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Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: Captain Winters on 27 Jul 2003, 01:06:24

Title: (Review Completed) [SP] Waiting For The Hammer
Post by: Captain Winters on 27 Jul 2003, 01:06:24
HELLLLLOO!

What's up? I gotta new shiny mission for you all 2 test :D. Heres a lil overview

"If two downed A10 (let's just pretend they fit two :)) aren't rescued from Soviet Rebel hands all the fuel is in to start WWIII."

Okay, sound dull? K, it ain't.  ;) :) this DEFINATELY isn't your average search and rescue mission! Cool objectives, and enemy placement! you'll be doing indoor combat and outdoor combat! You come across random patrols, theres multible ways to trip objectives. 'Smart AI' will trip alarms if you're decteced- so stealth and all out gun flinging is required! Music will change with the action as well  ;D

The player's a black op suited up with a M16 w/ M203 w/ Incindiernary grenades.

Features:
Cutsom Voices
Custom Music
Custom Enviormental Sounds
Realistic Enemy Reaction
and a wholllleee bunch of other crap too  ;D

NO ADDONS NEEDED!! (except Kegety's!)

So check it out!!!


Edit: This mission has been reviewed and is available, with required addon from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=238).


Get it [EDIT]Below For Newer Version[/EDIT] (right click, save as)
(it's freewebs, sorry max.  :-[)
So give it a whirl!
Thanks a ton peeps!  ;D  ::)

Tanks!  ::)  
Title: Re:Waiting For The Hammer (Resistance)
Post by: Kaliyuga on 27 Jul 2003, 01:12:59
 One question Winters....   how ya supposed to be stealthy with a M16/M203 combo? ;)

Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 27 Jul 2003, 01:16:40
The AI's too retared to here em. Sos as long as they dont see you you'ree all good  ;)

Tanks! 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Gooner861 on 27 Jul 2003, 01:16:58
Sounds gud ill wud try it if i cud get 2 it! I pressed ur link and it just loaded up the same page!
Title: Re:Waiting For The Hammer (Resistance)
Post by: Gooner861 on 27 Jul 2003, 01:19:28
Sorry stupid me!
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 27 Jul 2003, 01:42:21
lol, no stupid ME! i forgot 2 write dat  :D

Tanks! 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: SpeedyDonkey on 27 Jul 2003, 10:56:08
Hi i downloaded and tried it but i haven't completed it yet. Anyway the breifing is good and has lots of info but some of the links in it seems to be broken. Another strange thing is that when the mission starts i get the message that says "objective completed" and according to the breifing the radio tower objective is destroyed (done) So i walk straight to the A10 tried to jump in but it was locked  :P (yes i know im such a weasel) anyway and thats where i got shot. The other time i ran down some hill and ended up in a camp (got shot again)

The difficulty level seems to be good and my fellow AI soldiers seem to be well trained. The intro is good. the camera moves nicely and the speach is clear.

Sorry for not taking this in chronological order but like i said, i haven't completed it yet  :)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 27 Jul 2003, 18:23:48
@Donkey- LOL. Np, thanhks for the feedback man!  ;D

Did you find the radio inside of the tent  at the camp? That's what the first objective is.

Did you find the map inside of the tent? It's a pic that shows some VERY useful information?

Tanks! 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: macguba on 28 Jul 2003, 16:01:23
OK, my usual, Vet mode, 756 benchmark


Download

Took several attempts and was very slow but got there in the end.


Overview

Picture is too big and seems to be elongated up-down.    Why is there a picture of a black op when the text is about F18 pilots?   And how on earth can two downed airmen start WWIII??


Intro

Speech is excellent - good script, good acting.   Also good music.    However the pacing of the camerawork is too slow, particularly the opening and closing shots.       Start the titles with the name of the mission and your name, with the acknowledgements coming aftwards.  


Briefing

Plan:     It's not an A10 its an F18.   And two days ago is not consistent with the intro speech either.     And Ithought destroying the plane was a secondary obj, so why is it mentioned first?    There are some typos - check the spelling.

Links don't work.   The whole thing is inconsistent with the Intro - change one or the other.   (For example, where is there farmhouse?  If you don't know where it is, why was it mentioned?)     Don't say "start here" much much more military and specific:  "You will be inserted by helicopter here."

What does "rescue the pilots" mean in gameplay terms?    Where is the exfil point?

Intel Report:      Not very clear or very helpful.    Who is in the pictures?     ETA where?

Notes:      Have some more background on why and how this could escalate into WWIII and what you can do to prevent that happening.

Gear:   This is a bizarre selection.    Give each man a basic loadout and leave all the funny stuff to be selected by the player.      Either everybody has NVGs or nobody.       Binocs for the player only, with one spare pair in case the player wants one of his buddies to have them.   Give some flexibility on magazines, grenades, etc..

Group:     Player should be at least a corporal.    3 man team is odd, usually these kind of guys work in 4 man patrols.   Or is this based on a real unit?    If it is, lets have a little info on the unit.

In other words, the structure of the Briefing is fine, but a lot of detail needs to be changed.   (Hope I don't sound too negative, I'm looking forward to playing the mission!)


Had to leave off to do some RL.   More coming later.


Took the M21 and started the mission.   Got a thing in the Action menu saying "Reserve Grenades".   Dunno what it means but I clicked it and nothing happened.    Nice weather for the time of year.

The first obj (destroy the radio) has been ticked green but I haven't done anything yet.

Moved north.    Spotted the little position by the big rock and dropped one man.    Moved north again to cover the road and noticed another loon at that postition, which is very well placed and could dominate the whole area.   Dropped him to and decided to move in and clear the position for safety's sake.

Moved on and found the secret base ... was immediately shot.   Went back to savegame (cheat) and tried again.   Dropped 4 guards.   Poor reaction - the patrolling pair didn't react at all to a guy being shot 5 yards away from them.    Nice looking base, perfect spot.   Move it even further into the gully.

Went into the base, guessed correctly that there would be loon hiding in the tent  ;D dropped him with my pistol and collected the docs.   Like the way they stay with you once you have them.   Disappointed in the pilot's location though ... an all too familiar spot.  

Good little base, liked it.    The guards are over-armed though, these guys are supposed to be militia.    Two of them had sniper rifles with scopes plus and Ingram.   I would suggest downgrading the arms a little and perhaps adding another loon.    

(There is a weakness in the mission at this point, in that I've had two combats and no opportunity of healing.   I'm not suggesting a hospital tent in this base - that would unbalance it - but if you make the team up to 4 the extra loon should be a medic.)

Plotting my next move when I heard distant shellfire.   Moved off and got hit by a two man sniper patrol walking down the road.     Hmmm ... not impressed by that, you don't sent two man foot patrols down a road.    Two man checkpoint/guardpost maybe, vehicle patrol certainly.    But these loons are just mincing around generally which is not good mission design.

Second attempt I wasn't quick enough and they detected us.  Siren sounded (from where?) and a hint said "you were detected mission failed" but there were no red crosses and the mission didn't end.    I suggest you lose the siren and the hint.   Replace them with Radio messages from Papa Bear, the first one saying "the radio waves have gone mad - you've been spotted" and the second one saying "According to our listening posts the pilots have been moved.    Get to the exfil point."  and if appropriate giving you the optin to destroy the plane if it hasn't been done already.

Third attempt I dropped both of them without any trouble.   Moved NW into the woods then N.   Dropped a two man patrol near the far edge of the woods.     Again, this isn't very good game design.    Imagine you are the militia leader.   You suspect that an SAS/Delta/SEAL type team are going to try to rescue the pilots or destroy the aircraft.    Do you send two of you men - probably friends of yours - into the woods to look for them?   No you don't, because if two local part-trained militia meet 3 or 4 of the best trained soldiers in the world, we know what happens.      

What I'd hoped to see was a VCP (vehicle check point = roadblock) on the road, light AA postitions covering possible heli insertion points, MG/OP positions covering the open ground (like the one you had).    Random patrols in the woods are not realistic and not fun.     You also have too many snipers - the vast majority of the militia should be AK47/74.  Haven't seen a single loon with a Kozlice yet.

Spotted the aircraft ... it's an A10.   Keep it like that if you can, saves a pointless addon.      Moved in, sniped the patrol and the two M2 gunners and the gunner's mates hidden behind the sandbags.     The plane wiggles a bit - try a different place.      It also appears undamaged and has landing gear down.     Try and make it look at bit more as if it crash landed.     The crash site should be much busier - civilians are a notorious problem in such events, also senior officers and souvenier hunters.   There should be a VCP blocking the road from each direction and some vehicles around - officers' jeeps, perhaps a lorry for the guard.    Also some comfort for the guard - a fire and a tent.  You could even have some civvy sightseers.

Placed a satchel under the plane but when it went off I was immediately shot by one of my own men.   This means it's unlikely I'll be able to get the mission to finish.   Anyway, I'll leave a bomb there and see what happens later.

Used my usual route at the north end of the fence, blowing a hole with a satchel for my loons.    Attacked and cleared the house, lost one man.     Collected the pilots who joined my group, presumably while staying captive because they were not shot.   Got them weapons.     No green tick for the obj and no instructions as to where to go next.

Again, no vehicles to borrow.  Too much walking in this mission.     I'll mince around for a bit and see if I can make anything happen.

(Aside:   weather - I'm very fed up of the thunder sound.   Storms don't last that long anyway.   Make the weather improve in the middle of the mission and then get worse again.)

Nope, got shot by one of these poxy patrols while on 4x speed, so giving up.     Btw, where is the chopper threat?   My poor loon has been carrying the Strela that you put into the first base, but we haven't needed it.


Comments

This is a sound mission with lots of good stuff in it.    There are some areas that need work:





That's it.    Keep up the good work.

Just read your comments below ... changing gear selection is easy, just borrow the description.ext from the Tutorial Mission in the Ed Depot.   It's far too important (and this is far too good a mission) not to get it right.
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 28 Jul 2003, 16:53:47
@mac- thanks, man! The overview was a little shabby and that picture sure as hell looked wierd, so I fixed up the overview alot and explained sum more...

was that it  ???

Tanks! 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 28 Jul 2003, 17:17:48
@mac- I'll try to get into some more detail into the breifing and whatnot. Will do on the ammo selection, although im afraid I cant change the weapon selection. I used too cool of a script to get rid of  ;D. Thanks for the feedback bud!

Tanks!
Title: Re:Waiting For The Hammer (Resistance)
Post by: Hawkins on 28 Jul 2003, 20:17:12
Macca had some great points there. Some of which were the same as mine but here's some others:
Music and speech from Ghost Recon right? ;D

Get Ready text always get's to me. Dunno why, but if possbile change it to something else.

Maybe move the intel link from the main briefing to the top. Just some layout stuff so it's up to you.

ETA is Estimated Time of Arrvial if I'm not mistaking. ETA to what?

The briefing says that your men have XM's. They don't. Remove that and add a weapon selection. ;)

Nice firetrail on those grenades! Is that what the "Reserve grenade" is for? If so, then make the script detect of the player has an M16/M203 and make it execute. If the player has, for example, the M21, then don't execute it.

Some of the men at the vehicle depot didn't have ammo in their AK's. Maybe due to a script malfunctioning. Not too sure. Some other men might also be walking around with no ammo. Maybe double check the scripts. ;)

The pilots were in safe mode all the time. I ordered them to danger and aware but they walked with guns behind their back. And I think they stayed as a captive too.

Told one of my men to blow up the A10. The mission didn't end. :\ I waited for a while and walked around but nothing happened. Stoped here.

Overal, this could be a killer with some more work. ;) A good start.

Hawkins
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 29 Jul 2003, 03:23:53
WOW!  ;D  ::)

Thanks for the AWSOME feedback guys! I've slaved for the past 2 hours to make this new version.

- Theres around nine ways things can happen in the mission now
- Added a lot more detail to the briefing (explained like maccy said)
- Added Weapon Selection (A big One At That!)
- Fixed The Overview (Added and The Pic looks great now)

there's as well tons of more detail added in at the crash site, and roadblocks randomly placed all over, along with camps, and patrols where it counts!

There's going to be one thing you have to deal wiht though- if you don't select the M16/M203, the 'Reserve Grenades' action will still be there (it originally adds two more grenades to your inventory...). That subject is being dicussed in the Advancedd scripting fourms under 'Weapon Detection'!

Thank you guys for your excellent feedback, and mac and hawkins, every single thing you guys said I added [fixed] into this mission!  ::)  ;D

Get the new version:

HERE! (http://www.freewebs.com/sprpcg/waiting%20for%20the%20hammerv1.1.cain.zip) (right click save as)

Tanks! 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: macguba on 29 Jul 2003, 13:07:59
Briefing

Much better.

Plan:    I would suggest this layout.   Get the whole lot on one page.

Very brief outline of the mission
Link to Intel page
Link to detailed background page
Objectives

Some of the links still don't work.   There are a couple of spelling mistakes, check it again.

Intel page:   you don't need the weapons/ammo detail.    Say that the photos are of the pilots and give their names and descriptions.     Say that they will join your group when you get close enough.     Give some background on the militia forces:  size, equipment, quality and disposition.    There is a mistake in the coding - the debriefing message is appearing at the end of the Notes.

Gear:   either everybody has NVGs, or nobody.   Glad to see you have added a medic. :)      I suggest that you equip everybody with M16 (or M16/M203) and offer a slightly narrower gear selection.   It looks bad for example if you have more of one type of weapon than there are members of the team or more than you need.   For example you need offer only M21 because you're not going to take more than one sniper.   Make sure magazines are in proportion.     Add handgrenades.

Notes:  Much better.   Break it up into paragraphs.     Who are the rebels?   Why is the area controlled by rebels rather than Russians?    Are the rebels enemies or friends of the Russians?

You still need to promote the player.


Overview

Also much better.   Get it all onto one page.    If you want a two-pager (which I don't advise) then make the second picture of the pilots, not you, and have a little more text.    Then add your name and the version of OFP required.


Mission

I'm not going to replay it, these full beta tests take 3 hours, but I'lll look at one or two points ...

There is an error message when you start the mission.   Unknown operation, its something to do with the weapons loadout.

Crash site - well you've certainly taken my comments to heart!    Lose one of the lorries+supplies, you've gone a bit over the top there.    Also, the loons are mostly just standing there, which is fine as long as the player isn't in the area.   They should be switched into guard or seek and destroy waypoints when the player is detected in the area or when any of them die.    (This does not mean that the pilots should be moved when that trigger is fired.)

Glad to see you have removed the random patrols.     You could probably add one or two more vehicle patrols along the roads, or small positions oberving or guarding key points like road junctions.

Every AI unit should have waypoints, otherwise they just stand there.    There are far too many that have none.     In general, they should be switched into a new set of waypoints when the enemy is detected nearby or a nearby loon is shot.

Still too many snipers around.

First obj is no longer ticked at the start of the mission.

Make a little bit more of the vehicle base.    I avoided it when I played, partly because I didn't think there would be anything there worth seeing and partly because attacking it would be directly contrary to mission orders.     Attacking it should have a bad consequence, like rebel reinforcements coming in or a countdown starting, limiting the time you have left to rescue the mission.   (Obviously if you have already rescued them it wouldn't start.)

Regret don't have time to play through the objectives.
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 29 Jul 2003, 17:03:39
Wow!  ::)  :o  ;D
Thanks man! That kinda beta reviewing is what the community needs  ;D 8)
I'll take in all of the advice you gave me, and put it inot the next version, I'll just wait for a couple more replies  ;D
thanks maguba matata!

Tanks! 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Messiah on 30 Jul 2003, 02:33:00
Music will change with the action as well  ;D

care to shed light on how you do that  ;) - would love to use that feature on a certain mission
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 30 Jul 2003, 03:16:53
not that hard. just set up a detection trigger to activate music, therefor when a enemy is spotted some action music or whatever will be played, then set one up for a nondetected trigger and have calm music fade in.  :)

Tanks! 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: chopper on 30 Jul 2003, 05:26:26
a fabulus mission ;D

youve made quite a triumph 8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Hawkins on 30 Jul 2003, 11:21:31
not that hard. just set up a detection trigger to activate music, therefor when a enemy is spotted some action music or whatever will be played, then set one up for a nondetected trigger and have calm music fade in.  :)

Just a note, even if players sometime detect the enemy, they wont necessarily shoot them. So this could be done with a more precise way right? Though it's up to you. ;D It's your mission but this was just a suggestion. :) ;)

Hawkins
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 30 Jul 2003, 21:09:08
Just a note, even if players sometime detect the enemy, they wont necessarily shoot them. So this could be done with a more precise way right? Though it's up to you. ;D It's your mission but this was just a suggestion. :) ;)

Hawkins

lol, i suppose. but still! I'll think of it!

@chopper- thanks man  ;D  :o  :)!

Tanks!  8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 31 Jul 2003, 18:33:14
 ;D NEW VERSION ALERT!

- Added a pretty cool outro with a custom RSC telling everyone who helped so far
- Weapon Selection Added
- Custom Actions Depending On What Weapons You Select
- A couple of new senerios (ie if men are dead and radio isn't destroyed at camp, men will come looking for a car that was supposed to be repaired.)
- Added a music track to mission that'll make u crackle a little if you play through thee entire mission in the outro!
- Fixed up briefing T O N S!

GET IT HERE!!! (http://www.freewebs.com/sprpcg/waiting%20for%20the%20hammerv1.2.cain.zip)

Tanks! 8)

Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 04 Aug 2003, 00:54:44
::bumping::  ::)

Tanks!  8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 07 Aug 2003, 03:10:38
If anyone just wants to use the end mission command and just watch the outro, I'd be appreciative. After one or two ppl comment on dat i think I'll close it on this one!  :)

Tanks!  8)
Title: Re:Waiting For The Hammer (Resistance)
Post by: Captain Winters on 14 Aug 2003, 19:30:45
Thanks for all those who helped out! I think you'll be pleased with the final product! Look for it in the pending list soon!

Tanks!  8)


Edit: This mission has been reviewed and is available, with required addon from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=238).