Dawn of War 2: Retribution

  • Dawn of War 2: Retribution was the last expansion for Dawn of War 2, and therefore had the highest amount of factions. Like Dawn of War: Dark Crusade, this meant that every mission had to take into account every faction available (6 by this time). The gameplay for DoW2 was very finely honed by this point, and I recalled the design team having so much fun making the missions and their variations because we had the full range of 40K factions to play with.

    My responsibilities on this project involved paper design, layout, LUA scripting, and World Builder (the mission creation tool we used at Relic) implementation as well as some in-game cinematics. Specifically, I was tasked with the responsibility of coming up with a tutorial for all the races in addition to one other story mission which also had alternate versions to support all the available factions. As a result, the work required to make these missions fulfill the requirements was probably more than double the equivalent!

  • Story Missions

    Ladon Swamplands (had to support 6 different factions so had 6 different variations depending on the faction)

    Awakening Ulkair (had to support 6 different factions, and depending on the faction, one of 2 alternate versions was used for story reasons)

Selected Missions

Game Data

Platform Windows
Released 2011
Developer
Relic Entertainment
Publisher
THQ
Genre
Real Time Strategy
Metacritic 80
My Role
Mission/Level Designer

Ladon Swamplands

(Introductory mission for all factions)

As mentioned in my project notes for DoW2: Retribution, the game had an interesting situation similar to Dark Crusade where many playable factions were available. This presented an issue with having an appropriate early campaign for the game to help ease the player into knowing how to play their chosen faction. With the limited time and resources usually allocated towards expansion packs, we had to figure out a workable solution because making 1 bespoke mission per faction was going to be an impractical course of action especially because we had a shortage of environment artists for the project at the time.

Thus, when I was given the responsibility for this mission I decided at the very least to ensure that the level made was playable and applicable to all races in the game.  As this mission was meant to be a second tutorial (after the Prologue), we could focus on game mechanics that would be common across the board for each race, with special attention given where needed.  I ended up creating a matrix of resources that the in-game scripting system was able to use (building on what I learned from Operation Stonewall in CoH: Tales of Valor) so that no matter what race you played the game would show plot appropriate enemies and dialogue and art assets. 

Another thing I thought of to save time was to take an existing linear map from Chaos Rising, flip it around 180 degrees, and with the help of one of our two environment artists, change the colour palette, and replace some of the foliage so that the map looked like it was set in a jungle. The end result worked so well that nobody noticed we were reusing and old map until I pointed it out! I also worked in some special “terrain tricks” to disguise spawn closets so that enemies would appear on the map in more convincing ways instead of popping into existence at the edge of vision or the map (such as busting out of rock walls, or emerging from jungle foliage). I used these techniques in my other map on this project, Awakening Ulkair.

The result was that you still had a unique experience in terms of plot and dialogue despite having common mission objectives and sharing the same map. This level's in-game cinematics were entirely scripted by me, as each designer on the team was responsible for that for their levels.  In line with Dawn of War II's approach to gameplay, the mission was designed to have more of an RPG feel, with an emphasis on teaching tactics, special abilities, and loot gathering instead of economy and numbers as per standard RTSes.

In general, the mission’s critical path is as follows: First, we teach the player about basic combat and the “revive” mechanic. We then introduce cover, capturable buildings, and unit production. Next, players learn about flanking, and heavy weapons. Some encounters are provided next to practice and hone the concepts learned before culminating in a special “boss” battle where they can then apply everything they learned to defeat the “boss” and win the mission.

Ladon Swamplands gameplay as Imperial Guard (video with no commentary by RedAlert2Havoc)

Awakening Ulkair

This mission was another mission that had to account for all of the different factions and story elements that could occur as a result AND support co-op gameplay. I applied what I learned in Ladon Swamplands to good technical effect here too. The premise of the map in this case was that the local Imperial guardsmen stationed at this area were being slowly corrupted by Chaos - specifically by Ulkair (who was apparently imprisoned at the end of Chaos Rising but obviously not quite as bound as we were led to believe).

In the Dawn of War series, we had never shown corrupted guardsmen before, so I took this opportunity to play that up to the hilt and also use that as a justification for having a mechanic to “rescue” loyalist guardsmen who were still untainted by the influence of Chaos. It was very awesome working with narrative to come up with dialogue to reflect the corruption and conflict within the guardsmen ranks and I was quite happy with the result of the mission’s units just oozing with personality. The mission also had slightly different dialogue and situations depending what faction you went into the map in. This was especially rewarding for a Chaos player as they impose their version of Chaos as the dominant one and frees Ulkair himself - who then goes on to provide battlefield support for the player for the rest of the campaign!

The map was a joy to work with, and I sprinkled the map with many little details to give life to the notion of an Imperial guard base struggling with itself as the player advanced through the straightforward map. The contextual spawn closet technique I used in Ladon Swamplands proved to be useful here, as I set up spectacular ambushes and interesting sequences. For example, in one area, a large hangar door opens and a horde of corrupted guardsmen spill out, running towards a fleet of vehicles - if the guardsmen don’t get gunned down, they board the vehicles and use them to attack the player! In another example, the final “boss” encounter involved the corrupted garrison commander’s transport busting out of an ice wall to attack the player. As mentioned earlier, if a player was Chaos and ultimately freed Ulkair, they would be treated to an in-game cinematic of him in all his disgusting Great Unclean One glory.

Awakening Ulkair with Space Marines (video with no commentary by Mitra artiM)