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Author Topic: [SP/CAMP] Black Lands (Arma 3)  (Read 484 times)

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Offline Undeceived

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #45 on: 13 Jul 2018, 11:38:06 »
Thanks! :)

That part with the UAZ is not so obvious even though at first it seems so. The dead soldier is a "dead end", but it's explained later. You would have to follow the footprints and look around where they "show to" (towards the forest). There's a small hut in that forest...

I think I'll give the player a LITTLE bit more of a hint on that but all in all I don't want to give away this side-story too easily. I loved these hidden intel and spots in the Arma 2 campaign - you had to look around a lot and think and search. Often you'd never find them but when they were (emotionally) extremely rewarding (not necessarily in a materialistic way).
The reward of this side-story is not something that you need at all costs, but if you find it you will have something useful (in this case: information).

Thanks for the idea with the cutscenes in the conversation with Kamil. I'll implement cinema stripes which take the control of the player.

 :good:
« Last Edit: 13 Jul 2018, 11:40:26 by Undeceived »
Current project: Black Lands (Arma 3)

Offline Gruntage

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #46 on: 13 Jul 2018, 23:58:56 »
I actually did follow the footprints into the forest but I couldn't see a hut. Perhaps if you had the footprints going a bit further. When I next play the mission I'll give it a better look.

But anyway, so moving onto....

Martin's List

I have to say this mission really got the blood flowing; very enjoyable experience and well thought out. Quite challenging as well and it really offers a great deal. One minute you're riding a bus and next minute you're dodging helicopter fire in a motorboat  :D Also once again we get to see some amazing camerawork and storytelling...the flashback scenes were brilliantly done.

To be honest there really isn't much to comment on because it is really good. Definately an evening well spent. However.... ;)

There are a few things that I think could do with tweaking. Most of them quality of life changes with only one minor bug.

The first thing I will mention and I'm pretty sure that this will not change and that's your teammates not having weapons at the start. And by start I mean when you're clear of Novy Sobor. Unfortunately the first engagement was a bit of a mess for me. I parked the vehicle about 400m away from the camp not far from the Prud lake, and I left my guys there because they were unarmed and of no use to me.

I dealt with the enemies at the camp and told my guys to come to me. That was a mistake because a UAZ with reinforcements arrived and it was a miracle that they didn't kill any of my guys because they were in the open. I was able to deal with the reinforcements and give my guys weapons etc.

Before we go any further though, I should mention the bug. Basically the setcaptive you have in place is being removed too late. I could see troops at the camp as friendly when they should be enemy. Best time to remove it I think is when the 'stay undetected' objective completes.

Anyway, so I spent a lot of time trying to give my troops the right loadouts. Too much time as a matter of fact. When I went to the convoy marker I saw the convoy was already there, and a brief engagement resulted in all of us being catapulted by T72 fire. That pretty much ruled out any possibility of using my troops; they're not intelligent enough to employ hit and run tactics and for me micromanaging them would be a nightmare. So when I reloaded I just left my guys at the camp, grabbed an RPG launcher and went alone.

I destroyed the trucks easily enough and we all went the lake. If I'm being totally honest I think your teammates are pretty redundant here. I ended up doing the entire mission solo because it was easier. I didn't need extra firepower because we're guerillas and we're not supposed to get into stand-up fights. Also I generally do missions as solo and I've never been a massive fan of AI groups.

I'm not suggesting removing your teammates because someone will find them useful, but I didn't. But at least you know the mission can be done solo. If I had known I was gonna be doing the mission solo from the start I probably would have reached the convoy location a lot sooner and had time to lay a trap. Also for some reason I couldn't take mines out of the crate. I had bag space so I can't understand why it wouldn't let me...unless you've got to be a specific unit type.

So yeah, to sum up, team can be a real liability....which I've found in many missions not just yours.

So moving onto the second part...

I did find this one pretty cool and it works well. Great for people like me who do prefer stealth, and I really liked the radio conversation and flashback. Very well done indeed. I have just one gripe about this mission, and that's the radio chatter between me and Kamil.

I have to admit, the constant 'foot mobiles at 12 oclock' really annoyed me and it was an immersion breaker. Because I was doing this mission solo (who'd have guessed), the radio chat was unnecessary and it was hard to concentrate because it was literally all the time. With it being a stealth mission, I reckon a good ol' fashioned 'enableradio false' would work wonders here.

Apart from that, all in all very fun indeed. Actually can't wait for the next one  :good:

Hope this is useful

Some of the most memorable missions made involve the player doing very little...

"But one thing I can tell you from not just OFP but life in general:  criticism is directly proportional to quality. The more criticism a mission receives, the better the outcome" - macguba

Offline Undeceived

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #47 on: 14 Jul 2018, 00:12:50 »
Many thanks mate!

Yeah, the AI is useless in many situations, I think we all know that. 😁

Interestingly enough - in many playthroughs, when trying to escape from the radar base, Kamil did a hell of a job and sometimes I'd hide behind him as he's really an ex-special forces guy. 😁

But at the convoy... Yeah, going alone is better for many approaches to destroy it, I have to admit that. Nevertheless I'll keep this as it is.

And the risk to get caught by the Russians is too high, which is why only Tomas will carry weapons at the mission start.

Thanks a lot!
« Last Edit: 14 Jul 2018, 00:14:23 by Undeceived »
Current project: Black Lands (Arma 3)

Offline Undeceived

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #48 on: 14 Jul 2018, 13:18:07 »
I read your feedback again and have one more question: As you killed the soldiers at the weapon stash, did you notice the hint that you can use team switch in order to speed up the arming process?
Current project: Black Lands (Arma 3)

Offline Gruntage

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #49 on: 14 Jul 2018, 13:47:05 »
I did notice that hint and I was using the teamswitch feature, but it still took a while to give them the decent loadouts...not to mention that I had to move them out of the camp individually because their pathfinding sucked and they got stuck on the netting  ::)
Some of the most memorable missions made involve the player doing very little...

"But one thing I can tell you from not just OFP but life in general:  criticism is directly proportional to quality. The more criticism a mission receives, the better the outcome" - macguba

Offline Gruntage

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #50 on: 14 Jul 2018, 16:48:17 »
So, I had the opportunity to actually finish the campaign today, so now I can give a review on the last two missions and finally on the campaign as a whole. This will probably be a wall of text so you have been warned  ;)

Inner Abscess

Straight off the bat this is very atmospheric and the fog was a very nice touch. To be honest there isn't that much to say on this one because it functions well and has everything a good mission needs. The briefing has a little mistake: needs to be 'sooner or later' not 'earlier or later'.

One little detail that I liked was the T72 wreck on the way to the first question-mark as it were. I actually thought it was a real T72  :blink: Good thing it wasn't we didn't have any RPGs.

I suppose the dialogue could perhaps be put in a cutscene for the same reason as the last mission. I could literally run around and do anything mid-conversation and it's a bit of an immersion breaker. The only thing to mention is whether it's possible to disable the radio chatter when your group members join the woman or Volja.

That pretty much covers that mission; short and sweet and functions well.

Moving onto....

Alexej Pribotow

So this is the last mission and it's very difficult to express how I feel about this one if I'm being honest. It is a fun mission and a decent conclusion to the story, but on reflection I'm wondering whether it could have had more action to it.

This mission is the conclusion to the story (for now) and everything has been building up to it presumably, so I was expecting something bigger, to really finish the Pribotow story arch. I like what you've done with it, but I suppose if you want my input on story I think you need to have the following element to be more of a chasing element that goes across the whole of Chernarus. At this point in time the Russians are not important; they are secondary to revenge on this guy. All that matters is getting even with Alexej. This is a golden opportunity and nothing is as important as this. At least that was how I saw it.

This Alexei Pribotow is a pretty pivotal character; we've heard so much about him. Really he is the main antagonist of this part of the story...probably more important than the Russians at this point because it's more personal. So I think the conclusion needs to be more befitting how important he is. What we have right now is a little bit underwhelming if I'm being totally honest. Maybe I just was expecting more.

So going back to what I said before, I think it would be cool if you and your guys were discovered by Alexej in the town and then it's an all-out cat and mouse chase with the Russians in pursuit as well. Maybe if the capturing of Alexej was more elaborate somehow. Maybe even putting the player in direct control of the different characters (similar to that ArmA 1 mission) and then giving each character a different objective to complete.

I know it sounds quite Hollywood-esque but I feel that's what's needed here. I know all this involves reworking the mission and I'd understand if you don't want story input.

Technically there's only one issue that can prevent the mission from ending and that's one of your guys getting stuck on a table in Alexej's house. I can't teamswitch into them to fix it so the mission kinda stops at that point. Unless you know about it beforehand in which case you can just keep your two guys on the outskirts of the camp and then they won't get stuck. Maybe putting Alexej in another house or maybe a tent would fix the problem.

The end cutscene was great and it sets up nicely for a continuation of the story.

Campaign Review

This is actually the first campaign I've reviewed...well the first custom made campaign I've reviewed I should say. All in all it was a good gameplay experience and the cinema was expertly done and there weren't really many technical issues. The atmosphere was super as was the music choice. Every mission tied in well to each other and I liked how every character was relevant. 

I think this campaign has delivered everything that one would come to expect from a Resistance campaign. I think it's impossible to not make comparisons to the OFP campaign so I'll go ahead and say that in my opinion you've delivered something that was as good if not better. I think you did right what that campaign did wrong, if that makes sense. You captured the feeling of oppression and struggle and I think you succeeded in making the audience care about the characters and about the story. That to me is an absolute necessity when it comes to story telling.

Anyway, I'll leave it here and probably save it for the actual review (if you want one of course)  ;)

I'll be more than happy to play it again to test new stuff out. Was a cool experience and well worth the time spent  :good:

Some of the most memorable missions made involve the player doing very little...

"But one thing I can tell you from not just OFP but life in general:  criticism is directly proportional to quality. The more criticism a mission receives, the better the outcome" - macguba

Offline Undeceived

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #51 on: 14 Jul 2018, 19:37:20 »
Gruntage, I can only say thanks a million for your good feedback and your time! :clap:

Wow, your ideas for the Pribotow missions are great. If I had the other missions finished already I'd expand that one right away. Especially the thought with the guys having to accomplish different tasks got my brain started working and I had to brake it down a bit. :)

Your and Clayman's feedback (BIF) got me busy with these first 8 missions for days (that's a compliment! :D ) - now I finally have to move on to the next ones. There are still some heavy plot twists to experience for the player, but for me still a lot of work to do. :D

I'd appreciate it if you'd test the next ones as well. I'm planning to release missions 9-13 next, but I think this will take some weeks.
Current project: Black Lands (Arma 3)