Home   Help Search Login Register  

Author Topic: (Review Completed) [SP] The Forest  (Read 12711 times)

0 Members and 2 Guests are viewing this topic.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
(Review Completed) [SP] The Forest
« on: 28 May 2006, 12:17:28 »
A frightening night in a cursed forest.

Mission type: SP individual mission.
OFP version: 1.96
Island: Malden.
Addons needed: Mikero's editor update - Alternatively, at OFPEC.

Edit: This mission has been reviewed and is available, with required addon, from the Missions Depot.

The Forest 1.7 (<- EDIT, big update, outro is now active).

The Forest v1.71 WGL 5.0 version <- WGL 5.0 core needed. UPDATE: Fixed weapon type name.

Precedent story background:
You and your brothers tried to get money to pay the hospital for your sister. The hospital was too expensive, and the brothers decided to steal a jewelry and a money lending house. You were out of luck, your brothers were killed, you were imprisoned and your sister died few months later. The Forest mission starts at the time you were set free two years later.

NOTE: The-Architect's review below has no relation at all with The Forest mission
« Last Edit: 06 May 2009, 03:19:04 by Walter_E_Kurtz »

Offline rado1265

  • Members
  • *
Re: The Forest
« Reply #1 on: 28 May 2006, 17:42:33 »
Hey dude!

As you know I played this mission before on BIS forums (and like it  :)), so, can you tell are there some significant changes in this version? If they're, I could try it again, but if not, then better wait for some fresh blood ;) ...

Offline The-Architect

  • Former Staff
  • ****
  • Bite my shiny metal...
    • Bob's Un-official Flashpoint Page
Re: The Forest
« Reply #2 on: 28 May 2006, 18:31:20 »
This review is for a mission called Brothers which was posted here but is now gone. Please disregard.

The first thing that needs addressing is the lack of a Readme.

Overview
Picture doesn't fit. You can still get the people in the picture without it being so large. Also, It needs a blurb.

Briefing
Poor english. You'll have to get someone to sort that. I did know what was expected of me although with no map, there wasn't really enough info.

Intro
The Intro was short and fractured. The english was poor and after the blackout and next day message all I got was a look at a truck. Needs looking at again. I did however understand that I was part of a family trying to get some cash for my sister's treatment, although I don't know what currency 1000S is. One major problem was that when the camera panned to my character he was all cam'd up. It was my user character. You'll have to add an identity to your Description.ext and SetFace to your intro.

Mission
The mission started out ok. I just followed everyone around and got to the money lender house and of course it all went to stuff. We took casualties and in the chaos I lost track of what was supposed to be going on. I died and then realised I had to start again from the beginning. I turned it off at this point.

Outro
Don't know.

Special
Nothing.

Overall
This mission should be a cutscene, not a mission. Lack of savegames made it a chore rather than a fun experience. No voice acting was a real drawback. This needs much more work.
« Last Edit: 06 Sep 2006, 14:13:31 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline rado1265

  • Members
  • *
Re: The Forest
« Reply #3 on: 28 May 2006, 18:36:39 »
Hm, from The-Architects' post it seems it's quite changed ... Maybe I'll look at it again ...

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #4 on: 28 May 2006, 18:55:58 »
Hi Karantan,
Yes, there are some mayor changes in 1.3. No more pinky and peaceful ghosts  ;)

The Architect, for your comments, it seems you tested "Brothers" mission, not "The Forest", which is the mission this thread is about. Having the link to a "Brothers" version there may be confusing, removing now.

Forgot to say, the pictures are large because these overviews are for campaign missions. While "The Forest" is downloadable now as individual mission, it is the second mission of a campaign.
« Last Edit: 28 May 2006, 18:58:34 by Mandoble »

Offline The-Architect

  • Former Staff
  • ****
  • Bite my shiny metal...
    • Bob's Un-official Flashpoint Page
Re: The Forest
« Reply #5 on: 28 May 2006, 21:07:43 »
I see. It's not my fault you put the wrong link up. I'll maybe take a look at the right mission once you've sorted it out.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline rado1265

  • Members
  • *
Re: The Forest
« Reply #6 on: 28 May 2006, 21:20:05 »
Yep, same good old 'The Forest'! With some changes of course ...

I'm not going to tell ya any 'stories', where I went, what I've done; you know what's all about, it's your mission, and for the others, well, they can try it by themselves, and to see what's this all about. So, straight to the 'bussines':

- Overview:

You've already explained, why the picture is so big.

- Intro:

Nicely maded, nice story in there. About possible language mistakes; well, I didn't pay any attention to it, no wonder; my English also sucks big time! So, no sweat, bro. Lack of voice acting is not an issue in this mission, not at all.

- Briefing:

It's OK. You could give a player a magazine or two more, it will not play any role, and it'll be more realistic; going on patrol or guard the post with only one clip, well ...

- Mission:

Damn, loved those 'flor draggings' e.g. attacks by the wolves, that's a new feature, eh? Then seeking around for that loosed f***ing gun ,,, I love(hate!!!) it! Btw, you could make the eyes of those wolves (only) red; it'll looks even more sinister.

You could add some autosave more; after you find a girl-ghost, and after you find her body for instance.

I think I've noticed that the faces of the ghost and the body are not the same.

You could reduce a woodcuters' skills a bit; they're a very sharp shooters, to sharp for a woodcuters. And I leaved the third woodcuter alive ...

If you can, make that boat colision a bit more gentile. And you could lower a bit a sound level of the music there.

And; what's that 'flying' about?  Quite funny (and deadly sometimes), I just couldn't figure it out, what triggers them; are they in conection with those bluish mists, or they're just some random feature or whatever.



Well, that's about it. I've wroted this from my memory, so it could be that I've skipped something worthed to be mentioned. If maybe later something comes on my mind, I'll let you know. Oh and yes, the colour of the ghosts; much better. ;)


Offline rado1265

  • Members
  • *
Re: The Forest
« Reply #7 on: 28 May 2006, 22:00:19 »
Glad to help. Again, a good, enjoyable mission.

About the eye colour; I recommending you red; in all those stupid horrors such eyes from ghosts or demons or devils or mothers in law are red, so it must be something in it.

Now you intrigued me with that last sentence of yours, so now I must play it again to see, why is not necessary to find that gun. Damn you! :D

Offline mathias_eichinger

  • Missions Depot
  • Administrator
  • *****
  • I'm a llama!
Re: The Forest
« Reply #8 on: 01 Jun 2006, 19:49:52 »
Hi, here's my take on the mission!

Overview

The picture is too large for my tast, but this has already been explained, so it's ok.


Intro

Superb camera scripting and emotional story. Describes army life not from a heroic but a pragmatic standpoint which leads to more depth in character development IMHO. And I liked the scenes where you change into uniform and the artillery. Good  scripting here.


Briefing

Good choice of music. I never encountered music during briefing, it's a very nice touch.
But where is my map? Briefing itself is short and to the point.


Mission

I really liked the green title effect! Use the compass to get to private Collins. When I am up the guardpost the atmosphere kicks in. This is by far the most atmospheric OFP mission I have played to date. Scripting I have never seen before and superb sound effects.  When I am told to investigate the mysterious sounds I am hunted by ghosts and wolves and are bitten or thrown into the air...really cool effect.

BUT...here comes a Showstopper for me: The sounds are everywhere around me. So where I am to go? I chase a few light effects, find two unoccuppied fires. Finally I find a house with a ghost that tells me to look for his daughter before he disappears. Then I run around to the forest quite clueless and I am killed by ghosts during several retries.
In the end, frustration replaces fascination and I abort the mission.

Suggestion
Could you make the lights lead the player to where you want him to? This would keep up the fascination without the frustration. Or at least, keep the fire by the guard post to give the player a reference point on where he is.
I would love to complete the mission which could be possible with just a little guidance.

Cheers

Mathias



Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #9 on: 01 Jun 2006, 21:01:26 »
Thanks for your comments Mathias.

EDIT: Deleted, too many tips for the players  :D
« Last Edit: 11 Jun 2006, 22:06:45 by Mandoble »

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #10 on: 04 Jun 2006, 21:57:42 »
V1.4 ready, now as full standalone single player mission:

The Forest v1.4 (obsolete)



Changes:
- Full single player mission overview added.
- Identities added.
- Your guardpost is now a safe place, as long as you keep upstairs.
- Added three more automatic save points.
- Added three savegames triggered by player using radio.
- Wolves eyes colour changed (red or blue).
- More ammo clips added to the player.
- Ship collision less violent.
- Healing holy water fountain added somewhere.
- Few more details added to the intro.
- A new surprise added near the center of the forest.
- Included a readme file with short story background and more info.
« Last Edit: 11 Jun 2006, 22:08:14 by Mandoble »

Offline mathias_eichinger

  • Missions Depot
  • Administrator
  • *****
  • I'm a llama!
Re: The Forest
« Reply #11 on: 07 Jun 2006, 22:45:08 »
Hi, tried the mission again and I am still not satisfied...

I'm in the mood for a short report today so let's start:


Observations

*Superb photo-story in the overview. Never seen before!
*Falling stars not really visible trough the forest canopy
*Healing fountain does not heal (does not cure the sickness effect)
*Sickness effect overdone (too often IMHO)
*Solid forest does not open up (stays solid)

Recommendations

* Guiding light effects in front, not above the player (what about a buzzing firefly?)
* Check the healing fountain bug
* Vomiting every 5 minutes could be enough
* Check the solid forest bug

Overall

This mission has the potential to be a very special one with all the atmosphere already in there. But it is still dragged down by bugs as it appears to me. When these are corrected this mission will be something that is rarely encountered in the OFP world: A workung and excellent mystery mission!

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #12 on: 07 Jun 2006, 23:58:55 »
Deleted, too many tips for the players  :P
« Last Edit: 11 Jun 2006, 22:07:39 by Mandoble »

Offline Cheetah

  • Former Staff
  • ****
Re: The Forest
« Reply #13 on: 08 Jun 2006, 00:08:58 »
I did a test on this mission a few days ago (the older version) and found no bugs. But I'll check the newer version again sometime soon.
What I saw was that your scripting was very good, nice effects like the wolfattack or the ghosts in the forest. You'll hear from me later. Don't expect me to find more bugs though, because your previous version didn't have them, well of course this doesn't imply that v1.4 doesn't have any bugs.
Like missions? Help with Beta Testing! or take a look at the OFPEC Missions Depot for reviewed missions!

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re: The Forest
« Reply #14 on: 08 Jun 2006, 03:44:00 »
OFP1.96 vetmode no superai

Readme:

nice. informative.

Overview:

different.

1st picture is too hazy (you know that)

The 'polically correct' don't use more than one, in your face, page. That said, I like this, it's informative, interesting. Just bear in mind that people DONT READ OVERVIEWS!!!!

The entire point behind an overview is a memory jog of what has been PLAYED, past tense. People's favorites' oh yes, I remember.

I like what you've done, but, it's in advertising territory, you're appealing to the player to play it. S/he is already going to!

to steal a jewlery = to steal jewelry


owners opposed resistance = owners were against the Resistance, ... anti-Resistance.


in the firefight = in the ensuing firefight.

(a) few months later.

---
bloody, bloody nice mandoble. I have not seen this 'technique' done as well as this before. No one, so far as I recall has done it this well. It's very, very good.

----

Intro:

best I have seen by a country mile. Technically, amazing. I've seen _plenty_ of more spectacular intros, more thump and grunt, but this is technically superb. It even beats Thobson, and (Student) Pilot. The care to timing and detail is amazing.

Suggestion: provide a stringtable.csv for others to help you with English grammar.

---
Briefing:

oooh ah!

nice presentation, grabs you, grips you, you just want to know more, don't you. (notes, excellent)

Mission:

I absolutely love this. Love it love it love it. It is sooo god-damn professional.

I'm stopping my review here so I can concentrate and play this mission.....

(one quick tip,  drop the private collins said business. it's obvious who is saying what, and not necessary)


edit:

ok, i've now played this technical masterpiece. It is a superb piece of script-crafting.

However, there are a few niggles. First and mostly, you have played this mission before, and you know what is, where is, I do not.

I agree with Mathiias that the frequency of sickness is too much. Two reasons.

it kicks in very quickly, while the impression is there's a bug-stall in the mission. Because there are still plenty of environment sounds, it is not apparent for some time that  i'm vomiting (an important audio clue)

secondly, the need to use solid-forest means player is often coming up against walls, being stuck in them, and, being stalled is frustrating enough.

as for the solid forests, you should think about replacing any of the see-thru ones, they are extremely frustrating. After all,  i don't know initiially that the answer to everything is in fact anywhere else but south (in the southern forest). I spent a frustrating time running into _all_ of these transparent walls.

Finally, the body, most most definately is an I've played this before bug. The trigger area is (of course) too small. You need to put a dirt pile (grave?) in there, or, slightly illuminate that area, make me go to the right spot, or, at the very least make me keep coming back around in over that house.

The dawn lighting of the escape was best I've seen. There is however, no, run for your life, and I accidentally shot one of the black ops as a result (perhaps your intention). I think at that point in the mission, you need to say, get back to base for medical attention / help, whatever, but not, run for your life,

All music was brilliantly casted. Every one, set a mood theme.

Oh and before I start recieving undeserved credit for Mikero's editor103. No folk's not one of those special effects have been done by me.

This is a technically superb mission, slightly frustating for reasons mentioned above, but I rate this a hard earned 9.

Outro:

Not _quite_ as exceptional as the Intro, it is after all, the outro, not the wham bam beginning of everything, but its damn good and in the same technical wonderpiece as the rest of the mission and intro.

If I could offer any advice, this mission deserves some English grammare editing.

Well bloody done.
« Last Edit: 08 Jun 2006, 10:25:58 by Mikero »
Just say no to bugz

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #15 on: 10 Jun 2006, 01:44:26 »
Thanks for your comments and advices Mikero.

Just a comment about the house, there is a fire at the entrance that the player may light to have a more clear vision of the rooms. And yes, there is already a dirt grave there, clearly visible if you light the fire (but if you light it the woodcutters will have a better vision too ;) ).

What includes the new release (1.5):
- English, German and Spanish languages.
- Sick script redone, it is less frequent but causes more damage, some effects added to make it more real (too real), no more keyboard disabling.
- Solid forests: There are no more trasparecies that may confuse the players looking for the pass-through.
- Guiding starts: The starts now guide you first to the souther forest pass-through, then will guide you to "the other place".
- Some english language corrections.
- A very VERY special sequence added to the outro  :D


The zip file includes a zip inside with all the overviews, briefings and stringtable for english, german and spanish. I would appreciate any help to improve the grammars. If any of you wants this mission in other languages, feel free to add the corresponding one to the current stringtable, but tell me first so I wait before releasing any new updated version (with grammar corrections, if any).


The Forest v1.5 (obsolete)
« Last Edit: 11 Jun 2006, 22:09:09 by Mandoble »

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re: The Forest
« Reply #16 on: 11 Jun 2006, 01:27:46 »
please provide a link to this version Mandoble,  1st topic first page. It's buried too deep, people wont find it.

V1.5

yes, Excellent.

The retry after the ghost father is a little too delayed. Needs to come in quicker. The impression is I have triggered some 'zone' by walking away from house. Bring it in sooner.

Another objective needs to be placed here. Find the girl (I am no longer investigating sounds)

I was hit by ghost (and died) while father was talking. Nothing I could do of course to prevent it.

At no time did  hear 'sound of girl crying' more like orrible moans I would associate with beasts. Change it to a more obviously feminine noise.

I didn't find her for some time and kep re-trying to see if going to the base camp or going to the fountain, before looking for her would cause her to appear. Not sure if it did, I only spotted her in the vague distance later. The light effect as I get closer is very clever.

I am very confused by the camp fires.

1) why do i *have* to put out the one when we first start?

2) It seems, they are switched off on some of the retry triggers, it _seems_ like the ghouls put them out also. It isn't obvious enough and very confusing / disorientating. This is fine, what's not fine, is the impression it's a bug in the mission, rather than something deliberate by ghouls. Try and cause it to happen by making ghouls sometimes emerge if I am in visual distance of a fire so player can see their shadows. Ie, not when Im at fire, but a 'safe' distance. It's just by luck, I can see it happen.

shooting them causes '1 hold fire'

The Forest opening is a little tricky, I'm keen at that time to get healed first. Forest is not open then, I trun corner, get healed, come back, forest is open. Any visual effect you might have employed is not noticed by player as a result.

Perhaps some softened light at the entrance which causes the forest to open as I get close to it? This gives me option of healing first.

Finding girl.

There is *no* grave or indication (except, marginally, to light the fire). This is because these models (buildings) collapse over time into the ground level (an ofp bug). By time I'm at house, the objects around it have begun sinking. You could fix this by moving house to a flatter area (the slight hill causes this problem, I a, walking in house, not on it's floorboards).. Depending how sick you are, you can have the disconcerting effect of crawling under house.

I think you still need to do some more work on the comets.

Final stuff is fine, the music good, but, I would add the bird chirping environment sound here. The forest has changed, black ops have taken up residence. The player is not aware and shoots first, asks later (they look like ghosts in the distance)

Turn the jeep to face the other way, or put it somewhere else as well. The AI is having a terrible time navigating to road, it needs to face north, not, south.

Nice.

Nice and even better outro. You are a wonderful story teller.



« Last Edit: 11 Jun 2006, 03:35:37 by Mikero »
Just say no to bugz

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #17 on: 11 Jun 2006, 05:58:11 »
Thanks for your suggestions Mikero.

EDIT: Rest of message deleted, too many tips for the players  8)
« Last Edit: 11 Jun 2006, 22:10:09 by Mandoble »

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re: The Forest
« Reply #18 on: 11 Jun 2006, 13:18:25 »
>They are not blackops, just friendly ghouls

well then it's another mystery and by all means keep it as it is then, you've done a wonderful job with this. There's so many little catches and mysteries that keep the player exploring. Really really good, well done.

The piccie above says it all, it's actually quite beautiful, quite subtle. A wonderful wonderful job mandoble.

I can imagine this is not everyone's mission it can be exceptionally frustating first time thru. Yes, the campfires DID stop me going south. There's really nothing more to say that wouldn't affect what you've created, more touches, change this, change that. I don't think so, this mission just needs to play itself and be left alone (apart from technical boo boos)..

It's one of those missions that asks more questions than can be answered. It's quite unique and I've said more than enough.

Just say no to bugz

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #19 on: 11 Jun 2006, 22:03:16 »
Thanks again for your comments Mikero.

The Forest v1.55 (obsolete)

New version with the following changes:

- You are inmune to ghosts and wolves while talking with the father.
- New placement for the house, so everything works fine for normal and high terrain detail levels.
- Added some new vegetation in front of the house.
- Woodcutters placed "almost" outside of the light effect of the fire near the house. Note that they are placed with a short but random distance from their starting positions, so, some times you will see them clearly, some times you will not.
- The grave is also marked by some nice effects now, no way to miss it.
- Ghouls are no longer west side.
- Ghouls, while peaceful, dont like bullets. If you attack them, you will experiment their new and very special weapon  :D
- Collins will have now little or no problems at all finding a way outside the training area while driving the jeep.
« Last Edit: 13 Jun 2006, 01:14:22 by Mandoble »

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re: The Forest
« Reply #20 on: 12 Jun 2006, 05:05:58 »
 8)

[attachment deleted by admin]
Just say no to bugz

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #21 on: 12 Jun 2006, 09:14:18 »
Excelent! Thanks a lot Mikero.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #22 on: 13 Jun 2006, 01:23:12 »
The Forest v1.59 (obsolete)

Changes in v1.59 version:
- English corrections by Mikero  :)  (changed "hey human" by "hey mate", otherwise it would be too clear what they really are, they player will find out what they are two seconds later ;)  )
- More effects added to the ghosts, now they are quite noticeable, but also dangerously attractive for the players  8)
- When you puke, you really puke (clearly visible in external view).
- More effects added to the returning weapon sequence.


Now this is getting serious, I'm starting to be quite satisfied with the final result  :)
« Last Edit: 19 Jun 2006, 23:21:56 by Mandoble »

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re: The Forest
« Reply #23 on: 13 Jun 2006, 01:59:59 »
>Now this is getting serious, I'm starting to be quite satisfied with the final result

me too ::)

pls check the overview html because i did change the paragraph a lot, and only 'think'  I understood what you were trying to say.

I also removed the 'put out the fire' in the briefing. It made no sense, based on what you've told me.

small typo in my csv. jeweler = jeweller
Just say no to bugz

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #24 on: 13 Jun 2006, 02:24:02 »
I played all the mission, intro and outro with your text and everything is fine, also  overview. What you removed was not "put out the fire" but "switch off the light" , which means you better turn off the light of your room or you wont be able to see anything  ;D

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #25 on: 19 Jun 2006, 23:23:28 »
What more than problably will be the final version:

The Forest 1.6

Some language corrections for german and english.

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re: The Forest
« Reply #26 on: 20 Jun 2006, 04:05:46 »
Quote
you better turn off the light of your room or you wont be able to see anything

even with that, I still misunderstood !!! ( was trying to find a switch in the tent !!!!)


You have plenty of space in that briefing, change the wording to something like this:

Player Hints:

close the door, switch off the lights, and start playing !

Just say no to bugz

Offline Trapper

  • Honoured Contributor
  • ***
  • I'm a llama!
Re: The Forest
« Reply #27 on: 24 Jun 2006, 21:09:06 »
Played 1.6.

What a special mission!

It played like a final.
Just one thing, before I met the father I was thrown through the air and lost my rifle. After a few minutes I met the father and was dragged away by something shortly after. Only when that happened my character complained about his (long before) lost rifle.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #28 on: 24 Jun 2006, 21:57:36 »
You are right Trapper, when attacked by the ghosts and thrown through the air you lose your weapon, but the character only complains about that if attacked by the wolves by first time. I will take note of that. BTW, if you keep searching for your weapon, more than probably you will die in the forest.

Anyway, I dont plan to make any update in very near future unless there is some special and really worth suggestion about story/gameplay or if someone decides to translate the stringtable to any still unsupported languages.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #29 on: 12 Jul 2006, 00:55:54 »
By a big (really BIG) mistake, I forgot to activate the outro ???. So, in 1.6 you will only see three soldiers looking at each other, far, I mean really FAR away from the REAL outro.

While I keep spanking my head with a morningstar, here you may get the fixed version:

The Forest 1.7


MyShortcoming

  • Guest
Re: The Forest
« Reply #30 on: 12 Jul 2006, 13:26:15 »
Ok all i can say is WOW!

That mission was some creepy stuff but very very very immersive, Played on Veteran mode and i must shake your hand the effects sound and thoughts merged create a great atmosphere, and that girl is a b**ch for making me run that far ;).

I cant see any flaws with it, i was stupid enough to shoot one of the spirits and  .... well lets just say the grunt one is gonna end up the same place as the Woodcutters.

The highlight for me had to be on the way back the people that comment on "Its a cold night hey buddy" ... i was thinking "HOLY F*CK" after (you know what) happened.

Outro was awesome and cant wait for the campaign (but i might endmission this one i wanna be able to sleep ;) )

Ace mission, looking forward to more of you stuff   ;D


-Shorty

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #31 on: 14 Jul 2006, 19:27:35 »
Thanks for your comments Shorty  :)

Yes, shooting against peaceful and unarmed spirits was not a wise decision  :P

Here is the WGL 5.0 version of "The Forest":
The Forest for WGL 5.0

Enjoy  8)

WGL 5.0 MOD download

Offline supershooter

  • Members
  • *
  • 2+2=4
Re: The Forest
« Reply #32 on: 14 Jul 2006, 20:35:47 »
HI

i am really confused. I am trying to find the girl! where the f**k is she? Some help on this please. I have found the man who tells me to find her and i have found the healing fountain. Now what? I have walked around for ages. I have traced the border about 10 times!

So far, this mission is great. Effects get top marks; good job. Just, WTF do i do now! Where is this lil' b*tch?


-supershooter

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #33 on: 14 Jul 2006, 21:02:07 »
The girl is just moving by the Northern forest, dont try to look for her before speaking with her father's ghost.

Best you can do is to return to your guard post (it is near the center of the Northern forest), then wait till you hear her cries, moans and screams. By the sound you will be able to pursue her, once you are close enough she will be surrounded by a glowing redish light, so the final aproach will be quite easy. But keep in mind that she keeps walking and running, she is not just stopped waiting for you. Her cries and moans are the key to locate her.

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re: The Forest
« Reply #34 on: 14 Jul 2006, 21:03:01 »
follow the sound of the woman crying. and check your IMs.

Offline supershooter

  • Members
  • *
  • 2+2=4
Re: The Forest
« Reply #35 on: 14 Jul 2006, 21:13:52 »
HI

LOL. Am I stupid? I follow the cries about 3 times just to check I aint mad. Nope, they are definetley coming from a confined area. The sound of the cries is coming form behind a solid barrier of trees and bushes. How I might I get past this. I have followed the 'wall' along its length, end to end, several times. No way through.....

(BEDGES: I dont recieve IM's , that function doesnt seem to work. It just says "No messages..")

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #36 on: 14 Jul 2006, 21:17:29 »
I assume you are playing with Mikero's editor update installed (editor103.pbo) and no other previous editor update, right? (just to be sure the forest objects are the correct ones). Are you playing WGL version or standar one?

Offline supershooter

  • Members
  • *
  • 2+2=4
Re: The Forest
« Reply #37 on: 14 Jul 2006, 21:23:36 »
 Mikero's editor update IS installed (editor103.pbo) and i am playing with the STANDARD version. No other editor update installed.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #38 on: 14 Jul 2006, 21:29:39 »
Then the cries cannot come from behind and solid barrier of trees and bushes, as the only barrier present is the shouther forest. The girl spawns at the nothern forest and never gets out of its limits. Even in the case she "gets crazy" and try to move too far to the South, she would be unnable to cross the solid forest.

You better go back to the northern forest and try to locate cries and moans there. Nothern forest has no solid bushes/forests unless you are playing with a modified version of Malden island.

Offline supershooter

  • Members
  • *
  • 2+2=4
Re: The Forest
« Reply #39 on: 14 Jul 2006, 22:00:33 »
I return to the northern forest. Look around, but the cries always always come from the south. I follow the cries and they are coming from the southern forest which is blocked off.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #40 on: 14 Jul 2006, 22:36:25 »
WGL version had a problem with weapon type names, the effect is that player does not lose his weapon when attacked by wolves or ghosts.

Fixed now:

The Forest v1.71 WGL 5.0 version





SuperShooter, no idea how the girl in your game was able to reach Souther forest, best you can do is to start the game again.

Offline 456820

  • Contributing Member
  • **
Re: The Forest
« Reply #41 on: 15 Jul 2006, 10:40:57 »
Wow, i love this mission very atmospheric.

Not sure what version i played the link in your sig.


Overview

Good, tells a quick story on each page.


Intro

Nice liked it, some nice features like the artillery guns.
How about make a custom resource for that note on the street about join the army, when he looks at it, you play a resource showing a Join the army advertisment?
Apart form that good.


Briefing

Im not very good with reviewing briefings so im just gonna say its good.


Mission

Nice idea with the 3D writing.
I start off and run south. Find my outpost talk to the dude. Builds the atmosphere nicely.
Stand there looking around start hearing very weird noises and am told to investigate. So i run more south, lovely effects here like the ghosts and the wolves eyes and getting pulled by the wolves scared the shit out of me wasnt expecing that  ;D

I find the house with that ghost and go looking for the fountain firstly. Find it and heal however from here on i dont know what to do so i ended up unpboing the mission and there appears to be no way to go any further south? I keep geting blocked off and cant find a way around it. Would love to complete this mission very good.


Overall

Very nice, great atmosphere and some very nice and clever scripts added.
Just not sure where to go from that church.

Overall so far i would say 8/10
Very scary for an ofp mission.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #42 on: 15 Jul 2006, 11:25:19 »
456820, you played the BIS standar mission v1.7 (at my signature), but it seems you missed half the mission or more  :D

When you talk with the father's girl (the ghost) he commands you to find her daughter, "she is crying alone in the forest" (he also gives you the tip about a healing fountain somewhere). So your primary goal is to find that girl after talking with that ghots. You should look for the girl in the northen forest (the forest where your guarpost is). Once you find the girl, she will give you further instructions, and only after that you will be able to cross the barrier of the southern forest (the forest behind the church's ruins).

That healing fountain works only once, so it is recommended to drink from it only after talking with the girl. If you need healing before that you may use the first aid box inside your tent (at your initial camp N of your guardpost).

BTW, due to a problem with WGL 5.0 BIS objects, the WGL Forest version fountain is the large one (not the small one with the statue above), so the player cannot get close enough to its center drink from it. Of course, drinking from the healing fountain is not mandatory (it is not any objetive), but makes the mission a bit harder as your only can heal with the first aid box in your tent (way North of the southern forest).

Offline Igor Drukov

  • Contributing Member
  • **
  • Conscientious Subjector
Re: The Forest
« Reply #43 on: 15 Jul 2006, 15:08:35 »
I've just finished the WGL apparently final version.

If I were an OFPEC mission reviewer, I'd put this one a 10/10, or even 11.  What else can you ask from a mission-designer ? I pretty much said everything I had to say on the Official Forums, there's no "you could tweak this or that", this mission rocks, plain and simple.

Offline schuler

  • Contributing Member
  • **
Re: The Forest
« Reply #44 on: 03 Aug 2006, 19:36:06 »
very nice but is it a Blair Witch project?
i did like the touch and feel of the mission
scripting is great and fun kicks ya around a bit, time well spent
something new ,,,,, i liked it!  ;)
Semper Fi

Offline wcrvieira

  • Former Staff
  • ****
Re: The Forest
« Reply #45 on: 01 Sep 2006, 04:16:20 »
Warning: Spoilers! If you are a new player dont read this review :no:


The Forest
by Mandoble


Review presented by NBRVieiraPT

Benchmark of 6848
OFP v1.96 modded with ECP v1.085e, Veteran mode, Super AI disabled.


Package: All fine here.

Readme: Fine, pretty straightforward.

Intro: NICE! Awesome intro, one of the best I have ever seen. Story was given great coherence and consistency.

Briefing: All fine here, simple and tidy. The sound was a nice touch.
Notes: Again, all fine. Nothing to add, really.
Gear Selection: As a grunt guarding an isolated forest it's perfect.

Mission:
I started at the tent and quickly some green ghosts, at least that's what I think they were, came towards me. :blink:
Headed towards South to relieve Private Collins and couldn't stop wondering if I could really stop a ghost with a M16. :scratch:
Found the bloke, he was almost stuffting his pants. I relieved him and staid on my post as ordered.
Quickly heard some scary sounds coming from everywhere around me and the wind put down the fire but I stood still.
(I believe the sounds and all the creepy stuff should have a delay… the player just arrived to the post! :cop:)
However I was told to investigate what all those sounds were, so I headed straight South in order not to loose myself from the trail leading back to the post. I was walking lurking everywhere (yes walking, not running like John Doe) when some beast attacks me and apparently grabs my legs making me loose my rifle. Luckily it let me loose and I was able to pick up the weapon again.
Found the girls father next to a small house, with some paranormal activity that looked like a fire or something, talked to him and I was told that his daughter was alone in the woods crying and I was to pick her up.
Later found her crying near a fire and was told to go to the Southern forest, that she would open me a passage.
Ok, I guess. Healed on the fountain and headed through the new passage.
Went to the ruins and spotted the house where the girl was buried. She told me her story and a few seconds later some woodcutters tried to kill me with their Kozlices.
"Finally a firefight" - I thought.
With the passage once again blocked I need to find a way out.
Grabbed the boat and headed along the coast, however I felt asleep (nice touch there) and I hit the shore near the fountain.
Ran to the road that leads to the passage the girl opened for me, and pierced through the forest already filtering the first sunrays.
Passed by some spec ops blokes (another nice touch from the author, he really knows his stuff) and returned to the camp passing through the post.
Private Collins took me to the hospital in a Willys. Liked the way it ended.

Outro: Very nice! Liked it very much, and the ending was very smooth and coherent.
You really know your stuff Mandoble ;)

Final thoughts:
One of the best missions I ever played!
I haven't read the other reviews so I wouldn't ruin the atmosphere and the plot. And talking about atmosphere, even though I was never scared (I guess I am used to scary stuff :D) I must say this was the most atmospheric mission I ever seen.
No showstoppers, no bugs and in overall a neat piece of professional editing.
I would advise anyone that wants to try something in OFP to play this mission and enjoy. Just make sure you close the door, turn off the lights and have a good sound system. It will prove worthy in the end. (Talking from personal experience!)

Just a question: Have you ever thought about a career in directing? You really know how to tell a story ;)

 :clap:
« Last Edit: 05 Sep 2006, 14:26:14 by NBRVieiraPT »

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: The Forest
« Reply #46 on: 05 Sep 2006, 10:09:47 »
Hi Vieira,
Obrigado for your nice comments and review, but your "Mission" review section already uncovers most of the story, it would be better to hide that info for any new player, or, at least, include an advice in bold fonts: "Do not keep reading if you want to finish the mission by your own"  ;)

Offline wcrvieira

  • Former Staff
  • ****
Re: The Forest
« Reply #47 on: 05 Sep 2006, 14:27:42 »
Aye sorry mate :)
But I like to show the author what I lived in the mission so he knows if that is what he desired :P

Spoiler warning already put.  :check:

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re: The Forest (Review please)
« Reply #48 on: 09 Sep 2006, 03:00:59 »
@Mandoble

you can safely delete your walkthru if you feel uncomfortable it being here. I've posted it to the reviewer.

Feel free to IM me if you have other issues.
Just say no to bugz

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re: The Forest (Review please)
« Reply #49 on: 09 Sep 2006, 10:21:12 »
This mission has been reviewed.
« Last Edit: 06 May 2009, 03:20:31 by Walter_E_Kurtz »