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Author Topic: (Review Completed) [SP]The Tiptoe Boys  (Read 12438 times)

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Offline sharkattack

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Re: [SP]phoenix project
« Reply #15 on: 15 Apr 2007, 13:33:04 »
ill keep the random starts ... ill make sure each one is a good location ..  :good:
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Offline mathias_eichinger

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Re: [SP]phoenix project
« Reply #16 on: 15 Apr 2007, 23:29:00 »
Hi Shark!

My opinion is to dump the airstrike. A justification for the airstrike+blackop could be damage assessment (check if the officer is really dead), but when you have eyes on target you could kill it as well. So why send both? I therefore vote for spec op action without the airstrike.

Cheers

Mathias

Offline Cheetah

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Re: [SP]phoenix project
« Reply #17 on: 16 Apr 2007, 22:22:59 »
Just played the mission and it's fine, except for the extraction which isn't what it should be in my eyes. But I don't like crossing the whole island just to get off the island with a patrol boat instead of a rubber one (and all other vehicles are locked, which I don't like either).
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Offline sharkattack

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Re: [SP]phoenix project
« Reply #18 on: 16 Apr 2007, 22:36:51 »
glad you noticed about the vehicle lock that explains the long walk to get the boat
well spotted mate must of left it from multi-player version ... thanx
have gone back to the drawing board in editor with this and its starting to look a little better
will upload new version when complete ..  thanx to all for input .. nice one lads
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Offline sharkattack

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Re: [SP]The Tiptoe Boys part II
« Reply #19 on: 08 May 2007, 09:32:12 »

HI ..
have updated mission and also to avoid confusion with mp versions have also renamed
have spent approx 60 man hours re writing mission
=====================================
many thanx to beta testers

mathias_eichinger
Cheetah
jow
BensTooCool
 
=====================================
please take a look at new version 
youre comments have had a great influence on current version
=====================================
added 30+ custom scripts
fully voiced
includes custom actions
hidden objectives

have addressed all points raised  in previous posts
================================
this is the final version of  mission
however before review i would appreciate play testing by  beta testers
any comments  or bug reports please inform me
« Last Edit: 10 May 2007, 20:45:17 by shark attack »
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Offline LeeHunt

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Re: [SP]The Tiptoe Boys part II
« Reply #20 on: 09 May 2007, 04:21:23 »
hey Shark Attack, just downloaded and played for a bit. Definitely can see you've put a lot of good work into this one, good fun so far!  Will post more later but wanted to give you another piece of positive feedback now

Offline sharkattack

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Re: [SP]The Tiptoe Boys part II
« Reply #21 on: 09 May 2007, 19:18:00 »
thanx  Lee
glad you re enjoying it
keep me posted mate! :good:
=====================

« Last Edit: 17 May 2007, 21:52:08 by shark attack »
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Offline sharkattack

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Re: [SP]The Tiptoe Boys part II final version
« Reply #22 on: 17 May 2007, 21:55:01 »
PRE  REVIEW
=========
have changed  intro  and base layout 
please take a look  before  review ... any  feedback  as always  is most  welcome

                                      :good:
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Offline Cheetah

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Re: [SP]The Tiptoe Boys part II final version
« Reply #23 on: 17 May 2007, 22:42:05 »
So, what you want is one more beta test?
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Offline sharkattack

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Re: [SP]The Tiptoe Boys part II final version
« Reply #24 on: 17 May 2007, 23:08:17 »
yup ... if possible  mate ...
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Offline mathias_eichinger

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Re: [SP]The Tiptoe Boys part II final version
« Reply #25 on: 18 May 2007, 00:52:01 »
And here comes the beta test....

Intro

Good camerawork, really good music selection.

Overview

A nice piece of Artwork, well done.

Briefing

Very extensive, weapons selection still present. Very good job again.

Mission

Made my way to the camp, the first obstacle was a tightly patrolling UAZ, took me 2 tries to sneak past it.
Then I managed to enter it, sneaking around and killing guards. Finally I found the General and took him out.

It was almost a bit too hard... I ended in one spot where I always got shot out of nowhere when crawling deeper into the built up area. Then I took to the left flank, killed a lone soldier who strangely exploded upon death  ;) I managed to crawl further and entered the barracks area on the left side of the village. When I went closer, the heli transported in the SpecOps and, a whole bunch of officers chased me to the barracks. Are they supposed to be military police? Very difficult here, but excellent scripting and it kept me on my toes constantly.

Is all this action happening automatically once the player is at a certain distance to the barracks? I mean it is very challenging, but if it is the case I suggest to trigger it another way, because it takes away the benefit of being stealthy the entire mission before. Then I finally found the computer.
Did not find any action to steal the data, and I thought I remembered to destroy it - that proved to be wrong as it failed the mission in the end. I tried to escape via camel as it would have been very original...but due to a lack of joystick and flying experience I ran it into a sandbag wall  :-[
Onwards to the gunboat, checking out the guards. That was the moment when I remembered my last beta test...being trapped and killed in the boat before I could reach a safe distance. So I chose so swim away.

Conclusion

Totally different mission from last time and the change has been a good one. It is very hard, but very rewarding when you manage to beat it. My only gripe is that I did not managed to steal the data...maybe I missed something in the briefing?

Good job on this one!  :good:

Mathias

Offline sharkattack

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Re: [SP]The Tiptoe Boys part II final version
« Reply #26 on: 18 May 2007, 18:55:12 »
hi mate  thanx  for report ...
a couple of pointers ...
the data is transfered  via action  menu  ...  get  real close to it ... cpu  must not be dammaged  or no action will become available
i asked people to shoot it after downloading only because it took me ages to simulate it exploding (selfish)
the exploding soldier  was an engineer with a mine on his back ( good shot )
the base is alerted by a few things ...  gunfire  flares ... or youre detection
the officers (blue berets) i used to add more charecter  they are supposed to pass as clerks and  cooks  general remfs not  fighting troops
check intel notes explains a bit there ....
did you notice  how  guards react if there partner or a patrol memeber is shot
they  run to him  see that he is dead  then  move to alert the base  ... take care when engaging ..
  
many thanx mathias  :good:
« Last Edit: 18 May 2007, 19:03:29 by shark attack »
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Offline mathias_eichinger

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Re: [SP]The Tiptoe Boys part II final version
« Reply #27 on: 18 May 2007, 18:59:56 »
Hi Shark!

I did not make it clear enough...I mean the RACS officers that chase you into the barracks and engage you with pistols only....scary thing!

Cheers

Mathias

Offline sharkattack

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Re: [SP]The Tiptoe Boys part II final version
« Reply #28 on: 18 May 2007, 19:04:17 »
can i ask  how the airstrike was ...?
think i managed to fit it in .. in a realistic way
also  did you check out the jailhouse?
and did you find the map ?
or  try to cut communications with mainland before entering camp ?
« Last Edit: 18 May 2007, 19:20:38 by shark attack »
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Offline mathias_eichinger

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Re: [SP]The Tiptoe Boys part II final version
« Reply #29 on: 18 May 2007, 20:04:39 »
Hi Shark!

Oops, seems that I have been a bit inattentive yesterday....I did not call in the airstrike after all, I did not run across any jailhouse and I searched a few soldiers but did not find the map. Cutting the communications to the mainland? Uhm, that would have been the radar post the player encounteres first in the mission (first contact with enemy, I sneaked by).
Sorry to not be able to answer any of your questions...  :whistle: