
</p>

<p>
	Will require the latest gruntmods edition to utilize added colours and custom mission parameters
</p>

<p>
	Place the missions in your data/mission folder, and the CustomCampaignData in your dune2000/CustomCampaignData folder
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileext="rar" data-fileid="5732" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5732&amp;key=305136de211afce4436bb69613cb260d" rel="">CustomCampaignData.rar</a>
</p>
<p>
<a class="ipsAttachLink" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5733&amp;key=9aed2e42f51df3f9e2ffb5b65533c45e" data-fileExt='rar' data-fileid='5733' data-filekey='9aed2e42f51df3f9e2ffb5b65533c45e'>Mercenary Guild.rar</a></p>]]></description><guid isPermaLink="false">37437</guid><pubDate>Tue, 03 Feb 2026 15:54:05 +0000</pubDate></item><item><title>[Release] Tleilaxu Infestation (dune 2000 campaign) + Tleilaxu plague part 2 (mission)</title><link>https://forum.dune2k.com/topic/30158-release-tleilaxu-infestation-dune-2000-campaign-tleilaxu-plague-part-2-mission/</link><description><![CDATA[<p>
	Back in the day I created a Tleilaxu campaign. It was only 7 missions long, and had the concept of having a building which I called “Axlotl Tank” creating infantry units for the player every few minutes.
</p>

<p>
	It is about time that I expand that campaign, as this is not a sequel, but a continuation. Now, with an actual name: Tleilaxu Infestation, a 20 mission campaign that brings a new version of the Axlotl Tank, an actual new building that will create the gholas on their own. New color for the screen, new logo withouth the radar, new color for the player’s units…
</p>

<p>
	<strong><span style="color:#16a085;"><span style="font-size:24px;">Story:</span></span></strong><br />
	The story is the same as it was before. In times of war the 3 main Houses were using the Spacing Guild’s Starport to bring their armies from the respective planets, paying a lot to the Guild in the process. But now all of them are weakened and declared a truce, so nobody is using the Spacing Guild anymore.
</p>

<p>
	The spice must flow, so the Tleilaxu offered themselves. The plan is sneaking the Tleilaxus into Arrakis and using their new developed ghola tech to destroy those weakened houses, capture all the territories and, in Exchange, they will start mining all the spice they can and giving a good portion of it directly to the Spacing Guild.
</p>

<p>
	The original story ended with the Tleilaxu defeating the 3 main houses in an “all or nothing” kind of attack. This expanded version still use the same story on those early missions, but then something happen...
</p>

<p>
	<br />
	<strong><span style="color:#16a085;"><span style="font-size:24px;">Campaign:</span></span></strong><br />
	For this campaign I wanted to bring the Tleilaxu ghola army alive. So I created the improved Axlotl Tank. Using a new graphic (given by the user “The Dragon” who created the graphic specifically for this campaign), this new Axlotl Tank will produce gholas at a similar ratio the original did but, instead of creating all the units at once, now it will create 1 unit every few seconds.
</p>

<p>
	Now, as the story progress, player will get to use more than 1 Axlotl Tank, and each one will produce units on their own, plus new acquisitions will be added as gholas as the campaign progress, so the infantry kind of units become the special weapon of the player.
</p>

<p>
	<br />
	<strong><span style="font-size:24px;"><span style="color:#16a085;">Difficulty:</span></span></strong><br />
	The campaign has been made to be overall easy. I wanted to step down from the high difficulty from my previous works. This includes the original 7 missions, which now are completely more beatable and it is not needed to be ultra-defensive or to deploy a base in a specific order just to survive. I recommend playing all the missions including these 7 even if they were played before. Now they are much more easy and there are a few minor (and 1 or 2 major) changes to them.
</p>

<p>
	<br />
	<span style="color:#16a085;"><span style="font-size:24px;"><strong>Changes on the maps per Difficulty:</strong></span></span><br />
	The new editor and the new modified dune2000.exe allow to change certain things to happen depending on the difficulty. Overall the changes are subtle, like more/less reinforcements, upgrades that are (or not) ready from the start, some terrain revealed... The Axlotl Tank itself will also produce units at a faster/slower ratio depending on the difficulty. Even for hard difficulty the game is still on the easy side, or at least not as hard as you may expect compared to my previous works.
</p>

<p>
	<br />
	<strong><span style="color:#16a085;"><span style="font-size:24px;">Tleilaxu Plague 2:</span></span> (stand alone mission)</strong><br />
	I created a new "tleilaxu plague" that it is included on main download but it is not part of the campaign but a single mission that works as an alternate ending. The first "tleilaxu plague" was release as a single mission that work as an alternate non-cannon ending, and the new mission "Tleilaxu plague 2" is another alternate non-cannon ending that happens after the oficial ending. This mission (as with the first Tleilaxu plague) is not part of the "ordos" side which is where it is stored the campaign, but instead, it goes into the Emperor side. I am releasing this mission along the campaign because both needs an specific mod to work and didn't want to duplicate downloads.
</p>

<p>
	Both missions are on the easy side, as Tleilaxu plague 1 was been watered down to match the difficulty on the original campaign.<br />
	<br />
	<span style="color:#16a085;"><span style="font-size:24px;"><strong>Screenshots:</strong></span></span><br />
	A basic Tleilaxu base with custom color uib, custom color for units and the new Axlotl Tank which produces infantry on it's own.<img alt="Infestacion-Tleilaxu-1" style="height:auto;" data-src="https://i.ibb.co/5LNCZ0S/Infestacion-Tleilaxu-1.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	A base destroyed and broken due a storm and gholas being damaged as a result.
</p>

<p>
	<img alt="Infestacion-Tleilaxu-2" data-ratio="56.25" style="height:auto;" width="640" data-src="https://i.ibb.co/NxX8fyg/Infestacion-Tleilaxu-2.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	New Icy tileset, fighting at the pole.
</p>

<p>
	<img alt="Infestacion-Tleilaxu-3" data-ratio="56.25" style="width:640px;height:auto;" width="999" data-src="https://i.ibb.co/xM8qj0Q/Infestacion-Tleilaxu-3.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	New tileset. A cave. Pick up crates with money using the engineer and reach the exit.
</p>

<p>
	<img alt="Infestacion-Tleilaxu-4" data-ratio="56.25" style="width:640px;height:auto;" width="999" data-src="https://i.ibb.co/d6wM3D3/Infestacion-Tleilaxu-4.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	The Spacing Guild`s Starport has available units from the beginning of the mission.
</p>

<p>
	<img alt="Infestacion-Tleilaxu-5" data-ratio="56.25" style="height:auto;" width="640" data-src="https://i.ibb.co/GsNPXbw/Infestacion-Tleilaxu-5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	Tactical map available showcasing the progress of the story.<br />
	<img alt="Tactical-Tleilaxu01" data-ratio="62.50" style="height:auto;" width="640" data-src="https://i.ibb.co/jMfdyH1/Tactical-Tleilaxu01.jpg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	<strong><span style="color:#16a085;"><span style="font-size:24px;">Screenshot (tleilaxu Plague 2):</span></span></strong><br />
	The units available on the Starport will change overtime.<br />
	<img alt="Dune2000-11-07-2022-16-49-33" data-ratio="56.25" style="width:640px;height:auto;" width="999" data-src="https://i.ibb.co/HBcy8hx/Dune2000-11-07-2022-16-49-33.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	<br />
	<strong><span style="color:#16a085;"><span style="font-size:24px;">Files: </span></span>(Update: December 2025 + Tleilaxu plague 1 and 2 included)</strong><br />
	<a class="ipsAttachLink" data-fileext="rar" data-fileid="5725" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5725&amp;key=377c7451809577640274d2e98f9c5018" rel="">Tleilaxu Infestation.rar</a> 
</p>

<p>
	The patch is provided by Klofkack and it is needed to be able to play my campaign (but probably not needed if you got Dune 2000 from gruntmod or dunemaster already).<br />
	If you want to read more info you can see his post on the next link:
</p>
<iframe allowfullscreen="" data-embedauthorid="12183" data-embedcontent="" data-embedid="embed1520343203" style="height:395px;max-width:500px;" data-embed-src="https://forum.dune2k.com/topic/29411-dune-2000-singleplayer-game-patching-new-features-and-bug-fixes-d2keditor-23-release/?do=embed"></iframe>

<p>
	<br />
	<strong>Note:</strong><br />
	(The original 7 missions are still available on the older post <a href="https://forum.dune2k.com/topic/27399-release-tleilaxu-campaign/" rel="">here,</a> which are totally much more challenging).<br />
	The mission "plague Tleilaxu 2" is on the Emperor side of the launcher, outside the 20 mission campaign.<br />
	<br />
	Be carefull, the name of the campaign is "Tleilaxu infestation" and it contains 20 missions, don't be confused with the previous 7 missions "tleilaxu" since I renamed the files, which means you are going to have duplicates (feel free to keep the previous one if you want to play in a more challenging missions, as the new versions are much more easy).<br />
	 
</p>

<p>
	<strong>How to install:</strong><br />
	Unzip and move the whole folder in the correct place.<br />
	It is needed an updated dune2000.exe (recently updated by Klofkack) in order to be able to play this missions, as it use many new stuff. You can download it from the link I provided on "files:" I am not adding it directly due being an .exe so it is more safe to download from his post (my direct download is just from his post).
</p>

<p>
	Report any possible mistake like a mission not loading. graphics wrong, game/briefing in the wrong language and so on.
</p>

<p>
	<strong>Update March 2023:</strong><br />
	The update has to be with small fixing maps/events, and in bewteen missions 9 and 18 they have been slighly altered, making the enemy to send a few units early just so the player doesn't wait 10-15 minutes (on maps with a base already deployed) before a really small wave come, so small you can kill it even afking. This doesn't means that the missions are much harder, they are just barely harder, adding a few enemy tanks, maybe some quads... some "noise" to keep the player busy until the enemy sends decent waves. Maps are still easy.
</p>

<p>
	<strong>Update June 2023:</strong><br />
	-New graphic: a new visual graphic of the Fremen Sniper provided by the user "PsYcHo", now with a long rifle to look like an actual sniper. 1 Tactical map/intel will show it.<br />
	-Mission 2 enemy send less units to let newcomers to not be heavily assaulted that early into the game plus extra harversters will be delivered if the player loose any. In hard difficulty no changes except for an enemy looping drop that triggers later into the game that has been removed for all difficulties.<br />
	-Mission 10, the cave/puzzle map, now the enemy that chase the player will focus much more on trying to kill the player's Engineer, so the position where the player place the light infantry is not that important now.<br />
	-Mission 14: The enemies won't build Siege tanks anymore, and will use the new unit that debut on this specific mission. On hard difficulty there is no longer any turrets to help the player.
</p>

<p>
	<strong>Update December 2025:</strong><br />
	-Mission 17 slighly changed. Now the Ordos get a decent amount of units if the time reach zero, instead of depending on how many refineries were still alive. Also, opening the briefing during mid-game would make the game to crash, that´s fixed.<br />
	-Mission 18 bug fixed. 1 of the 2 Axlotl Tanks was producing the ghola for both (so depending which one got destroyed, either nothing will happen or the entire ghola production would stop).<br />
	-Tleilaxu Plague 1 watered down in difficulty is now added into the pack.
</p>
]]></description><guid isPermaLink="false">30158</guid><pubDate>Mon, 11 Jul 2022 14:38:28 +0000</pubDate></item><item><title>[Need help]Why I never see Chaos Lightning in Ordos missions?</title><link>https://forum.dune2k.com/topic/37339-need-helpwhy-i-never-see-chaos-lightning-in-ordos-missions/</link><description><![CDATA[<p>
	Hi there, why I never see Chaos Lightning in Ordos missions? even in the last misson of Ordos house, I've built all constructions and upgraded... thanks in advance!
</p>
]]></description><guid isPermaLink="false">37339</guid><pubDate>Sun, 14 Dec 2025 09:48:19 +0000</pubDate></item><item><title>A quick question</title><link>https://forum.dune2k.com/topic/37348-a-quick-question/</link><description><![CDATA[<p>
	Greetings!
</p>

<p>
	 
</p>

<p>
	In the original D2000 there were something in the multiplayer (practice?) where one could play against set-number of AIs. It has some nice maps like the "Imperial basin".
</p>

<p>
	Could I play something like that in D2K Online? If yes, where and how?
</p>

<p>
	Thanks for any kind of replies!
</p>
]]></description><guid isPermaLink="false">37348</guid><pubDate>Sat, 20 Dec 2025 21:05:26 +0000</pubDate></item><item><title>[Release] Arkanon tileset</title><link>https://forum.dune2k.com/topic/37027-release-arkanon-tileset/</link><description><![CDATA[<p>
	for those with no attention span or who are only having a glance: <strong>CHECK THE FIRST POST UNDER THE OP FOR A PLAYABLE MISSION AND THE FULL / EXPANDED TILESET. THE OP HAS ADDITIONAL INFO AND A VANILLA-COMPATIBLE 800-TILES VERSION OF THE TILESET, WHICH MIGHT BE USEFUL FOR MAPPERS LOOKING TO MAP FOR CO-OP BECAUSE MULTIPLAYER DOESN'T HAVE THE COOL NEW FEATURES YET. HOPEFULLY SOON THOUGH. ANYWAY, YEAH.</strong>
</p>

<p>
	hallo. this thing is almost done, so I guess I'll put it out there kinda sorta maybe a little. technically the tileset is complete, but <s>I'm still working on the playable example mission</s> (check the post after the OP), <s>and I'll be continuing to make tweaks to the tileset until that's done, so... ya know, it ain't official just yet</s> it's official now! good luck and have fun!
</p>

<p>
	anyway, here's a full map image of <s>the current state</s> an earlier draft of the debut mission<s>-to-be</s>:
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/eGMTZoW.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
		</p>
	</div>
</div>

<p>
	and here's an image of just the starting area. this is the sort of thing that will be pictured in the tactical map, so it's not a spoiler. I mean, you clicked on this thread to get a look at the new tileset, yeah? surely this is fine! nobody had better come complaining to me later about spoilers when I hid the full map image!!<br />
	<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="611" style="height:auto;" width="1000" data-src="https://i.imgur.com/9FA0clu.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	this tileset is hand-drawn primarily by ZoeO, AKA my sister who did the lovely splash art for the Summers' Solstice campaign, among other things like those new Barracks we've been seeing in-game, the new smuggler sand mouse or mercenary rock dragon minimap emblems, and more
</p>

<p>
	this download link is for d2k editor v2.0-compatible mapping assets. again, nothing playable here <s>just yet</s>, but check the second post in this thread for a playable example mission. if you're a mapper and want to mess around with the tileset, knock your socks off with this zip. you can find a summarizing list of credits under the FAQs section around the bottom of this post. also included are .r16s of the recolored crater assets. auto-smooth works for water and water bridges too, making that easier to map with<br />
	<a href="https://drive.google.com/file/d/1Gb2I4-xpLj1UG5rShNWdwna-RSloT6yG/view?usp=sharing" rel="external nofollow">https://drive.google.com/file/d/1Gb2I4-xpLj1UG5rShNWdwna-RSloT6yG/view</a>
</p>

<p>
	what's auto-smooth? it's that feature you might be familiar with from Arrakis maps that automatically paints borders. shift+click the edge of a whole buncha painted water tiles like the first screenie here, and you'll wind up with the second screenie. makes painting water or water bridges very simple and easy
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="spacer.png" class="ipsImage" data-ratio="89.29" height="750" style="height:auto;" width="693" data-src="https://i.imgur.com/UuraEBy.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="94.70" height="750" style="height:auto;" width="649" data-src="https://i.imgur.com/CkKCcoX.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
		</p>
	</div>
</div>

<p>
	<strong>EDIT</strong>: <s>I was made aware of an issue with auto-smoothing on vertical bridges. for some reason I'm not yet aware of, horizontal bridges are auto-smoothed perfectly around water, but vertical bridges are not. you can paint a vertical bridge on any other terrain, auto-smooth it there, and then use select mode to drop them where they're meant to be. my apologies for the inconvenience. also, the bridges MUST be square! they don't have turns and whatnot!</s>
</p>

<p>
	<strong>EDIT 9/27/25</strong>: turns out there was a conflict between an editor attribute and the paint group vertical bridges are in. for some reason, that messes up auto-smooth. I updated the zip and moved the paint group over one. it's the same link; just redownload it and vertical bridges will auto-smooth as expected
</p>

<p>
	before I continue, here's a clip testing the first five minutes or so of the debut mission<s>-to-be</s> linked in the second post in this thread<br />
	<a href="https://streamable.com/04dlae" rel="external nofollow">https://streamable.com/04dlae</a>
</p>

<p>
	<strong>EDIT 9/27/25</strong>: also, I did a lot more polish on this here test mission. took some more clips, threw 'em up on Streamable... <strong>spoiler alert</strong>!<br />
	<a href="https://streamable.com/g04e9w" rel="external nofollow">https://streamable.com/g04e9w</a><br />
	<a href="https://streamable.com/sxc06d" rel="external nofollow">https://streamable.com/sxc06d</a><br />
	<a href="https://streamable.com/9n5o07" rel="external nofollow">https://streamable.com/9n5o07</a><br />
	<a href="https://streamable.com/eitr1b" rel="external nofollow">https://streamable.com/eitr1b</a>
</p>

<p>
	this is the entire mission, so, <strong>spoiler alert</strong>, obviously xD apologies for my cruddy macro; it was like 5 in the morning and we did some insomnia ahh gaming. still, this should be a decent showcase of the new features
</p>

<p>
	this mission is released, and you can find a link in the second post in this thread. I'll be working on the art assets for these new units now that the debut mission and the expanded tileset are released
</p>

<p>
	all that said, the details for that first Streamable link from before this edit in the post continue below:
</p>

<p>
	this streamable link will expire eventually, but it's here for now to give a peek at what will be the first playable mission, by me at least, on the tileset
</p>

<p>
	it's rough around the edges and totally unbalanced at this stage. my intent with this test was merely to examine the macro game rebalancing, and I got a pretty good look at how the early game goes. very safe build order, lots of production off two refs and four harvs with hard mode's build costs, and I would have had more income after getting a couple of rigs up on the southern island. when I tweak the AI so they don't send end-tech stuff in their first attack, this should feel pretty good
</p>

<p>
	anyway, below is a list of features, some purely about the aesthetic and some involving concepts and plans I have for this tileset. no spoilers, really, this is just hidden for the purpose of sectioning and condensing the thread. it features:
</p>

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		<p>
			 - primarily-<strong>shale plateaus</strong> upon which players may construct their bases. shale is not exactly the best building material, so concrete rules from d2k can be justifiably preserved<br />
			 - vast <strong>salt flats</strong> making up the sand-equivalent terrain. sans the sandworms, of course... but there are plenty of other dangers hidden in the environment<br />
			 - <strong>pink salts</strong> as the harvestable resource. these crystals have practical applications in the construction of energy-based devices, such as hovertech, shield generators and laser weaponry, so the locals mainly make use of these things. we have a variety of recolors available for the salts, such as RA ore gold or TS tib green or blue. Spice blooms are not intended to be used with this tileset, so the salts can be mined out of the map<br />
			 - <strong>dedicated Mining Rig build locations</strong>. those big salt crystal clusters on the bottom side of that screenshot, to the right of the Carryall wreck, are drawn to fit perfectly underneath a Mining Rig's sprite. these are an element of counterbalancing against the salts being depletable<br />
			 - low-floating <strong>corrosive chemical mists</strong> that erode non-hovertech units that wander over them. Arkanon's lowlands are completely submerged in this substance, so only its upper regions, its aetherlands, are livable. from orbit, the world looks like a gas giant. the mists assets are not pictured in the above full map image<br />
			 - purple infantry rock-equivalent <strong>crystal formations</strong>. these are solidified mists. while harmless in this state, and even able to protect infantry from being crushed and obstruct vehicles, the crystals are not particularly valuable except in the usage of chemical weaponry<br />
			 - purple specks can be seen in the concrete (as ConYards use locally available materials), more-so when illuminated by <strong>light fixtures</strong> built in to the building skirts. d2k's art is very bright and this tileset is naturally dark, especially its buildable terrain, so the addition of lights within turrets' towers or in those building skirts is our attempt to correct the lighting discrepancies without a complete revamp of all building sprites in the game, which would be a headache of brobdingnagian proportions<br />
			 - <strong>water</strong>! complete with fish, able to support alien flora (like trees), and traversable by hovertech or naval units, both being heavily used by the natives. Kipp is responsible for the water assets, and you may remember them from a couple of Summers' Solstice maps or from Flippy's Great Battle of Arrakis campaign. he kindly recolored them for use with this tileset, and I was responsible for blending them with ZoeO's salt flats tiles. she later gave them faded purple highlights like the cliffs and shale/flats borders have<br />
			 - an immense <strong>underground bunker</strong> with multiple entrances scattered around the livable regions. it descends deep into Arkanon's inhospitable lowlands. while mostly unexplored by humans, its inhabitants are the sole reason the locals settled on this world roughly ten thousand years ago. we now have an increased maximum capacity for tiles in a tileset! therefore, I went ahead and blended some Heighliner assets with the Arkanon ones, producing the superstructure entrance on the left side of the full map image up there under the first spoiler
		</p>
	</div>
</div>

<p>
	I've been detailing progress on the creation of this tileset in a dedicated channel over in Feda's Landsraad discord server. if y'all wanna check out my diary, you can find it there. spoiler alert, obviously, but you could hang around the server anyway for all sorts of other d2k stuff. here's a link to the pinned thread which itself has a link to said server:
</p>
<iframe allowfullscreen="" data-embedauthorid="12975" data-embedcontent="" data-embedid="embed4364101974" style="height:217px;max-width:502px;" data-embed-src="https://forum.dune2k.com/topic/28759-dune-2000-singleplayer-mission-making-discord-server/?do=embed"></iframe>

<p>
	I'll go on to elaborate on the development process and list answers to some frequently asked questions here though
</p>

<p>
	first, here are a buncha development screenies. apologies in advance for crashing your computer if you look under here; there are a ton of images. I guess maybe it might help that most of them are hidden under secondary spoilers? maybe?
</p>

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				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="37.41" height="153" style="height:auto;" width="409" data-src="https://i.imgur.com/QEnri9h.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			these are the very first assets that were drawn for this tileset. they were a texturing test, familiarization with tile size, choosing of the palette... it was always envisioned to have rather monochrome colors, black and white, with its main features being distinctly colored.
		</p>

		<p>
			or, at least, those were the first assets my sister drew. after the tileset's concept was out there, Kipp drew these funny crystals on Arrakis cliffs...
		</p>

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				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="30.00" height="96" style="height:auto;" width="320" data-src="https://i.imgur.com/TnqsjJv.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			kinda pretty, ain't they? a bit too dramatic though. as you can see in the final result, if you look closely, we went on to use a very much faded purple coloration in the cliffs and shale/flats borders. that came much later though. initially, they looked quite different...
		</p>

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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="100.81" height="623" style="height:auto;" width="618" data-src="https://i.imgur.com/U1hsbgR.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			we took obvious inspiration from existing Arrakis assets, but these are not traced. my sister is much too skilled to trace!! it was important to strongly refer to Arrakis assets for the sake of making cliffs mesh seamlessly, that's all!
		</p>

		<p>
			these were in an extremely rough state and did not mesh properly with one another at this time. it took many revisions to get them looking correct. I wonder how Westwood did the original cliff pieces with how complex they are... 3D models, photographs and digital altering? vehicles' models could be seen in their sidebar icons. hand-drawing cliff assets was probably the toughest part of the entire tileset
		</p>

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				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="100.81" height="623" style="height:auto;" width="618" data-src="https://i.imgur.com/eLmp7VJ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="100.32" height="316" style="height:auto;" width="315" data-src="https://i.imgur.com/8ASL9FZ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="92.91" height="485" style="height:auto;" width="522" data-src="https://i.imgur.com/6AigIlU.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			a lot more work was done to finish up the first draft of the rock/sand cliff pieces and rock/sand borders. with all that sorted, I plugged what we had so far into the BLOXMEGR tileset - the one used on S05V1 in the Summers' Solstice campaign - to get a look at how stuff meshed in-game
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="117.37" height="750" style="height:auto;" width="375" data-src="https://i.imgur.com/SEee9e5.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			and this is how all that stuff looked on the map itself:
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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				<span>Spoiler</span>
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/VPqv4mz.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			really puts into perspective how much goes into a new tileset when all that effort only takes up that much space, huh? now have a glance at your scrollbar on this webpage and see how much more there is to go... presumably, that's with all the following images hidden under spoilers, too!
		</p>

		<p>
			we moved on to other tiles to try to fill in some of that space. the sand- and rock-equivalent terrain needed doing in order to smooth the cliff tiles, anyway. here was the first go at the buildable terrain, the sand-equivalent, and those chemical mists
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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				<span>Spoiler</span>
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="91.58" height="750" style="height:auto;" width="779" data-src="https://i.imgur.com/FlCWwTe.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			all this stuff takes up much less space than the cliffs do...
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="117.37" height="750" style="height:auto;" width="375" data-src="https://i.imgur.com/OGpI5Md.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			...but it fills a lot more space on a map.
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/VjS6DdK.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			with these pieces' first drafts completed, I could take some steps to try to address the meshing issues in the cliff pieces. even though the passable tiles themselves didn't mesh well yet, a little blending can go a long way! below is just one example of how broken the cliff pieces were
		</p>

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				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="66.09" height="499" style="height:auto;" width="755" data-src="https://i.imgur.com/Az9lDug.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			so I took some shale tiles and put 'em atop the cliff pieces, and got to work erasing them strategically to try to keep some details, but blend them with the terrain meant to fall atop them
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="87.72" height="750" style="height:auto;" width="767" data-src="https://i.imgur.com/O5iVzQ5.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="681" style="height:auto;" width="1000" data-src="https://i.imgur.com/x3Dfs1q.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			eventually, we wound up with some better-meshing cliff pieces...
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="81.52" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/KSPKTt6.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			and the result of that effort is here, along with a comparison to Arrakis terrain
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="91.53" height="562" style="height:auto;" width="614" data-src="https://i.imgur.com/18FIsjC.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="76.24" height="491" style="height:auto;" width="644" data-src="https://i.imgur.com/NduDO7I.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			yeah. not exactly good just yet, yeah? and I hadn't even touched some of the cliff pieces, like those turns. this is only half the work on the cliffs, by the way. my sis worked over the sand cliffs next
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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				<span>Spoiler</span>
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="92.56" height="647" style="height:auto;" width="699" data-src="https://i.imgur.com/QDwcWBk.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			which needed their own blending done. you can see what a lack of blending looks like below the Arrakis screenie there for comparison, here:
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="743" style="height:auto;" width="1000" data-src="https://i.imgur.com/R2a5Mn3.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="743" style="height:auto;" width="1000" data-src="https://i.imgur.com/kOTgpiy.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			and the shale borders, too. needed to blend those. can't forget those
		</p>

		<p>
			that was on Red Chasm, a skirmish / multiplayer map. yes, other multiplayer maps exist besides Habbanya Erg, believe it or not...
		</p>

		<p>
			all of these pieces looked at thus far made up the majority of the main terrain of the map. another difficult component remained, however: the Spice. while there are only four thick Spice tiles, the thin Spice is drawn in a crapload of different ways depending on which adjacent tiles are harvested. fortunately, I had already done much of the preliminary work with determining how this plays out for when I designed the crates on the Heighliner tileset. we used those tiles as a basis then because their border lines make it very easy to determine where not to draw
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="880" data-src="https://i.imgur.com/vv0RFhk.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			for comparison, have a look at this same reference image with Spice tiles. they are very bright and it's hard to get a proper read on them, ain't it?
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="880" data-src="https://i.imgur.com/1oqjxCy.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			that, and new tiles have to be arranged accurately into that jumbled mess in the bottom right (every single time there's a new draft) because that's how the game reads thin Spice tiles
		</p>

		<p>
			there were other custom tilesets to look to as well, but it turns out they're pretty bare-bones about their resources. many duplicated tiles. functional, sure, but not a good reference for what we had to do
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="880" data-src="https://i.imgur.com/82OXy7M.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="880" data-src="https://i.imgur.com/32IrjM0.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			so my sis got started. from the looks of it, the original devs for the Arrakis tileset worked off one thin Spice tile designed to seamlessly mesh with itself, and airbrushed around it to get the various shapes it could take on. she is not one to cut corners though! no disrespect to the original devs, of course. the Arrakis tilesets look really nice. my sis decided to go a few extra miles though and draw each tile individually, so we get to see them shift and shuffle around as Harvesters suck 'em up
		</p>

		<p>
			it started here. each time there was a new draft, I would arrange them properly in a tileset image...
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="20.44" height="177" style="height:auto;" width="866" data-src="https://i.imgur.com/sPXjjFc.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			and then we would get a look at how they meshed, or didn't, in-game. only a small handful of thin salts tiles were done there, but they appear frequently and took up a good amount of space in the first test, also on Red Chasm:
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="80.91" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/rt04TIa.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			the thin salts tiles were going to be a long and arduous journey all on their own, so in the meantime, I looked for other problem areas that needed adjustment. Helkor very helpfully arranged, like, a bajillion different cliffs tiles in the editor and provided this map image, which made it much easier to see which pieces were screwy
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
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			<div class="ipsSpoiler_contents">
				<p>
					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/GnP2jSS.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			and did what little I could on my end to further improve the blending. lots of tile arrangement, lots of erasure...
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
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			<div class="ipsSpoiler_contents">
				<p>
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				</p>
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		<p>
			and then we had some better-looking rock/sand borders, and sand cliffs. or, shale/flats borders and flats cliffs, as they're called in this new tileset
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		<p>
			this was also around the time I started seriously thinking about how to bridge the gap between d2k's extremely bright entity art and this darkly-colored new tileset. this is a base on Red Chasm without any concrete underneath:
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		<p>
			which simply wouldn't do. concrete must be left in the game for the AI because it breaks hard if it can't build concrete under its buildings (maybe something Klofkac can tweak, but still). there was the consideration that we could do away with concrete rules because it's a new tileset, but concrete is also a fun and unique aspect of d2k base design when compared with other Westwood games. even if I'm personally not part of the Concrete Club™ and build my bases by committing countless OSHA violations, I appreciate what concrete adds to the game. and, the bedrock being primarily shale warrants its appearance
		</p>

		<p>
			the opportunity to test concrete as a way to bridge the brightness gap came before long. water was not originally part of the vision for this tileset, but we have these lovely water assets Kipp had done up for Arrakis
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		<p>
			yes, heretical and all, yadda yadda. I don't care! it looks perdy!! and even if we don't see too many maps using water on Arrakis, now that we have these assets we can put them to use on this new world. Kipp kindly recolored the tileset with his magical photoshop wizardry and we wound up with a buncha different options
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		<p>
			and we even got this new asset for the dark cyan Kipp drew into one of my sis' cliff pieces:
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		<p>
			I got a LOT of opinions. the dark blue and dark cyan were close competitors, but dark blue pulled ahead in the end narrowly and was decided upon as the default color for the water on this tileset. seeking a place to test the assets, I relied on mission 27 (chapter 3, mission 7) of Flippy's Great Battle of Arrakis campaign. plopped a naval yard (it's a tech center in his campaign, but Kipp originally drew it for Feda's use on RA/TD temperate tilesets as a naval yard) in the water, and converted the tileset:
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		<p>
			the water rounds out the palette some: blue, purple, and eventually pink. the salts only started out as purple, but they were envisioned as pink, and we were gonna get more purple from the infantry rock and the mists, uhh... but anyway, uhh... yeah
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		<p>
			the concrete was recolored along with the water, so I gave it a look under the buildings
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		<p>
			way too dark. doesn't help the lighting issues; doesn't work. how about we replace the concrete here with the brighter gray concrete from the Heighliner tileset though?
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		<p>
			nope. too bright. we needed something in-between
		</p>

		<p>
			I thought: the building skirts are built into the tileset itself, so what if we slapped some lights in those? infantry rock were planned to be crystalline too, so maybe they could have a bit of a glowy or reflective look and give the impression of additional ambient lighting. or, at least that while the terrain itself is dark, the world is still lit up plenty. and then we had that idea to reskin turrets and maybe walls too, and fit some lights into them...
		</p>

		<p>
			until we figured it out, there was more work on the salts to do. the first draft on all the thin salts tiles was eventually completed
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		<p>
			and I had a look in-game at some of the new units intended for use on this world. here are some hover tanks chilling over the water
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		<p>
			eventually, a test thick salts tile was done
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		<p>
			but it was extremely dark
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		<p>
			we needed to base it off the fully-surrounded thin salts tile, but that itself also needed touching up because it was so griddy-looking. we had also tried the first recolor at this time. it took some tweaking to get the right shade of pink, but that was the first shade we tested
		</p>

		<p>
			while my sis continued her work on making the thin salts tiles seamlessly mesh, I set out to blend Kipp's water tiles in with my sis' salt flats
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		<p>
			although only subtly off only in texture thanks to Kipp's skillfull recoloring, every detail is important, and I wasn't about to half-ass this with my sis working so hard. we wound up with some cleaner water borders and salts before long
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		<p>
			the thin salts were really looking smooth now! I tested every combination, of course
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		<p>
			that blobby field on that mission of Flippy's wasn't ideal for testing, so I went to my expanded version of H9V2. here's an older screenshot, testing a prior draft of the thin salts with the much-too-funky thick salts test tile
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		<p>
			did I release these maps on the forum? the expanded versions of the vanilla maps, that is. I made some co-op campaigns with them, one vanilla and one modded. I posted them up in the Landsraad and Missionaria Protectiva... maybe I didn't quite make it official here. I intend to do a proper single-player campaign on those, so that might be why. I guess I should post 'em up regardless
		</p>

		<p>
			anyway, some proper thick salts tiles were drawn, and the curvature of the thin salts' edge tiles was greatly improved
		</p>

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		<p>
			TheRings0fSaturn, my generic infantry VA, kindly handled recolors for the salts after they were wrapped up
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		<p>
			it had gotten to the point that most of the tileset was filled out. we still had dunes-equivalent terrain to correct, concrete to do, infantry rock, special cliff pieces... so I marked the available tiles in the tileset to account for where I could squeeze in the infantry rock assets yet to be done
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		<p>
			we wrapped up the shale bedrock. after it was smoothed out, I blended it with the shale cliff pieces
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		<p>
			my sis did the couple of tiles we needed for the Mining Rig build spots too
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		<p>
			and then it was time to tackle the infantry rock. they don't have to mesh with one another, so they were actually on the easier end of things to do, though it took some effort and several opinions to figure out the right brightness level for them
		</p>

		<p>
			there are even more Arrakis tiles than these, but surely there were sufficient infantry rock pieces to work off of here!
		</p>

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		<p>
			after their completion, I cropped 'em outta the reference image...
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		<p>
			and then tried to choose some good tiles. we went on to expand the maximum capacity for tiles in a single tileset, but I still had to be decisive for the sake of the vanilla-compatible version of the tileset
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					<img alt="spacer.png" class="ipsImage" data-ratio="82.06" height="750" style="height:auto;" width="752" data-src="https://i.imgur.com/JbBmkJR.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="68.30" height="672" style="height:auto;" width="1000" data-src="https://i.imgur.com/SyWCbrv.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			those screenshots are from a much later draft, by the way. each time a new draft was drawn up, I had to complete this process or some portion of it again in order to test brightness adjustments. the following is one of the first screenshots (from that mission of Flippy's I had been testing water on) getting a look at the new infantry rock, and they are <em>dark</em>! we had also implemented that turret reskin and artificially-lit building skirts by the completion of the first draft of infantry rock
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="578" style="height:auto;" width="1000" data-src="https://i.imgur.com/xSUmFvs.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			a tileset is hard to map with without presets in the editor, among other things. with so many tiles done, I set out to customize an ini for the editor. we're getting some very cool new tileset-related mapping features in the editor, but this served as a helpful basis for creating the .TLS file, helped me understand more about the backend, and it remains useful for v2.0 mapping. which to my knowledge remains kind of important for multiplayer
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="42.54" height="408" style="height:auto;" width="959" data-src="https://i.imgur.com/zS677u2.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="54.43" height="86" style="height:auto;" width="158" data-src="https://i.imgur.com/BYGpsK0.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			the ini can be used to assign colors on the minimap
		</p>

		<p>
			<img alt="spacer.png" class="ipsImage" data-ratio="100.00" height="100" style="height:auto;" width="100" data-src="https://i.imgur.com/7zTiexQ.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
		</p>

		<p>
			this isn't just for the editor, but can also show up in-game nowadays. this map the above image belongs to is mostly covered in salts... as that's cleared out, it looks more gray. and the Imperials are purple and ubiquitous on the rock islands
		</p>

		<p>
			a bit later, we had those brighter infantry rock drafts done up
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="611" style="height:auto;" width="1000" data-src="https://i.imgur.com/ySXCILr.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			the dunes-equivalent terrain was revisited
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="76.71" height="471" style="height:auto;" width="614" data-src="https://i.imgur.com/klPMTou.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="73.60" height="560" style="height:auto;" width="1000" data-src="https://i.imgur.com/kRRQVwh.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			and I went on to test the new drafts on that expanded version of H9V2. we got it all smoothed out eventually
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/TNBUDrM.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" /><img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="750" data-src="https://i.imgur.com/EfqXQzs.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			remember those purple crystals embedded in the Arrakis cliffs from way earlier on? that seemed like a bit of a busy design, too busy for impassable terrain. my sis portioned the cliffs well, so I did a crappy attempt at conveying this different idea. if we highlight the existing details and never touch the cliff edges, then we don't have to worry about messing up the seams between the pieces!
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="41.20" height="377" style="height:auto;" width="915" data-src="https://i.imgur.com/P5k8GzO.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			we went with a more subtle, muted and also more purple coloration, similar to the infantry rock-equivalent pieces
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="129.17" height="651" style="height:auto;" width="504" data-src="https://i.imgur.com/FnuBDoo.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			the tileset is largely on the grayscale, but it was my hope with this that that would appear like the deliberate stylistic choice it is. these are not unfinished sketches or something! it's an alien world with an alien look to it! the player should be the one to paint the map with color and light through base building, resource harvesting, and battle over the open terrain leaving craters and such behind
		</p>

		<p>
			knowing that the salts can be depleted though, and figuring that the water could support <em>something</em>, my sis did up some pink trees for the tileset. she used the RA/TD temperate trees as a reference
		</p>

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					<img alt="spacer.png" class="ipsImage" data-ratio="63.75" height="598" style="height:auto;" width="938" data-src="https://i.imgur.com/nEDsrnB.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
				</p>
			</div>
		</div>

		<p>
			and those trees naturally took a few drafts to get looking right too
		</p>

		<p>
			I also isolated some wrecks and barricades from Arrakis tilesets. I had to get rid of the river tiles in the vanilla-compatible version of the tileset in order to squeeze trees and wrecks in there. but after everything on that front was sorted, we wound up where we're at today. hello, Arkanon!
		</p>

		<p>
			<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="611" style="height:auto;" width="1000" data-src="https://i.imgur.com/9FA0clu.jpeg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
		</p>
	</div>
</div>

<p>
	it is impossible to fathom how much effort this was without witnessing the absurdity of the development process. <em>this</em> is the extent of my sister's generosity - she's owed our highest praise for all her hard work! and I make sure any she receives is passed along to her, as she doesn't frequent this locale
</p>

<p>
	I will be doing my best to justify all her efforts: make this tileset simple to draw for other mappers through carefully customized editor presets, come up with remaps for Arrakis tilesets so they can be quickly converted, characterizing it strongly through a passionately-crafted series of campaigns including old and new factions... all that stuff
</p>

<p>
	here are some FAQs
</p>

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			<span style="color:#ffffcc;"><strong>Q</strong></span>: Where did all this come from?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Nothing more than a dream. I dreamt once that we had a weird ass purpley tileset with chalky salt flats, great shale mountains, purple mists and pink crystals... and I mentioned it idly to my sis and she was like, "Hey, want me to draw that?" So I was like, "Yeah!" And then we started with this whole thing. She, uhh, didn't really know what we were getting into at the time, but stuck it through anyway, no matter how ridiculous things got, no matter what complications we encountered along the way to achieving my vision. I'll forever be thankful to her for all the effort she selflessly puts towards bringing my dreams to life.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: "Arkanon"?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: That name also comes from a dream. Once, my sister was awoken early and, in her groggy state of half-sleep, muttered that we have to find the flight master in Arkanon, a city in World of Warcraft that does not exist. Considering the origin of the tileset itself, and the one drawing it, I remembered this amusing moment and bestowed the name upon this world.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Are there any maps or something of this world? Like, world/concept maps. Not the in-game maps upon which we play missions.<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Nope lol. However, I did come up with a buncha names for its regions. Arkanon looked kinda like a Greek word to me, so I've been going with a naming scheme involving corruptions of Greek words both for those region names and the natives' various units. Places like the Vathys Trench, Kydonos Basin, Ayyevros' Ascent, Mikros Shore, Ammodys Beach, the Kokytal Ashlands... translate some Greek words with the internet and see if you can jumble the letters or blend some words in a way you like, if you like that route and want to come up with some more of your own. As for the natives' units, you can see the Keravnos (thunderbolt) Laser Tank and Pyrkagia (conflagration) MLRS in the clip of the debut map up there around the top of the thread.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Did you name anything else?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Kerasya trees. 'Cherry,' as in cherry blossom. Not that kerasya trees are the same thing, but they're pink and cherry blossom trees are a beautiful real-life inspiration for these, so, yeah.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Can I use this tileset?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Of course! The download link to the assets for use in map making is up there, with a debut mission to come a bit later. Here are the credits:<br />
			 - ZoeO drafted and perfected the art. She also colored highlights on the water tiles.<br />
			 - I guided the vision, organized references and assets, and handled technicalities and implementation.<br />
			 - Kipp is the original artist behind the water assets, and recolored them for this tileset. He also recolored the craters.<br />
			 - Klofkac's work makes it possible to map with this tileset, not to mention that he expanded max tile capacity.<br />
			 - TheRings0fSaturn is responsible for the set of alternative colors we have for Arkanon's salt crystals.<br />
			 - Helkor assisted by helping to point out misaligned cliff pieces with the test map he drew up.
		</p>

		<p>
			And I got <em>lots</em> of opinions from lotsa folks that helped guide the design in the most well-liked overall direction. That's a bit too vague and incidental though. The point being: Lots of people contributed to this tileset! Please attribute its assets properly to honor their hard work! Copy that list (replacing I with Fey in the second line) or link to this thread, if you'd like. If you want alternative colors for the salt crystals to swap in to the tileset, you'll find those under the long spoiler full of development screenshots. Just do a ctrl + F for TheRings0fSaturn.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: I wanna remap existing Arrakis maps to this tileset. How do I do that?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: After picking up the assets and putting them where they belong, load any Arrakis mission and in the top bar, click Tileset, and then Change Tileset to Arkanon. It will make everything a jumbled mess. Go then to Map, also in the top bar. Click on Remap Tiles, and load up the appropriate ini. There's one for each Arrakis tileset to account for their differences. That's it. FYI, we have more advanced remapping capabilities nowadays! Like, we can randomize which sand tile those extra ones turn into, making conversions look much less samey. I'll be officially releasing those more advanced remaps with the debut mission for this tileset. Note that even then, remaps are NOT PERFECT and cannot account for everything! There are surely some tiles that will be screwy, especially where there are no equivalents, like with BLOXXMAS' bridges or BLOXICE's unique ice cliff pieces. I did what I could. They still save us an absolutely stupid amount of effort. If you want to tweak the remaps yourself, you'll find everything labeled and ordered so it can be more easily customized.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: How do I configure units to be amphibious?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: There's a relatively new feature Klofkac implemented. Hit ctrl + X in a modern version of the editor as of the time of this post, like v2.3, and then mouse over the stuff under Restriction. Their tooltips will explain how it works.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Hover animation on applicable units?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Export events is a thing. Refer to PsYcHo's smugglers restructure campaign, export the unit loop, import in your map. It's easy to find since it shows up colored in the events and conditions column. You can also find graphical assets for those new hover tanks over there, though more have yet to be created.
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Agh! Where is this campaign?!<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Right here. 
		</p>
		<iframe allowfullscreen="" data-embedauthorid="58652" data-embedcontent="" data-embedid="embed424332734" style="height:214px;max-width:502px;" data-embed-src="https://forum.dune2k.com/topic/37060-re-release-smuggler-restructure-campaign-by-psycho/?do=embed"></iframe>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: I'd like to use this tileset, but I need mission ideas... What kinda stuff goes on on this new world? Who should even be involved?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: Questions below the following secondary spoiler get into spoiler territory for campaigns I'd like to put out later. If that doesn't matter to you, proceed. You'll get all sorts of insight into my plans for this world and the sorts of conflicts that might unfold here, and why. If it does bother you, then I'd just refer you to the list of terrain features around the top of the thread: Shale plateaus, vast salt flats, corrosive chemical mists, water and trees. Go wild. Maybe you can pit some factions against each-other over the trees, or something.
		</p>

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				<p>
					<span style="color:#ffffcc;"><strong>Q</strong></span>: Okay, so we've got this new world to mess around on. Context?<br />
					<span style="color:#ffffcc;"><strong>A</strong></span>: Nothing that's been formally established, but here's the idea... Around the end of the Butlerian Jihad, remnants of the Thinking Machines fled somewhere humanity couldn't find them. Humans settle on this world after the Machines have burrowed down into its unlivable regions. A stalemate ensues. Simple setup, fine excuse to fight some robots or whatever cuz that's cool, lots we can do with that concept. ...For your information, the bit of Heighliner tileset in the debut map's full map image is mostly just a test of the expanded max tileset size. The conceptual existence of the Machines' bunker is just to justify large-scale superstructure interior macro missions since I'm not sure we have a suitable environment for that at the moment. Unless you were to draw a Heighliner without any Void tiles, but that only <em>feels</em> interior. It's in space. It's different!!
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Q</strong></span><span>: </span>The Machines aren't a new faction though. Cm_Blast did the Butlerian Jihad campaign, Thel'Vadam Flippy had Legion. New faction wen? Wen new faction? New faction? Wen?<br />
					<span style="color:#ffffcc;"><strong>A</strong></span>: The Order of Aether Knights was established to stand watch outside the Sarcophagus of the Thinking Machines. They hold total dominion over Arkanon's livable aetherlands. There are also The Culled, a small group of humans who don't submit to an Aether Lord.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Q</strong></span>: So there are three 'new' factions on this world. Let's start with the Machines. How big is this 'sarcophagus'? What have they been up to?<br />
					<span style="color:#ffffcc;"><strong>A</strong></span>: Nine layers, like hell. Portioned to let in the environment's greatest hazards if humans try to breach it. Big enough superstructure to support full-on macro battles in an interior environment. Underground mining efforts continue to maintain the remaining Machines' environment and keep a stockpile in the event of invasion - that being a breakthrough by the humans, or the opportunity to invade the aetherlands. The Machines are on the brink of annihilation and know it though. Regardless of their numbers and advantageous position, they keep to themselves. The Aether Knights, from repeated failure to breach or collapse their bunker, have only established defense lines at its exits around Arkanon's aetherlands. Not even they dare venture too far inside.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Q</strong></span>: The Aether Knights?<br />
					<span style="color:#ffffcc;"><strong>A</strong></span>: The 'natives' on this world who have been here since the end of the Butlerian Jihad. These ancient humans went through a bloody cultural revolution and maybe they stranded themselves here, or maybe even then they chose to remain. Whatever the case, their society is a social response to hundreds of years of battle against an unfeeling and uncompromising foe they're united in hatred of. They fall under the banner of one King who defends the crown through superiority in combat. The Aether Lords beneath each hold dominion over a section of Arkanon's aetherlands. There are quite a few of them, and they constantly wargame with one another to keep their teeth sharp. Although an isolated faction with no standing whatsoever in the Landsraad, they represent an extraordinarily capable force that has been keeping stubborn remnants of the Machines in check long after the rest of the Known Universe thought them utterly annihilated. And backing up their fighting prowess is a specialty in electronic warfare: ECM systems that throw off homing rockets, the ability to hack other factions' units and structures, superior surveillance tech...
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Q</strong></span>: What about those Culled guys?<br />
					<span style="color:#ffffcc;"><strong>A</strong></span>: Basically the Fremen of Arkanon. They're forced to skulk around in the shadows because of The Order's dominion over the world. Having been subjugated time and time again and still refusing to submit to an Aether Lord is a rejection of reality, in The Order's eyes. The Culled are descendants of survivors of that bloody cultural revolution from long ago, and so hate The Order to such a degree that they actually would betray humanity if it meant the collapse of everything The Order had built. Their situation is a good excuse to re-use Dune 2000's Fremen assets. Stealthy hardened warriors.
				</p>

				<p>
					<span style="color:#ffffcc;"><strong>Q</strong></span>: So what are <em>you</em> gonna do with these guys?<br />
					<span style="color:#ffffcc;"><strong>A</strong></span>: I'll elaborate beneath this tertiary spoiler.
				</p>

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						<p>
							There are five campaigns planned: Imperial Sardaukar (15 missions), Culled (8), smugglers &amp; mercenaries (w/ the dual faction system, 15), Thinking Machines (7) and The Order of Aether Knights (15), for a total of 60 missions.
						</p>

						<p>
							That might sound really ambitious. When Summers' Solstice was created, I had to customize eeeeverything on a very specific level. Variables make it easy to do all sorts of cool mapping tricks and can just be copy-pasted between missions to some degree. I also already have tons of maps drawn. It's ambitious still, sure, but in a different way.
						</p>

						<p>
							Anyway, here's how it goes:
						</p>

						<p>
							Dune 2000 happens, Sardaukar are kicked off Arrakis. The Guild is not happy that the Emperor's gambit interrupted Spice production and tells the Sardaukar, "Hey, you guys aren't going home until you pay off this debt. Go conquer this world for us. The natives are jerks." So the Sardaukar wind up on Arkanon and fight The Order on behalf of the Guild. They can't leave for a while anyway cuz the Aether Knights struck first when the Heighliner appeared in orbit, damaging some key navigation systems during their attack.
						</p>

						<p>
							Playing as the Sardaukar in the first campaign of the series is also a chance to fight unfamiliar enemies with a familiar enough roster. Similarly to how, in Summers' Solstice, I deliberately kept vanilla-like units like those most similar to Light Infantry or Gun Turrets during the prologue, with only some occasional new units showing up. Arc 2 was when new stuff like Shotgunners showed up. Gotta give the player the chance to get comfy...
						</p>

						<p>
							The Sardaukar eventually beat up the Aether Knights' king, with a little help from The Culled. The ulterior motive of The Culled, however, is to obtain forgotten information on the Machines' bunker whereabouts, as The Order doesn't just lock them down. They try to keep them secret, and blind the Machines to matters in the aetherlands. Their goal then becomes to sabotage the Aether Knights' defenses in the first level of the Machines' bunker, revealing to the Machines the extent of the chaos going on and providing a catalyst for their emergence.
						</p>

						<p>
							That catalyst comes in the form of the smugglers and mercenaries, who are misled into thinking said bunker is actually a great vault. The Aether Knights are universally uninterested in the affairs of the Known Universe and have very different motivating factors... They're openly hostile to the Guild and even view Spice mutations as some kind of horrific attempt by the corrupt elements of humanity to emulate the functions of Thinking Machines. So where do they keep their wealth?! Surely it must be in this bunker!!!
						</p>

						<p>
							Nope. So the Machines go join in the fun on the surface, the Culled formally join them, shenanigans ensue and the Machines wind up taking over the Heighliner. Oops, that's kind of a problem because besides Guild Navigators, Thinking Machines can also calculate fold space stuff. And they just killed the Navigator, so the situation is FUBAR for the humans.
						</p>

						<p>
							Didn't the Guild see this coming with prescience? Well, maybe <em>their</em> ulterior motive for seizing this world wasn't for its salts or other resources, but to put an end to the Machines the Aether Knights are incapable of finishing off. It's not like foresight THAT far into the future is perfect, and it wouldn't be the first time they messed with stuff and brought shenanigannery upon themselves. I mean, didn't they think they could stop Paul Atreides or something? Lol.
						</p>

						<p>
							So, the Aether Lord in the final campaign has to repel the Machines from the home front, beat up and induct some Sardaukar vassals, deal with yet more attacks by the Machines, butt heads with the Aether Lord responsible for failing to hold the primary line of defense outside the Machines' main bunker entrances, destroy the remnants of the smugglers and mercenaries that are hiding out in some corner of the aetherlands after having provoked the Machines, fight the remnants of the Sardaukar to decide the fate of the Heighliner, and then go blow up the compromised Heighliner in orbit. Many floors of scorched, twisted metal makes for a nice makeshift meteor to bury the Machines' bunker, cut them off from their forces on the surface and give The Order a chance to rebuild. It also makes for a big, perdy fireball. And wraps things up in a neat little bow, yay.
						</p>
					</div>
				</div>
			</div>
		</div>

		<p>
			<span style="color:#ffffcc;"><strong>Q</strong></span>: Debut mission wen?<br />
			<span style="color:#ffffcc;"><strong>A</strong></span>: It's out! Check the second post in this thread!!
		</p>
	</div>
</div>

<p>
	<strong>EDIT 12/21/25</strong>: started a devlog series. will throw stuff down here
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>DevLog 01</strong>:
		</p>

		<div class="ipsEmbeddedVideo" contenteditable="false">
			<div>
				<iframe allowfullscreen="" frameborder="0" height="113" title="The pixels must flow! — Arkanon DevLog [01] &amp; Update!" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/YOLojqySql4?feature=oembed"></iframe>
			</div>
		</div>

		<p>
			<strong>DevLog 02</strong>:
		</p>

		<div class="ipsEmbeddedVideo" contenteditable="false">
			<div>
				<iframe allowfullscreen="" frameborder="0" height="113" title="Vidya Railguns — Arkanon DevLog [02]" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/0pAitPzSk1w?feature=oembed"></iframe>
			</div>
		</div>

		<p>
			<strong>DevLog 03</strong>:
		</p>

		<div class="ipsEmbeddedVideo" contenteditable="false">
			<div>
				<iframe allowfullscreen="" frameborder="0" height="113" title="More Dakka! — Arkanon DevLog [03]" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/pxibo6XV5CA?feature=oembed"></iframe>
			</div>
		</div>

		<p>
			that's all for now <span><img alt=":P" data-emoticon="" height="20" src="https://forum.dune2k.com/uploads/emoticons/tongue.png" srcset="https://forum.dune2k.com/uploads/emoticons/tongue@2x.png 2x" title=":P" width="20" /></span>
		</p>
	</div>
</div>

<p>
	that's all for now. check <s>back later</s> the next post in this thread for the debut mission
</p>
]]></description><guid isPermaLink="false">37027</guid><pubDate>Fri, 12 Sep 2025 04:46:46 +0000</pubDate></item><item><title>[Release] New Custom Ice Tileset For Dune 2000</title><link>https://forum.dune2k.com/topic/29441-release-new-custom-ice-tileset-for-dune-2000/</link><description><![CDATA[<p>
	Yo! 
</p>

<p>
	I originally started this project as a means to improve my pixel art skills. Starting with little to no experience I knew this would be a daunting task to replicate the iconic style of Dune 2000. 
</p>

<p>
	After approximately 6 months of on and off work on it, I'm happy to say it's finally complete.
</p>

<p>
	Download link is at the bottom of this post!
</p>

<p>
	 
</p>

<p>
	Here are some in-game screenshots showcasing the new tiles:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forum.dune2k.com/uploads/monthly_2021_06/duneice2.jpg.7e0711169834950dd08a2b63cfbe2702.jpg" data-fileid="4890" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="4890" data-ratio="63.20" width="1000" alt="duneice2.thumb.jpg.463d11c851cf3e431655f1fac98ca543.jpg" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2021_06/duneice2.thumb.jpg.463d11c851cf3e431655f1fac98ca543.jpg"></a>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="4882" href="https://forum.dune2k.com/uploads/monthly_2021_06/duneice22.jpg.ba7edb62dffd399bd7cef72e87cf09c5.jpg" rel=""><img alt="duneice22.thumb.jpg.78bc27e89170987f8c3ca2fcc80bb486.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="4882" data-ratio="95.79" width="783" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2021_06/duneice22.thumb.jpg.78bc27e89170987f8c3ca2fcc80bb486.jpg"></a>
</p>

<p>
	 
</p>

<p>
	The preview mini map colours have been altered too:
</p>

<p>
	<img alt="minimap.png.97e58ccf7b8f38178c648fdd7522b62d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4886" data-ratio="99.24" width="132" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2021_06/minimap.png.97e58ccf7b8f38178c648fdd7522b62d.png"></p>

<p>
	 
</p>

<p>
	I have also repurposed the original 32 rock crater sprites to match:
</p>

<p>
	<img alt="1344114484_IceCraters.jpg.681ac7788f7bc0a69de83d8aefe22cce.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="4883" data-ratio="194.37" width="373" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2021_06/1344114484_IceCraters.jpg.681ac7788f7bc0a69de83d8aefe22cce.jpg"></p>

<p>
	 
</p>

<p>
	Here is the tileset as a whole:
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4887" href="https://forum.dune2k.com/uploads/monthly_2021_06/BLOXICY.png.1013f6e448f24fea8bd9e5e19a36993e.png" rel=""><img alt="BLOXICY.thumb.png.67bdd0fa490443ea031ea70dbda47e4a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4887" data-ratio="200.00" width="375" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2021_06/BLOXICY.thumb.png.67bdd0fa490443ea031ea70dbda47e4a.png"></a>
</p>

<p>
	 
</p>

<p>
	And finally here is a quick playthrough of an earlier version of this tileset which displays the crater sprites:
</p>

<p>
	<a href="https://www.youtube.com/watch?v=N54Zsa2Z_NY" rel="external nofollow">https://www.youtube.com/watch?v=N54Zsa2Z_NY</a>
</p>

<p>
	 
</p>

<p>
	Download files here:
</p>

<p>
	<a class="ipsAttachLink" contenteditable="false" data-fileext="zip" data-fileid="4889" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=4889" rel="">Dune 2000 Icy Tileset.zip</a>
</p>

<p>
	 
</p>

<p>
	How to install:
</p>

<p>
	- WARNING: Make a backup of Dune 2000/ data to return to vanilla.
</p>

<p>
	- Unzip "Dune 2000 Icy Tileset".
</p>

<p>
	- Locate Dune 2000/ data and copy "BLOXICY.R16" and DATA.R16 into it.
</p>

<p>
	- Locate Dune 2000/ data/ bin and copy "TILEICY.BIN into it.
</p>

<p>
	 
</p>

<p>
	Also a special thanks to the guys over at the Dune 2000 Singleplayer discord!
</p>

<p>
	 
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">29441</guid><pubDate>Sat, 19 Jun 2021 23:03:14 +0000</pubDate></item><item><title>dune2k unused content?</title><link>https://forum.dune2k.com/topic/37237-dune2k-unused-content/</link><description><![CDATA[<p>
	since there was some unused content in other westwood games what about dune2k?
</p>

<p>
	was there any content planned for dune2k pre-release and was removed on final release?
</p>

<p>
	i assume something was because  when was working on my mod i found few weapons that were never used
</p>

<p>
	 
</p>

<p>
	Hydra<br />
	Bullet14<br />
	non homing rocket
</p>

<p>
	mtank sec
</p>

<p>
	 
</p>

<p>
	from my knowledge the hydra would be aerial bombardment weapon like airstrike since hydra were actually missiles.
</p>

<p>
	bullet14 probably another infantry weapon
</p>

<p>
	non homing got no idea but maybe something like  ww2 non guided rockets?
</p>

<p>
	 
</p>

<p>
	mtank sec is flamethrower.
</p>

<p>
	 
</p>

<p>
	also we have small gun turret then medium gun trret and then large gun turret. did the small one was  deleted ? perhaps the bullet14 was designed for that one?
</p>
]]></description><guid isPermaLink="false">37237</guid><pubDate>Mon, 03 Nov 2025 16:39:31 +0000</pubDate></item><item><title>What do you guys think of the Dune 2000 mod for OpenRA?</title><link>https://forum.dune2k.com/topic/37160-what-do-you-guys-think-of-the-dune-2000-mod-for-openra/</link><description><![CDATA[<p>
	Has anyone tried OpenRA? It's an open source game that recreates the original Command &amp; Conquer, Red Alert, and Dune 2000. 
</p>

<p>
	<a href="https://www.openra.net/" rel="external nofollow">OpenRA - Classic strategy games rebuilt for the modern era</a>
</p>

<p>
	It seemingly has all the campaign missions too. Hopefully there are cutscenes too.
</p>

<p>
	Since modding the original Dune 2000 is difficult as you can't add new gameplay mechanics, I figure OpenRA's D2K game/mod is the way to go. Troop transports can be made, finally. Controllable aircraft too. Multiple construction tabs and side bar queuing. Attack move features, etc. Lots of features that are fairly common in most modern Westwood RTS games can finally be utilized in Dune 2000.
</p>
]]></description><guid isPermaLink="false">37160</guid><pubDate>Mon, 13 Oct 2025 06:04:12 +0000</pubDate></item><item><title>[Re-Release] Tech Stealer mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37055-re-release-tech-stealer-mission-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p>
	Player House: Mercenaries<br />
	Game Speed: Any
</p>

<p>
	We've been hired to eliminate the Emperor's forces in the area. This won't be easy as we lack the technology to deal with them. Luckily there is several research centres in the area. If we are able to capture these we can unlock more technology. There is an issue, the tech is unfortunately local. So it would be best to not lose the research centres as it will prevent us from using the technology.
</p>

<p>
	Keep in mind this is a time sensitive mission, the longer you take the worse it will be. You should have some breathing space before the emperor's forces start taking us seriously.
</p>

<p>
	You will start with a strike force, secure the first research centre and we will drop in an MCV. If you lose the first research centre we will not have the necessary firepower to continue the mission.
</p>

<p>
	If you capture the outpost we can locate the other research centres in the area. Afterwards the structure serves little purpose.
</p>

<p>
	Objective 1: Capture and protect the first research centre<br />
	Objective 2: Destroy the Emperor's forces
</p>

<p>
	Optional Objective: Capture additional research centres to expand your arsenal
</p>

<p>
	||| Difficulty differences ||| <br />
	== Easy:<br />
	- AI build rates do not change<br />
	- No change to AI attack wave size
</p>

<p>
	== Normal:<br />
	- AI build rates change under certain conditions<br />
	- AI Attack waves increase during the mission
</p>

<p>
	== Hard:<br />
	- AI build rates change under certain conditions but the numbers are higher<br />
	- AI attack waves have bigger increase during the mission
</p>

<p>
	=======================================<br />
	Dev notes: So this is the first mission where i do not give the AI any reinforcements at all. Unless you count spaceport deliveries. In which case its only for AI's to get Sardaukar.
</p>

<p>
	<br />
	File download:<br />
	<a class="ipsAttachLink" data-fileid="5662" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5662&amp;key=d2ea1d4eeea505ea3e86474eb0756305" data-fileext="zip" rel="">TechStealer.zip</a>
</p>
]]></description><guid isPermaLink="false">37055</guid><pubDate>Thu, 18 Sep 2025 14:05:11 +0000</pubDate></item><item><title>[Release] Starport Struggles - By PsYcHo</title><link>https://forum.dune2k.com/topic/37113-release-starport-struggles-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p>
	Name: Starport Struggles<br />
	Player House: Atreides<br />
	Game Speed: Fastest preferred
</p>

<p>
	It's a mess down there, House Ordos has a massive amount of shipments being delivered to this region. They have the help of the smugglers to make this possible. They've also hired mercenaries to help keep the area secure.
</p>

<p>
	If Ordos keeps hold of this region they'll be able to launch large attacks on nearby Territories.
</p>

<p>
	We have an Outpost setup in the area to track the shipments so you'll have an early warning system to their arrival.
</p>

<p>
	A friendly reminder to build on concrete, the weather hasn't been kind in this region.
</p>

<p>
	Objective 1: Destroy all Starports
</p>

<p>
	||| Difficulty differences |||<br />
	== Easy:<br />
	- 15min Frigate Timer<br />
	- Frigates contain less enemies
</p>

<p>
	== Normal:<br />
	- 12min Frigate Timer<br />
	- Frigates contain moderate amount of enemies
</p>

<p>
	== Hard:<br />
	- 10min Frigate Timer<br />
	- Frigates contain large amount of enemies
</p>

<p>
	<br />
	Easy: 100% Production / 25% cheaper costs<br />
	Hard: 100% Production / 25% more expensive costs
</p>

<p>
	The AI gets more aggressive the more frigate waves happen up to a cap. This isn't changed for any of the difficulties
</p>

<p>
	<br />
	Download file:<br />
	<a class="ipsAttachLink" data-fileid="5691" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5691&amp;key=540216a77ada9e9309572ddbdf52b75f" data-fileext="zip" rel="">StarportStruggles.zip</a>
</p>
]]></description><guid isPermaLink="false">37113</guid><pubDate>Sun, 05 Oct 2025 16:03:33 +0000</pubDate></item><item><title>[Release] Forgotten - By PsYcHo</title><link>https://forum.dune2k.com/topic/37105-release-forgotten-by-psycho/</link><description><![CDATA[<p>
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p>
	Player House: Harkonnen<br />
	Game Speed: Any
</p>

<p>
	The Atreides have launched an attack against our early warning system. If they take out any outposts they will be able to sneak more enemy troops in undetected.
</p>

<p>
	If an Outpost is destroyed expect more enemy resistance.
</p>

<p>
	Objective: Eliminate the Atreides from the region.<br />
	||| Difficulty differences |||<br />
	== Easy:<br />
	- Enemy reinforcements have less units
</p>

<p>
	== Normal:<br />
	- Enemy reinforcements have normal amount of units
</p>

<p>
	== Hard:<br />
	- Enemy reinforcements have larger amount of units
</p>

<p>
	Easy: 100% Production / 25% cheaper costs<br />
	Hard: 100% Production / 25% more expensive costs
</p>

<p>
	<br />
	===================================<br />
	Dev Note: I didn't do anything special for this mission. It was being made cause i wanted to mess with the tileset and try out defense zones. AI doesn't get more difficult during the mission or more aggressive based on difficulty.<br />
	The only quirk on this map is every outpost you lose the enemy gets more reinforcements. Pretty easy mission this time around. This version should work<br />
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="5690" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5690&amp;key=544455d7ea17d5f6c222c6b8395a1923" rel="">Forgotten.zip</a>
</p>
]]></description><guid isPermaLink="false">37105</guid><pubDate>Sat, 04 Oct 2025 22:20:33 +0000</pubDate></item><item><title>[Re-Release] Smuggler Restructure Campaign - By PsYcHo</title><link>https://forum.dune2k.com/topic/37060-re-release-smuggler-restructure-campaign-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">First campaign that I've made. Uses some of the new features made like radar pings and hover units. (I included a version of the exe that supports the features)</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">I wanted to focus on make a simple campaign and making sure all missions can be played at max speed for all difficulties.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Campaign: Smuggler Restructure<br />
	Missions: 9<br />
	GameSpeed: supports all speeds<br />
	House: Smugglers</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">There is no voice overs in this campaign (maybe one day)</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">There is custom units and a slightly modified tech tree.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Difficulties will effect reinforcements and AI behavior<br />
	Easy: 75% cost / 100% build rate<br />
	Normal: 100% cost / 100% build rate<br />
	Hard: 125% cost / 100% build rate</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">The story focuses on the player being a newly appointed Taskmaster for a smuggler faction. While adjusting to this role and proving you can handle it you are quickly thrown into conflicts with other fellow taskmasters.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Special thanks to Fey for testing/feedback as well as general help with code</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Download file:</span><br />
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="5673" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5673&amp;key=c67961a5c2a88fc73ff81fa730265b31" rel="">SmugglerRestructureV1.zip</a><br />
	 
</p>
]]></description><guid isPermaLink="false">37060</guid><pubDate>Thu, 18 Sep 2025 14:40:23 +0000</pubDate></item><item><title>[Re-Release] Multiple campaigns/Coops inspired on the originals from different authors</title><link>https://forum.dune2k.com/topic/37059-re-release-multiple-campaignscoops-inspired-on-the-originals-from-different-authors/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	Enjoy the Harkonnen but as Emperor Campaign<br />
	<a class="ipsAttachLink" data-fileext="rar" data-fileid="5667" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5667&amp;key=0c6a8116c639074cf9b8f4fe3804adab" rel="">Harkonnen_Campaign_harder_but_as_emperor.rar</a> -By Comrade Marshal Wrathnar
</p>

<p>
	-------<br />
	these are expanded versions of the vanilla campaign maps set up for co-op. the terrain is brand new, drawn from scratch, but the layout is all based heavily on the original vanilla maps' layouts. enemy bases are larger, enemy reinforcements are great in number, umm... some other stuff
</p>

<p>
	these are designed to be pretty difficult compared to the average campaign, so good luck <span class="ipsEmoji">😛</span><br />
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="5668" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5668&amp;key=67e308d097a3342807d349a6f23650d6" rel="">All co-op missions.zip</a> -By Fey <br />
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="5669" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5669&amp;key=67978f647517ac2c179d3682a77f30cf" rel="">Fix all levels 1.zip</a> &lt;-- fix for all level 1 on the coop.<br />
	<br />
	-------
</p>

<p>
	Fully Original Campaign but map expanded done by Fey<br />
	 <a class="ipsAttachLink" data-fileext="rar" data-fileid="5671" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5671&amp;key=1446caaaba7e52ee904e2d0b31e45fab" rel="">All_Original_Campaing_maps_but_expanded_and_with_AI.rar</a> - By Залупенко
</p>

<p>
	------<br />
	Modded Custom campaign (coop) <br />
	Installation instructions on the spoiler: 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			unzip. highlight all files<br />
			paste them to the "data" folder of, I recommend, a fresh install. OVERWRITE EVERYTHING.<br />
			click the map image in C&amp;Cnet and punch "coop" into the search bar. you should see all these maps<br />
			select any faction you'd like, but all AI players should be ATREIDES.<br />
			please note that if you load with an allied AI rather than a 2nd player, enemy reinforcements will be broken and not show up, and your allied AI will not build up like a player would. due to how C&amp;Cnet loads missions depending on whether you're by yourself or with another player, these missions are designed for two PLAYERS, not a player and a friendly AI<br />
			bam! you're good to go. good luck and have fun
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	File download<br />
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="5674" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5674&amp;key=d0e3ad4357584b55b2a84e9a5557c18b" rel="">modded custom campaign.zip</a> - By Fey
</p>
]]></description><guid isPermaLink="false">37059</guid><pubDate>Thu, 18 Sep 2025 14:28:38 +0000</pubDate></item><item><title>[Re-Release] Smuggler Rise part 1 (unfinished) by The dragon</title><link>https://forum.dune2k.com/topic/37058-re-release-smuggler-rise-part-1-unfinished-by-the-dragon/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p>
	<br />
	The first part of my campaign named "Smugglers Rise". 
</p>

<p>
	If you find bugs please tag me and tell me the bug, i will fix it as fast as i can and release a patch for it soon.
</p>

<p>
	You should be able to play it without any difficulty, but if the game crashes just download the latest "Dune2000.exe" from the D2K forum<br />
	If it still crashes, tag or dm me.
</p>

<p>
	IMPORTANT: The info about the new additions are not present in the briefings yet, check ⁠general on discord for more info 
</p>

<p>
	file download:<br />
	<a class="ipsAttachLink" data-fileid="5665" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5665&amp;key=dcc3c3e85b25eed8375f8709fe38a96e" data-fileext="rar" rel="">Smugglers_Rise_Part_1.rar</a>
</p>
]]></description><guid isPermaLink="false">37058</guid><pubDate>Thu, 18 Sep 2025 14:15:21 +0000</pubDate></item><item><title>[Re-Release] Decisive mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37057-re-release-decisive-mission-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	 
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Player House: Emperor<br />
	Game Speed: Any</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Atreides have a strong bond with the fremen and it's become a problem for our spice mining operations. The Emperor has order his commanders to deploy and apply pressure to the Atreides. You as a commander under the Emperor have been ordered to destroy an Atreides base.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">The base is using new stealth technology allowing them to hide a variety of troops. You are being granted Sardaukar reinforcements. Do not fail.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Primary Objective: Destroy the main Atreides base</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Secondary Objective: Destroy the outposts at the enemy forward bases to secure tech levels.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">||| Difficulty differences |||<br />
	== Easy:<br />
	- Sardaukar reinforcements include 10 infantry<br />
	- Small sneak attacks<br />
	- AI build rate increases slightly</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Normal:<br />
	- Sardaukar reinforcements include 7 infantry<br />
	- Moderate sneak attacks<br />
	- AI build rate increases moderately<br />
	- Outpost attack waves include more infantry</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Hard:<br />
	- Sardaukar reinforcements include 5 infantry<br />
	- Sneak attacks also include fremen<br />
	- AI build rate increases highly<br />
	- Outpost attack waves include stealth infantry<br />
	- Main AI gets stealth heavy armor</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Easy: 100% Production / 25% cheaper costs<br />
	Hard: 100% Production / 25% more expensive costs</span>
</p>

<p>
	<br />
	File:<br />
	<a class="ipsAttachLink" data-fileid="5664" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5664&amp;key=52a9d9a929ad13888f9c3f7e3136e083" data-fileext="zip" rel="">Decisive.zip</a>
</p>
]]></description><guid isPermaLink="false">37057</guid><pubDate>Thu, 18 Sep 2025 14:10:23 +0000</pubDate></item><item><title>[Re-Release] Conflicting Forces mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37056-re-release-conflicting-forces-mission-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	 
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Player House: Atreides<br />
	Game Speed: Any</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Greetings commander, I have some concerning news, one of our outposts is sending data about Harkonnen in the region however we discovered the Emperor is also involved. We detected enemy forces are closing in and I need you on the ground and keep the Outpost safe.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">I'll send an MCV along with additional reinforcements when possible, but it will take a bit. Do not let that Outpost fall!</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Objective 1: Protect the Outpost<br />
	Objective 2: Destroy all enemy forces</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">||| Difficulty differences |||<br />
	== Easy:<br />
	- Start with an additional Harvester<br />
	- Reinforcement waves aren't as brutal<br />
	- AI has slower production and weaker attack waves<br />
	- Extra 1000 credits on timer reaching 0<br />
	- Friendly Reinforcement attack waves<br />
	- Missile Tanks on player reinforcements.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Normal:<br />
	- No additional starting Harvester<br />
	- Reinforcement waves are brutal<br />
	- AI has moderate production<br />
	- No extra credits on timer reaching 0<br />
	- Friendly Reinforcement attack waves have no tanks<br />
	- No missile tanks on player reinforcements.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Hard:<br />
	- No additional starting Harvester<br />
	- Reinforcement waves are slightly more brutal<br />
	- AI has higher production<br />
	- No extra credits on timer reaching 0<br />
	- No friendly Reinforcement attack waves<br />
	- No missile tanks on player reinforcements.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Easy: 100% Production / 25% cheaper costs<br />
	Hard: 100% Production / 25% more expensive costs</span>
</p>

<p>
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">====================================<br />
	Dev note: I haven't posted a mission in a while but here we are. More of a challenge map with a protect objective. Tried to be mean in this one, less forgiving compared to my other maps. <br />
	Would recommend not building your structures to close to the Outpost.</span>
</p>

<p>
	<br />
	Download file:<br />
	<a class="ipsAttachLink" data-fileid="5663" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5663&amp;key=e877b2e649079009e9c1368d91264dde" data-fileext="zip" rel="">ConflictingForces.zip</a>
</p>
]]></description><guid isPermaLink="false">37056</guid><pubDate>Thu, 18 Sep 2025 14:07:52 +0000</pubDate></item><item><title>[Re-Release] Fort Able mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37054-re-release-fort-able-mission-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Player House: Harkonnen<br />
	Game Speed: Any</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Greetings Commander, I have a frontline task for you. We want to push the frontlines and take more land from the Atreides however they have a very strong defensive position in the area we plan to make an advance. The task is quite simple, I want you to destroy this fortification and purge the area of Atreides forces.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Objective 1: Destroy the Atredies</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">||| Difficulty differences ||| <br />
	== Easy:<br />
	- Only 1 AI gets a slight increase to their attack wave sizes during the mission<br />
	- No sneaky enemy reinforcement triggers</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Normal:<br />
	- All AI's get an increase in attack wave sizes during the mission<br />
	- When certain conditions are met a few surprise enemy reinforcements arrive</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Hard:<br />
	- All AI's get an even bigger increase in attack wave sizes during the mission<br />
	- When certain conditions are met a few surprise enemy reinforcements arrive but more and higher quality units<br />
	- AI has access to Air Strike</span>
</p>

<p>
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">====================================<br />
	Dev Note:<br />
	I wanted to make a mission with no reliance on reinforcements as a difficulty modifier. There is a small reinforcement near the start of the mission just to apply some early pressure before the AI starts doing its thing and there is a set of reinforcements once the player starts being mean to the AI. Outside of this the AI does all the work in attacking and applying pressure.</span>
</p>

<p>
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Download file:</span><br />
	<a class="ipsAttachLink" data-fileid="5661" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5661&amp;key=ccfc14e89a2dca509bcebcc5bfbede33" data-fileext="zip" rel="">FortAble.zip</a>
</p>
]]></description><guid isPermaLink="false">37054</guid><pubDate>Thu, 18 Sep 2025 14:02:59 +0000</pubDate></item><item><title>[Re-Release] Elite Absolve mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37053-re-release-elite-absolve-mission-by-psycho/</link><description><![CDATA[<p>
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p>
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Player House: Atreides<br />
	Game Speed: Any</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Greetings commander, I have a rather unusual task for you. As you know house Ordos has access to an incredible amount of funds and thus are frequently seen making dealings with the Smugglers and even paying for Mercenaries. We believe there is more to this than meets the eye.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">There is an old base that is slowly losing its foundation to the shifting sand. It has a construction yard so feel free to bring it up to Atreides standards. You are to get an engineer into the Ordos Starport that is all, they can handle the rest.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Word of caution commander, scouts say that they spotted some mercenaries in the ordos base a week ago. This can mean a lot of things but I'd recommend you do not take to long with the task.</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Objective 1: Capture the Ordos Starport<br />
	||| Difficulty differences ||| <br />
	== Easy:<br />
	- Enemy reinforcements are lesser quality<br />
	- AI main forces do not increase in build rate</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Normal:<br />
	- Enemy reinforcements are default<br />
	- AI will increase in build rate and attack size at a certain point in the mission</span>
</p>

<p>
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">== Hard:<br />
	- Enemy reinforcements are slightly higher amount<br />
	- AI will moderately increase in build rate and attack size at a certain point in the mission</span>
</p>

<p>
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">=======================================<br />
	Dev note: The mission can be quite challenging when unprepared, I will suggest scouting your area to confirm locations where you can secure resources. <br />
	On another note, this mission was a pain to balance and fix crashes, recommend doing saves during the mission. Just incase i missed a crash.</span>
</p>

<p>
	<br />
	<span style="background-color:#181818;color:#bfbfbf;font-size:14px;">Download file:</span><br />
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="5660" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5660&amp;key=530e0fb707a81f39b0a4cca8f5c19144" rel="">EA.zip</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">37053</guid><pubDate>Thu, 18 Sep 2025 13:58:34 +0000</pubDate></item><item><title>[Re-Release] Distress Mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37051-re-release-distress-mission-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong><br />
	<br />
	Player House: Atreides<br />
	Game Speed: Any
</p>

<p>
	We have an emergency, the Harkonnen made a move on one of our regions and have damaged our long range radar. We are unable to reach the nearest base for reinforcements. We sent most available troops from the secondary position to support the outpost. Unfortunately we have been informed they have been ambushed. Things look dire... Once the initial attack is repelled we can start repairs and see about sending a message for reinforcements. If that Outpost is destroyed we will have no way to hold off the enemy.
</p>

<p>
	Objective 1: Protect the Outpost and Wind Traps<br />
	Objective 2: Eliminate Harkonnen forces<br />
	||| Difficulty differences ||| <br />
	== Easy:<br />
	- AI slower build rates<br />
	- AI build rates do not change<br />
	- Less enemy reinforcements
</p>

<p>
	== Normal:<br />
	- AI moderate build rates<br />
	- AI cash bonus<br />
	- AI build rates increase during the mission<br />
	- Moderate enemy reinforcements
</p>

<p>
	== Hard:<br />
	- AI high build rates<br />
	- AI more cash bonus<br />
	- AI build rates increase during the mission<br />
	- high enemy reinforcements<br />
	<br />
	Download file:<br />
	<a class="ipsAttachLink" data-fileid="5659" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5659&amp;key=49ed71cf90e728dcded51fa4c5159861" data-fileext="zip" rel="">Distress.zip</a>
</p>
]]></description><guid isPermaLink="false">37051</guid><pubDate>Wed, 17 Sep 2025 20:44:25 +0000</pubDate></item><item><title>[Re-Release] Profiteers mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37050-re-release-profiteers-mission-by-psycho/</link><description><![CDATA[<p>
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p>
	<br />
	Player House: Harkonnen<br />
	Game Speed: Any
</p>

<p>
	We've found a large Ordos base providing reinforcements and supplies to their frontline base. This base is making it difficult to launch effective frontal assaults. Taking this out will result in a huge blow to Ordos forces.
</p>

<p>
	We've set up a small outpost near your dropzone, they will be coordinating small attacks against the enemy which will hopefully take some pressure off you.
</p>

<p>
	The battlefield is an ever changing place commander, remain vigilant to new options of opportunity.
</p>

<p>
	Objective 1: Destroy the Ordos base<br />
	||| Difficulty differences ||| <br />
	== Easy:<br />
	- AI slower build rates<br />
	- Default enemy reinforcements<br />
	- More friendly units
</p>

<p>
	== Normal:<br />
	- AI moderate build rates<br />
	- AI moderate cash bonus<br />
	- Moderate enemy reinforcements<br />
	- Default friendly units
</p>

<p>
	== Hard:<br />
	- AI high build rates<br />
	- AI high cash bonus<br />
	- AI main, free cash on intervals<br />
	- Extra enemy reinforcements<br />
	- Less friendly units<br />
	<br />
	Download file:<br />
	<a class="ipsAttachLink" data-fileid="5658" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5658&amp;key=b88972c74428e8ffdc8851f3f2249b87" data-fileext="zip" rel="">Profiteers.zip</a>
</p>
]]></description><guid isPermaLink="false">37050</guid><pubDate>Wed, 17 Sep 2025 20:40:31 +0000</pubDate></item><item><title>[Re-Release] Recon Strike Mission - By PsYcHo</title><link>https://forum.dune2k.com/topic/37049-re-release-recon-strike-mission-by-psycho/</link><description><![CDATA[<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	<strong style="background-color:#181818;color:#bfbfbf;font-size:14px;"><em><span style="background-color:#181818;color:#bfbfbf;font-size:14px;">This is a post done for preservation purposes.</span></em></strong>
</p>

<p style="background-color:#181818;color:#bfbfbf;font-size:14px;">
	Player House: Mercenaries (Tech 2)<br />
	Vs 2 Harkonnen (Tech 2,2) &amp; 1 Emperor (Tech 2)
</p>

<p>
	Objective 1: Escort the Survivor to the outpost base
</p>

<p>
	Objective 2: Destroy all enemy light factories
</p>

<p>
	Objective 3: Protect Smuggler light factory
</p>

<p>
	Game Speed: Any
</p>

<p>
	Trying out the new minimap pings as well as trying other trigger types in the editor. The mission isn't very difficult outside of knowing the escort route. Also you don't have to destroy all the enemy bases.
</p>

<p>
	||| Difficulty differences ||| <br />
	== Easy:<br />
	- No enemy escort attackers<br />
	- AI slower build rates
</p>

<p>
	== Normal:<br />
	- Enemy escort attackers<br />
	- AI moderate build rates
</p>

<p>
	== Hard:<br />
	- More enemy escort attackers<br />
	- AI higher build rates
</p>

<p>
	Download file:<br />
	<a class="ipsAttachLink" data-fileid="5657" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5657&amp;key=9e11e3c4228d2b7fe113bc97cb485c6b" data-fileext="zip" rel="">ReconStrike.zip</a>
</p>
]]></description><guid isPermaLink="false">37049</guid><pubDate>Wed, 17 Sep 2025 20:37:28 +0000</pubDate></item></channel></rss>
