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Author Topic: [Co-8] Lords of the Night - Mission 1 (review please)  (Read 4862 times)

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Offline loki72

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greetings,   

here is the first mission from the Lords of the Night MP campaign from the LN Mission House.

Mission Objective: destroy the enemy's new weapon.



here's a video.. i hate typing.. :P

http://fr.youtube.com/watch?v=456yesJp1Gc
thanks to SpetsNazCU for making this video

Title: Mission 1
Mission Version: 1.0
Author: LN Mission House
Release date: 24th of October 2008
Game (version): ArmA 1.14
Gametype: COOP 4-8 players
Addons required:

Queens Gambit
CAR Weapons Pack
here
V22 Osprey
here
ebu socom
here

Mission Design and build:
loki     

Scripting:
i0n0s           
loki
Norrin
Spooner

Briefing/Overview:
loki
savedbygrace

BetaTesters:
i0n0s
loki
randy
savedbygrace
SpetznazCU

*** UPDATED TO V1.0 *** final release (OCT 26 2008)

added SPON MAP
fixed a few minor things.
feel free to mirror.

« Last Edit: 01 Nov 2008, 02:07:16 by loki72 »

Offline Vengeance

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Re: [Coop] Lords of the Night - Mission 1 (beta)
« Reply #1 on: 26 Oct 2008, 00:11:59 »
Nice Job Loki, very cool! Really like the Towers and the pickup routine with the Osbrey.

Well done.

Offline loki72

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Re: [Coop] Lords of the Night - Mission 1 (beta)
« Reply #2 on: 26 Oct 2008, 02:19:42 »
positive report and no errors... :good:

thanks.. if you care to elaborate. i am curious. how was the mission overall?  lack anything.. need something?

 :)

Offline Vengeance

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Re: [Coop] Lords of the Night - Mission 1 (beta)
« Reply #3 on: 27 Oct 2008, 14:03:48 »
Loki,

The mission plays well and we played it on our Clan Server yesterday.  Some players  said the Tower Effects is the best thing they have seen created in ARMA to date. :good:

I have a few suggestions for what it is worth. 

1. Make another version without all the AddOns, I think you lose a lot of potential players having to downlaod the huge files.
2. Make a version without PORTO, as many still do not have QG.
3. You put a lot of work in individual SLA forces, consider DAC 2.0, you will get better enemy movement along with many other featues making it more intersting and challenging.

This is just my input, for those that download and have QG this is a real winner mission.

I have a personal request I will PM.

Vengeance


Offline loki72

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Re: [Coop] Lords of the Night - Mission 1 (beta)
« Reply #4 on: 27 Oct 2008, 21:05:17 »
 :)

one without addons... :whistle: i should have made it that way first as i do usually. shouldn't be an issue.

no QG. maybe harder to do.. i searched every map out there... i wish there was better small scale islands.

about the DAC system... man O man do i love DAC.. but i do not like the 30-50% reduction of players fps just for running it.

terrrible.. all the hours spooner and i did testing DAC...

however.. it does sound like i am beating around the bush... here's what i'll do.

the towers are open to the public as is all i do.

http://www.ofpec.com/forum/index.php?topic=32461.0

by the community. for the community.

 :)

edit: Vengeance.. check your PM  :)

edit edit: made an addon free version (QG still needed)

« Last Edit: 28 Oct 2008, 01:29:33 by loki72 »

Offline NoBrainer

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Re: [Coop] Lords of the Night - Mission 1 (review please)
« Reply #5 on: 31 Oct 2008, 22:30:15 »
Hi
Just tested the noaddon version.
I would like to have co(08) in front of mission name both i the lobby and the filename. So it's easier to find your mission when looking for a specific game and type. You should also put in http://community.bistudio.com/wiki/Description.ext#Header_Class

Code: [Select]
class Header
{
 gameType = COOP;
 minPlayers = 1;
 maxPlayers = 8;
};
In description.ext. So we can search it up..

And I personally think that there should be more randomness, so if you have all those people, many of them should have between 50-75% probability of presence and many more should have a placement radius, so they don't always stand in the same spot.

I see that when I'm dying and just press "insert", so I start at the beginning again, ALL my weapons and ammo is left where I got killed. It looks a little silly with a ring of ammo where you died the last time...

These are just my thoughts and I do like this mission.
Had a hell of a time creeping around in the bushes and tried to take those towers down!!

Great mission.

Offline loki72

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Re: [Coop] Lords of the Night - Mission 1 (review please)
« Reply #6 on: 01 Nov 2008, 02:04:08 »
@NoBrainer

that's a good idea.. and i put it in both versions description.ext. :good:

i'm glad you liked the mission. the weapons left behind is an option in norrin revive scripts.. it can be shut off.

randomness... yeah.. i could add more guys and make then random.

though this mission is final.. it is not final for the campaign. soo.. any suggestions like these will see the light of day.. just not today.

 :D

Offline Ironman

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Re: [Co-8] Lords of the Night - Mission 1 (review please)
« Reply #7 on: 01 Nov 2008, 06:17:56 »
well randomness in the city might be tricky due to collision errors and what not. Remember Evo and the tanks up on roof tops lol... but more of a random placement of soldiers could be done.

In a mission I set "Empty markers" and got the position of them and basically had a dice roll... 1 = MG goes to "Empty 1" pos (position), and so forth.

Things like that help make it a little more random but still can place enemy in hard to find places.
TS3 IP: tor.zebgames.com:9992

Offline NoBrainer

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Re: [Co-8] Lords of the Night - Mission 1 (review please)
« Reply #8 on: 10 Nov 2008, 09:52:15 »
HEY DON'T ADD PEOPLE... 

It's enough of enemy's all ready... This one is though. I only would like to have "probability of presence" on more soldiers, so you don't know how many they are. And for many of the soldiers (not MG nest's) have a "placement radius".

I would also like to those KATA guys turn into badasskickinMF if you shoot at them...if it's possible.
Also, I think you should remove the weapons left behind from norrins revive script, always remind me of some old ammo bug...

This mission is great and it's difficult, you need to cooperate.

Offline loki72

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Re: [Co-8] Lords of the Night - Mission 1 (review please)
« Reply #9 on: 11 Nov 2008, 08:25:20 »
 :D

no worries about adding people.

this is my new island...http://www.ofpec.com/forum/index.php?topic=32501.0

i'll be releasing a major update today. (island) then i'll remake the lords of the night campaign on that island.

so this mission is as it stands... maybe it'll even get reviewed... :P

though i can't really review my own stuff....
« Last Edit: 11 Nov 2008, 08:27:36 by loki72 »