OFPEC Forum
Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: MrN on 06 May 2005, 00:28:28
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Hi.
First public mission long time lurker, have now decided to jump in.
The overview is pants I know and the briefing is a little dry maybe, but it should all be there. I don't have any image editing software at the moment so a picture is a tad difficult. Edited on 1.96.
It is addon-heavy I'm afraid, so, sorry for the 56k'ers.
Links:
Mapfact Barracks (3.7mb)
ftp://www.gamezone.cz:8021/ofpd/unofaddons2/Baracken1_5.zip
ftp://www.gamezone.cz/ofpd/unofaddons2/Baracken1_5.zip
Generic Middle East Rebels (3.6mb)
ftp://www.gamezone.cz:8021/ofpd/unofaddons2/jjr_updated_rebels_v11.rar
ftp://www.gamezone.cz/ofpd/unofaddons2/jjr_updated_rebels_v11.rar
BAS Delta/Ranger v1.55 (15.2mb or 2.35mb for patch)
ftp://www.gamezone.cz:8021/ofpd/unofaddons2/bas_dera_v1_55.rar
ftp://www.gamezone.cz/ofpd/unofaddons2/bas_dera_v1_55.rar
or the patch for people who have version 1.5
ftp://www.gamezone.cz:8021/ofpd/unofaddons2/bas_dera_v1_55_patch.rar
ftp://www.gamezone.cz/ofpd/unofaddons2/bas_dera_v1_55_patch.rar
Bas MH60 (22.8mb)
ftp://www.gamezone.cz:8021/ofpd/unofaddons2/BAS_429_BAS_Blackhawks1_SOAR2_JAM1.zip
BAS Tonal island + OPFOR (115mb)
ftp://www.gamezone.cz:8021/ofpd/islands2/bas_isleopfor1.2.rar
Updated CAT Afghanistan Island (17mb)
ftp://www.gamezone.cz:8021/ofpd/islands2/CAT_Afghanistan_Revisited.rar
ftp://www.gamezone.cz/ofpd/islands2/CAT_Afghanistan_Revisited.rar
Editor Update 102 (80kb)
http://www.ofpec.com/includes/download2.php?id=276
I originally designed this as an MP coop mission but it's also playable as a single mission. This is a Black-Op style mission where you are the leader. The storyline is non existent really, get in, get the pilot, get out. But I've tried to at least create an atmosphere. At the moment it's not playable in Cadet mode, MP habit. If this causes problems I'll remove the script but personally it's Vet all the way for me.
It should have just enough bad guys to keep you on your toes (hopefully) and they're using General Baron's infoshare script and Keycats grouplink script. A scary combination!
Linkage (1.05mb):
http://rapidshare.de/files/1596331/co9__dustbowl.CATIntro.zip.html
*Update*
http://rapidshare.de/files/2042547/dustbowlv13.zip.html
Edit: This mission has been reviewed and is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=51).
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God in Heaven! This one's a ball tearer folks. Forget about testing it, just PLAY the damn thing.
OFP1.96, bench 5895, vetmode, no super ai
played strictly in mods folder
Readme:
none. This must be done because of the large addon list. The urls supplied in the forum were professionally done, all links 'worked' (but I dont download from the Czech site, too much pain)
Overview:
fine for a beta. All this stuff belongs on a 2nd page.
missing revision number and author advertising
Intro:
none i could detect
missing
ICP_effects\car.sqs
this is *most likely* to be me, i dont allow anims in the ofp folders (far too much pain as a beta tester)
Briefing:
map:
umm aren't the two hmmv targets supposed to be green?
Plan:
hmmm. This is interesting format double para, it reads well and I know why you did this, to force all objectives on same-page.
However, imho, objectives need to be 1st page and a 'war situation' elsewhere. The reason is player will always do a fast 'M'ap key when there's so much going to happen. Good all the same.
Have now played mission and objectives MUST be on first page.
Be careful of supplying too much detail to the objective targets. They border on being story, not objective.
Notes:
not traditional, but rather interesting info.
Gear/Group
hmm, that looks like a LOT of carefully thought out stuff by author, this is beginning to look good. If he cares here, he cares about the mission too. Launch button pressed....
Mission:
God damn, this is bloody clever stuff. You've been in one, haven't you author. This is wowie wow. Always amazes me that this poor old engine can authenticate things so well.
There's a slight problem, perhaps grizzled beta tester, perhaps genuine alarm, the initial thought is BUG FREEZE. What you need to do is this:
1st line first sentence to be SURE Joe Grunt reads it in briefing.
"It's pitch black, you're in a sandstorm and things will get worse". this is essential to prevent alarm.
Phew, if mission turns to mud now, I am going to go beserk with frustration...
HOLY CRAP this is good. Cheatsaves involved, 3 o'clock loons kill half of me, I get the nasties at the campfire (possibly a fuel depot), bad bastard on roof kills more of me. The noise is driving me CRAZY (good)
Get big bad guy first simply because he was in trajectory. The mistake you make is trying to linearise a small town. It cannot be done, so don't try. State clearly in briefing that all objectives are in no particular order (except last obvoiously) Make it wordy, build it into storyline, but make sure player doesn't feel obligated to do something 'first', otherwise she will have a sense of failure each time she succeeds
pilot should be injured
last loon was hidden hidden in bush making freeing the pilot a tough one. He just stood there. Not good.
The (2) obectives for pilot were confusing and difficult to follow. I think what you need here is another one to simply, FIND THE PILOT!
The objectives MUST be on 1st page for this mission. A total, absolute must.
Lag was very noticeable as loons appeared. This was dissapointing, it spoilt atmoshpere considerably (to say nothing of the cheatsaves required in order to survive because I couldn't swing me fast enough left and right)
Flares were a little confusing. We have sandstorm, wind, night, town lighting. Please consider getting rid of these while IN the town. They're good, but impression is buggy (some sort of engine false shadow thing). Actually, the real answer is to change them to a color other than white. Then , it's clearly, not a bug.
I did of course shoot pilot sigh
4:45 getting light. This occurred about time of asking for extraction.
I knew, if I requested it while I was still at pilot's prison fire, as suggested by you, all hell would descend. I waited till I got south of town. If you don't want me doing that, make another construct to stop me.
The hmvs were a comic disaster. It's a fact of life with the ofp engine that ai driving in the presence of enemy causes everything to go out to lunch,, big time. I do not know of any fixes. When I play this again, and that, I am gonna do asap, I will x4 myself back to base. As good, and as thematic as they are, please consider bringing in a single truck that I can drive.
I realise you have problems here because you ambush me, cleverly, half way home.
The only way I made it out of there was to immediately get 9,10,11 back into their veihcles and race them behind me 100meters. In the meantime the rest of us held off the enemy horde for them. Consider then, NOT getting them out of vehicles because they come too close to town (depending on how you play it, I would have been mighty relieved to see them that close if i had played it your way and called them early)
All in all I can see how you choreographed this bit and it's fine, I'm more letting you know the gotcha's of my game play.
Overall:
A ball tearer. An absolutely brilliant mission. Best I've played. (not counting Thob's entirely different world which cannot be rated)
Marred by poor presentation and lag.
No intros or outroes I am aware of.
Rating:
the mission itself is a 9, IF and only if the lag is removed.
The thematic use of the 'island' is a full 10. THIS is what it's all about folks, it's not another backdrop to Houdan with funny looking buildings, this author did something that made it specifically and only this location. It will make any other mission in Afganistan dull if authors simply use new eye candy, same old scenarios.
The mission as a whole however only rates a seven because of the problems mentioned and the very poor presentation (relative to the bang for buck of the mission itself)
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Well, that's enough for me to download it. As soon as I can smack me away from Fallout 2. Come here little gecko, come here. Come to papa. Aaaah! He bit my leg off! THAT BASTARD!!
Uhm... Yeah... Expect my beta in the afternoon. ::)
:beat: *Gets Shot* :beat:
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I got lag while playing it , this might be a good co-op but as SP it doesnt cut because the AI team mates of mine who are supposed to be the best of the best 'deltas' ::) , got owned by a couple of afghan bandits , jeez. Is the enemy AI like all on full skill level with colonel as rank? I didnt check my peeps ranks but they are behaving awefully for a delta squad.
I havent played it in full yet but what i've done so far. My whole team was killed before we even entered the town and then i got killed :P.
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My whole team was killed before we even entered the town and then i got killed .
HELL that will dissapoint the author, you FOUND the town.
;D ;D ;D
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HELL that will dissapoint the author, you FOUND the town.
;D ;D ;D
Hehe , one more thing about the AI wierd was that they were able to see/kill my teammates very easily but they wouldnt kill me , even if i was right infront of them .. they were giving priority to my team >:( , smug bastards ;D.
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Wow, Mikero. Thanks for the generous review.
I'll try and answer some of your points:
It does need a readme granted, but I haven't done one for 2 reasons. The mission isn't finished and I only posted it on the spur of the moment because I've spent too much time fiddling with this and was hoping for feedback about what to tweak.
Overview was done in 5minutes, it sucks, I know. I only did one because I had to!
Briefings aren't my speciality I admit and you completely saw through my ruse of double spacing. I will change this. Again it was done more for necessity. It does appear that this is your main bugbear with the mission. Sorry, again this exercise was more to see if the mission was well received or not. I wasn't expecting your reaction though! :o
I have to confess when I'm mucking about in the editor it's more for my benefit than anyone else's, if this sounds selfish it's not meant to, it's only because I want to play with addons! I did this for fun not for glory. Rarely do addons come with any missions anymore, which is a damn shame I feel.
Which brings me onto Acecombat's point of it being tough, if I'm replaying a mission again and again it has to be reasonably unpredictable, which is where the Grouplink script comes in. It does make things more random and reactive but also a damn sight tougher! :) The Infoshare script seems to be the icing on the cake. :D I haven't experienced the problem of the AI only targeting the squad and not me, quite the opposite normally!
I would consider using Bremmers script on the players' squad if people find this too hard. That normally livens things up a bit.
The missing "ICP_effects\car.sqs" was completely my fault, I was using it but changed my mind and didn't remove the init line. Doh! Therefore you missed the short intro, which brings me onto your point about ""It's pitch black, you're in a sandstorm and things will get worse". this is essential to prevent alarm.". You are in fact supposed to be starting in a parachute!
"The mistake you make is trying to linearise a small town."
Didn't think I hadâ€Â¦hmmmm.
The lag problem is disappointing, I was hoping that using loads of fog would help combat this. I'm spawning groups in but not loads and loads. Of course it could be because I know where they are coming from and am wiping them out, where as they might be building up if not taken out. How long was your game time? I also wonder if the sandstorm/sound effect is getting laggier as time goes on. I could reduce the amount of sand but I love the effect too much. Might have to be done thoughâ€Â¦
Flares will be changed, there was something unsettling about those but I hadn't put my finger on it. Thanks! :thumbsup:
The extraction was a bit of a last minute thing really, I'm still not convinced, although as you witnessed 3 HMMWV's charging in and getting wiped out straight away does have a certain comic charm if you're watching itâ€Â¦
My thinking of the HMMWV's was that if the whole group is in a truck, 1 RPG= game over and it would be a dull drive home if there were no bad guys! I do realise though, that AI and cars are not a happy marriage. However there are trucks in the town if you'd rather use thoseâ€Â¦ I might have to tweak the triggers/objectives thoughâ€Â¦
The pilot is a tricky one too, lying him down, injuring him and forgetting the animation might be the way forward on thisâ€Â¦but being the bastard I am I like having a loon in the bush. I might give him a 50% probability just for giggles instead.
I'm also considering adding an additional objective to recover the blackbox from the chopper. Any views?
Thanks for trying it. I'll go tinker and try again.
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Wow, Mikero. Thanks for the generous review.
Don't you worry about that author. I don't give encouragement awards. I get many well-deserved brickbats in my face because of it, but my integrity remains. This is better than good, and I'm going to be 90% on the money here.
This is the payback mission. The one all beta testers dream of getting, the one that says "I was here when it happened", the reward for all of my hard work with other ones.
>Readme
as MacGuba correctly points out, the readme is the forum itself. I am obligated to point out it is now missing for the release.
>Overview
you will discover, lurker, that by working one in now, not before, all the niggles you have, back of your mind, will be fixed up in the mission itself. It's a way of bringing the subconcious to the front. It works.
Your mission is finished. It is complete, it works. Now is the time to fix, not fiddle with it.
>starting in a parachute!
I did, it was god awful brilliant. it was pitch black and scared sh*tless. Please read my post again. The problem you have is a percieved 'black screen of death'
You dont change that terrifying drop, you change the briefing to include it. The situational awareness you introduced (zoom to fire) was brilliant. Why? Because you didn't hold my hand, didn't overdo it. If I missed it, welll.....
I don't know if by terrible misfortune and randomness I landed on a mountain that I could not walk on, but I hope to god you did that deliberately.
"The mistake you make is trying to linearise a small town."
Didn't think I hadâ€Â¦hmmmm.
Precisely, you did NOT. But everything briefing wise says you DID. Make it plain as day in the breifing that no one objective has priority. It cannot.
"This is an emergency drop soldier, the weather's foul, HQ are desperate. We have no choice but to send your squad in, now, immediately". We have no visuals, no intel for you, but you must rescue our pilot. We need him and his information back and safe."
"We do know that their leader is /about to ransom, /about to interrogate, /about to execute our pilot. The leader's full bodyguard will be in evidence. You must eliminate him in case the pilot's already talked"
The best we can do is bring up some vehicles for you when it's all over.
Here are your objectives in no particular order:
I don't suggest you copy verbatim, I suggest you understand the construct of what I said above.
Your mission is brilliant, flesh it out.
>Lag
it *only* occured when I was after last single loon. I'd swing into them, the lag would kick in, which indicated some sort of spawn happening elsewhere. Easy fix. Don't spawn until zero, when it doesn't matter. In fact, dont spawn. Just put the buggers so far away on waypoints that I wouldn't, couldn't, notice.
another blackbox objective is perfectly fine. Put the chopper halfway home INSTEAD of ambusing us.
scrap the vehicles entirely. (and that is *only* a suggestion). I want that last firefight waiting for something south of town, and that, mercifully is your problem, not mine. But vehicles plural wont cut the cake unless you remove all enemy ai from the vicinity.
I LOVED the waiting for the vehicles. I HATED the vehicles. Over to you.
Footnote:
you mention scripts and things, which you have to do, I have intentionally avoided mentioning, specifically, the biggie, the thing that makes this mission so powerful, I don't want to spoil the surprise for other testers, just yet.
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never ever ever keep vehicles in the same group, they don't like it. REALLY don't like it, thanks to wanting to keep formation all the time. Keep them in fomration by scripting, and set the drivers to careless and they should behave just how you want them to.... I think ::)
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the link for the mission doesnt seem to work for me is there another link because from the reviews this sounds like a great mission and im eager to test it
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I'm eager to test it
You may come to regret that comment 8)
If you have pets, be considerate and put them safely away. Fido has not recovered yet and missed teatime twice.
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off topic and Artec will just have to give me a smack.
Early news folks you read it here first. I'm setting up a small website dedicated for beta testers of ofpec so that they can grab both addons and missions as they become available.
I have no intentions of making it an ofp wannabe, simply a repository of needed stuff and specific to the needs of testing a beta. If any of you have specific requests, needs, wants or suggestions please feel free. For starters i will supply ftp and http download access.
Please dont suggest eye candy, nor forums, the site is not intended to compete with anyone. It's primary purpose will be to supply the necessaries to get a mission tested. That will be, it's only focus, and it will primarily benfit those of you in the southern hemisphere. (chile / argentina excepted)
The ofpec bandwidth is saturated enough as it is, to say nothing of the huge gigaload of archives.
Countdown: 3 days. If people stop uploading these bloody missions to test ;D
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I'm with Mike... this mission's got a lot of grit. And not just because it's so damn sandy ;D
I played with a 6000 benchmark, no addons apart from listed and ECP 1.075(a).
Didn't suffer any CPU slow-down at any stage as far as I could tell.
I've got a few points I found, but please bear in mind that these are coming from a (mainly) single player of OFP. I don't get online much...
Overview- Spice up the text a bit more, and maybe add a picture. The overview is supposed to sell your mission... to scream "PLAY ME!!"
- Addons should be listed in the readme rather than the overview
- However if you're aiming at a MP audience rather than SP, obviously ignore the above ;)
Briefing- The paragraphing was good as it made the briefing easy to read. However the objectives should definitely be on the first page. If you need to create another briefing section (via a link) I suggest doing that, or even put the mission detail in the notes section.
- Weapons selection! Not sure how much of an issue this would be if it was MP rather than SP, but you limit the player's options by not providing a choice of hardware. I would have been much more comfortable with my trusty underslung ;)
- A bit of background info on who I am would have been nice. As far as I knew, I was just 'a guy' going in to get the pilot out. I had no idea who my squad was (apart from checking the group tab).
- In relation to above, both your Automatic weapons end up on the same side of the squad formation (Due to both of them being on even number units). Maybe swap them around a bit to give an even spread of fire?
- Also mentioning the weather would be good as well. It had a fairly large impact on the mission, I'd say :)
Mission- Right at the start of the opening scene, there is a brief flash of the player unit. To get rid of that, run your cutscene script from the player's init line (as it is always executed first).
- Good use of music in the opening scene... really set the mood.
- Some retry points would be nice (again, not applicable to MP though).
- The atmosphere was BRILLIANT. The poor visibility and sand made for real seat-of-the-pants action. The amount of times bad guys materialized out of the sand and scared the shite out of me were too many to count ;D
- I moved around to come at the town from the North, moving one of my fire teams up to overwatch and entered the town. Took care of some of the static guys myself, and my team mopped up the patrols. Cleared the building with the leader in it, and got an objective ticked off.
- Then I moved West and got the pilot. It was then South to the extraction point.
- I suggest changing the name of Radio Alpha to something a bit more specific, "Call for pick Up" or something.
- One other thing you could add to really ratchet up the tension would be the odd radio call. These would be much better at hints when it comes to communicating mission events.
- Jumped in the Hummers, and drove off to the South. My god, what a gauntlet... that drive was awesome. RPGs and tracers flying everywhere... I got through ok with nothing worse than bullet holes, though the trailing Hummer got hit by an RPG.
Talk about suspense!!
This mission is well put together, though has a few ommissions that I could see. However I'm not sure that they really need to be corrected if you're aiming at a MP release rather than SP.
I would have liked to see less static guys and more patrols (apart from the guys on the roofs, they were brilliant :) ), but it still played damn well the way it was.
Thanks for sharing... and well done :)
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I can't get enough of this mission.
2nd time through I noticed the music!!! (had the volume turned down because of some awful battle music played elsewhere). This time, the 2 x snipers found us.
this time two of my hmmvs were destroyed long before they got to me. Decided to go on foot. WHat a battle. I never knew, never ever knew, when the next lot would appear, got zapped thinking it was all over because the sandstorm stopped. Their appearances are completely non linear. Huge thank you for that.
I have never ever been relieved to see a squad of friendlies ever before, any other mission. I could have kissed them as they came out of the dust.
another bug
"missing sound: whistle". This occured during final cutscene.
Many.most? of the buildings are incomplete. It is a little dissappointing to climb all the way up and drop through the roof.
@sui
Lag remains, i checked again. Our benchmarks are similar but I only have 500 meg ram, is this the issue?
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OVERVIEW:
Seperate the description text from the addon requirements. It needs a picture as well.
INTRO:
None.
BRIEFING:
Script \ICP_effects\car.sqs not found. Que?
It was fine, but if you could make it more "militarish" that'd be great. Like "At 0815 hours our chopper was downed by heavy militia AA fire over Baghlan. The gunner was reported KIA, etc, etc, blah, blah, blah."
No weapons selection? Kinda sucks doesn't it?
I'd remove the handguns as AI is too stupid to use 'em anyhow.
My guys are Deltas and they are recruits/novices? Aren't Deltas supposed to be like the eliteness of the US Army? ::)
MISSION:
Make that the intro instead. I like the music though. It's cool. Though I wouldn't exactley jumped in this weather... You might want to insert me by truck instead or something.
Since you're using grouplinks and shit you might wanna make the baddies shout stuff when they spot the player.
The dudes on the rooftops were nasty. (Un)fortunatley, the AI can't handle that stuff very well so they went down quite fast. :)
Surprise, surprise, my squad got massacared. Leaving me once again to take on another whole mission. You have to boost their skill man.
I got up on a roof and started picking off the bad guys. I see you're using handguns on the baddies as well. Not something I recommend as they are too stupid to use them.
Why do I need Tonal to play this map? ???
Oi, dinner's ready. Finish later. :)
:beat: *Gets Shot* :beat:
Are that sandstorm made by you or is it the island? It looks bloody cool anyway. :)
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by any chance could anyone email/pm me with the actual mission because the link doesnt work at all and i downloaded all the addons and this sounds great
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It seems to work fine from here......you do need to choose FREE download and then wait your turn though.
Planck
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okay i clicked free and no where does it say anything about waiting or a download but it does say it has been downloaded 9 times already
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It also says how long you have to wait.
Planck
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456820: Mission can be found at:
http://dmakatra.mine.nu/yabb/filer/files/dustbowl.zip
Changed the name of the zip.
:beat: *Gets Shot* :beat:
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yes thanks so much its downloading
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Right-o.
MISSION (continued)
I was pinned down on that rooftop and it all ended with at least 50 bodies and me running out of ammo. Bugger. Found me an AK and started to kick arse on the streets instead.
Found a guy clipped between the street and a building. One shot. Leader is dead. Huzzah! ;D
All hail dead teammates. Found a M249. Sang a little in joy. These guys are so fucked now. Well, if they are stupid enough to let me get a M249 it's their fault. :D
Found the pilot. Ordered the pilot to take weapon. Pilot ran straight into baddies arms. Pilot's dead. Damn. :P
Called in the Humvee's. I like that you responded with hints since it's a coop mission. I hate when scripted sidechats fiddle with my spam. :P
Humvee's arrived. I packed everyone inside one Humvee. Now, the getaway wasn't very exciting. The BIS Humvee's can take a massive amount of punches. I'd use the motorcycles that come with BAS Delta/Rangers 'cause there's nothing more fun then getting away with those. Wrooom, wrooom, bullets whistling above your head. Me and my squad have had some crazy getaways with 'em 'cycles in the Tonal jungles. ;D
SUMMARY:
It wasn't all that fun in SP but I'd imagine it will rock any MP game. I really love the groupchain stuff 'cause being pinned down on that rooftop was fun as hell for my trigger happy finger. ;D
All in all a very nice coop mission with no serious bugs. In fact, I love to see this mission in it's true shape in MP so much I'll put up a server. When can everybody play?
:beat: *Gets Shot* :beat:
EDIT: Oh, and benchmark 7000-something, Veteran mode, 1.96, no special mods (e.g. ECP, FDF) running. Score:
http://dmakatra.mine.nu/yabb/filer/files/dustbowl.gif
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okay the now the review.
Overview
okay apart from no pic that i could see and the addon detalis should go on a new page
Briefung
Cool i didnt know it was oing to be a bit like black hawk down you have the downed chopper and the humvees for extraction.
Anyway i think its a bit spaced out you have about 3 or 4 lines for each new paragrap make it 2 or something smaller.
Mission
at the atart you can see the player for a small glimpse fixed by running the script theough the players init field
Well we start of i land order my men to return to formation then out of no where i started to see te town all, stealth. a few enemy's are spotted then shot then 8, is down, 7 is down, 5 is down.
And yet i coulnt do a damn thing cause of that sand couldnt see a thing (nice touchby the way) then i spot the machine gunners on the roof (great job here i cant see them at my range but they can still kill us)
I climb up the ladder and kill the 2 machine gunners then a hint their leader is dead. That got to be a good thing
Then i hear some guy walking around i went prone and had a look around then from no where an enemy soldier walks throught the sand bang hes dead but he still managed t wound me.
I can now see the pilot in my sights but now i cant walk i get close to the pilot now he joins me i tel hm to pick up a weapon.
Then i think to my self surely theres got to be more to this mission its wa to easy so far.
Then i spot a tower i look in the top no one in it (put an enemy sniper or some one in it its right near where the pilot is)
I call in the humvees and i start to crawl to the extraction point looking for a medi tent or something to heal at Damn i told him to rearm in the middle of the open but before i can do anything i shoot him trying to shoot some enemy who is less than a foot next to him
Anyway im going to restart this tommorow. Also how do you do that sand thing that would be perfect for a mission i doing at the moment but i dont want it as thick
So far i thought it was a little wasy but im guessing some thins going to happen
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OK, I'm going to put up a server tomorrow Sunday the 8th.
20.00 GMT + 1!
81.231.85.253:2302
Be there, or I kill a kitten. ;D
:beat: *Gets Shot* :beat:
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Thanks for the kind words.
I've begun work on a single player-specific version to answer some of the main problems, briefing has been updated and it will be made tougher but with at least one save. Hopefully this won't take too long. Just done the weapons loadout, :P copy and pasting was never so much fun.
It's nice to see some people getting away with HMMWV's. I find it damn fun if it works! ;D
Going to be away the next couple of days so I'll keep you posted.
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Yeah, there are some vast differences between how MP missions and SP missions should be edited in flashpoint.
I recommend having two versions, as this is one of the few missions I've come across that could be VERY good in both arenas.
@sui
Lag remains, i checked again. Our benchmarks are similar but I only have 500 meg ram, is this the issue?
Quite possibly mate. I've got a gig running dual channel, synchronus with my front side bus... (English: My RAM's bigger than yours ;D ).
However I've also tweaked my OFP config file fairly heavily, so it may be something to do with that. Also, benchmark tends to be subjective at best. If you run the config program a few times you'll come away with a lot of different benchmarks. Not sure what it measures exactly...
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I had no lag over here. In fact, it all flowed redicolously well considiring the amount of units, addons and scripts in use. :o
:beat: *Gets Shot* :beat:
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Single player update on page 1.
Laters
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Server up. :)
:beat: *Gets Shot* :beat:
EDIT: T'was fun... ::)
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Immediate dissapointment. I will not be playing this version again and will revert to the 1st.
The intro is improved, was good to begin with, and is now even better.
dissapointments
1) I did not land on mountain, instead North of town. This immediately took away the difficulty of 'walking' down mountain
2) The sandstorm was considerably reduced making it a relative walk in the park. This destroyed 90% of the atmosphere surrounding mission.
3) The flares were no longer existent, they should have been color other than white.
4) There was no counter attack after pilot (calling hmmv's eg)
5) there were no, nada, zilch enemy on the devastatingly BORING drive back to base camp. Nothing, nada.
The introduction of the chopper objective was fine, necessary, and a nice touch.
The squad ai was considerably improved. They actually shot at things.
The 2 x snipers in tower remain useless.
The lag remains about same as before, despite what appears to be a HUGE, a GIGANTIC removal of enemy.
The pilot is stupider than any of the recruits driving the hmmv's, I got so fed up with him I shot him myself, deliberately, to get the game moving.
The enemy nasties are not. Some, but very few, show any inclination to do anything more than look for contact lenses.
This mission, this version, has been reduced from a ball tearer 9 to just another reasonably good mission with a rating of 5 or 6 at best.
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@dmakatra
I'm not ignoring you btw, I can't play online, period. My ping times exceed 1second to anywhere.
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Here, have a brickbat. ;)
I've just had a quick run through just to check and I honestly don't know what happened to your game.
Things that were changed:
Flares are now red, but I have a horrible feeling these are cutting through the sand/fog more
2 more enemy groups added and existing groups' waypoints made slightly smaller
Chopper extract
Added Objective
Added retry at pilot rescue
Tweaked intro
Rewrote Briefing and notes.
Added gear selection
Things unchanged:
Loons on the escape route, it may be the chopper set off the trigger early though
Sand
Insertion. The parachute does drift though, start the mission 3 times running and you'll land in 3 different places.
The chopper won't take off until the player is in the chopper but I'm guessing you did read that? ;). If he still didn't move thenâ€Â¦soz. My bad. I will double check. :-[
Part of the problem could be that I have no real scripted counter-attacks or blatant waypoints until the journey out. This does add a lot of randomness to the mission but it could be that this might need refining. :-\
Guess I'll have to try and be sneakier. :)
Lag, I honestly don't know what's going on here, is this significantly worse than other missions on Afghan. Just a thought, are you running the Lite or High-Res version? The link I posted was for the Lite version which is a 36.5mb pbo, the Hi-res version is 64.4mb. Could you check to see which one you're running?
Link deleted for the time being until I figure out what's going on and reupload.
Guess this'll teach me to not rush things... ;)
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>Have a brickbat
nah, have plenty of them already thanks
I downloaded and used the lite version because I was sceptical anyone would make a mission worth troubling over. Wrong, wasn't I. I intend doing something about that 63meg right now.
>Lag
From info gleaned from Sui I;
halved all my textures from 1024
no real difference i could see.
installed another 512 stick to bring the system up to 1gig ram.
no difference i could detect except possibly, dumber ai. The dumbness may have been perception because I could move faster, I don't know if either is true.
I have not noticed lag on dynamic afgansitan but can't give you a truthfull answer because I got a bit bored with it (no offence to Honcho, he knows why)
I DID have lag on a mission since deleted here, blackhawk down or similar.
The reason I beleive is identical. It's because you and that author used spawning techniques.
There is NO lag present fighting the bad guys out in the open, (on the way back to base eg)
It is present and cuts in rather than something solid, when I'm down to what appears to be a single nasty, there's a 'feeling' something is growing, spawning, somewhere else. You've hit the limit of my technical expertise.
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Never tried the chopper to go home, my rescued pilot was just maddeningly dumb. That's fine btw, I merely report it. If I choose to shoot him, that's a player's option.
parachute drift is totally acceptable. On two previous goes I landed smack on mountain so had to assume you altered something.
there were no flares I was aware of, red, nor otherwise. They may have been present, i was not aware of them.
there was NO counter attack and I think approximately the same qty of nasties as before in the beginnings.
One thing I forgot to mention is the pilot campfire is pretty dangerous turf. The nasties are now so close to him that my guys grenade the area with obvious results. A non - issue if I have to learn to play this sequence, just letting u know.
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I've found that changing Auto drop-down to none made a huge difference on my pc. The framerates can be slightly lower but much more consistent and image quality is better too.
Don't want to spoil it for you but one of the main times I spawn loons in, is on the way back to base.
I have a plan thoughâ€Â¦
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>one of the main times I spawn loons in, is on the way back to base.
however you dun it, you dun good because I was dun good, done in, it fact.
I was unable to tell when where or what direction the nastiness was coming from, particularly the when.
Normally, I simply won't play spawn missions because they end up as more and more and more of the same over the top sillyness. Put there because the author cannot think of how to put some bang into a dud mission. But yours was different. They gave the impression of coming from somewhere rather than materialising. If i'd seen them materialising it would have been an instant -endmission for me.
Be that as it may, I hope you can do away with them altogether. A very large part of the ofp mystique is being able to roam all over the map and trying diffferent desperate tricks (play wise). You limit my ability to go north first eg, swing wide west eg, if the reserve infantry aint there to begin with. Let the player be just as sneaky as the author.
The return trip on foot was marvellous. The zips and bangs landing on the hmmv's were bloody good (and others have mentioned that). They were the perfect choice wern't they, vs a boring old tank or two, or a soft skinnned bradley. But, if you wanted to expand your mission out I would engineer it that both the hmmv and the chopper just end in abject failure, eg choppr explodes as it lands to pick you up, half the hmmv's get swiped (which did happen). None of which is told to player, s/he just gets more and more desperate as the options dissapear.
>dust
the only time it appeared as thickly and as bad as version 1 was halfway to chopper. At this point it was a concentrated tornado which looked out of character with everywhere else on the map.
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Another single player update.
Updates:
Hopefully better sand coverage.
Chopper extract.
Readme.
Added eye-candy.
Alternate endings.
2 savegame points.
No spawning .
Pilot not quite so dumb :Pâ€Â¦maybe
The drive home might not be quite so thrilling.
Etc.
With any luck it won't be a total lagfest, but I make no guarantees.
Did anyone join your game Armsty? BTW thanks for the link.
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OFP1.96, Vetmode, Bench 5695, no super ai
Readme:
Good, all urls I tested worked
Overview:
messy. This mission deserves a picture because of the stunning effect and surprise when 1st played. With a suitable pic, it would require no further commnet for replay value.
If the text remains as is, it needs to be separated into single line paragraphs to fill the page.
Version number and author advertising are missing.
Briefing:
Plan:
Lovely. My kind of briefing. Terse, to the point, gives nothing away.
Notes:
Very good, formatted with poor paras (I *know* this is a pig to do)
Personally, I prefer personal notes and don't like war situations in there instead. I would prefer a details... link on 1st page of plan for the stuff written here.
I would change notes to be notes as in
"Jesus, five minute warning, no good info, no time to prepare, we just have to jump."
along those lines.
Be that as it may, this 'other' style also works perfectly fine.
Minor niggle.
choice of helicopter OR hmmv is not obvious at last page.
gear and selection;
yes, and yes, Nothing stupid, nothing over the top, no 500 of anything, all personal choice stuff. Lovely.
Group:
the fact that they are listed at all is a good thing (tm). This is no time for rookies, nor 'recruits'. It's not the kind of mission you can mix and match. The group tab reflects that.
Map:
the lack of noise on the map is well done. It's a concentrated area, and yet, it remains clear, distinct, what *might* happen.
Version:
I have read comments on reviewed missions where versioning the title is frowned on. It might be a better(tm) idea to leave it as dustbowl and put the number on the overview bottom left or right. That info is vital, but I tend to agree with review opinion on that point.
I have noted the care taken in spacing out the titleword.
Mission:
Man am I looking forward to this.....
SemiIntro:
If ANYONE wants to know how to do this, look no further. It has
theme,
visual content
information content
atmosphere.
I adore this intro.
Bad niggle:
please try and hit us all with NVG. 3/4s of the spectacle is missing unti we 'get it'.
this is the best afghan mission that will ever be made. Period.
Niggle:
"get to your positions" etc is coming from afghan/arab nasties. Change this to farsi? Russkie at a stretch?
Battle Music:
there is none, and I absolutely and utterlt detest it whenever it is introduced. However, your music choice is ambient, not battle stuff. It actually blends with the wind and gives impression of the wind, singing. Give me an option to turn it back ON!!!!
more "eat lead commie scum"
absolutely NOT ON. Get rid of it if that is the best that can be done. This MUST be removed.
Too awe struck to report accurately who did what to who. Basics are
whacked from south as we near buildings west. Whacked from west, whacked from north as we get into 1st building line.
Smacked hard by nasties in at least two campfires, another firefight in garage area.
shot leader through window, great msg, not sure if savegame here.
blasted way up to pilot, pilot killed, great msg, preferred to retry. Got him healed, stood up and armed. If i'm stupid enough not to stand him up etc, let me remain stupid.
Great visual of truck wreck.
savegame kicks in, great.
another savegame at chopper, great, and a bastard to find the chopper, if your <ahem> busy saving your arse.
decided to split game into 3 parts
1) chose chopper
holy #@#@(&$@. Whacked from south, lose a few, chopper lands, mad scramble, takes off, rpg zips past my ear, we leave in a pool of blood, music cuts in, scenes cut in, oh man, unbelievably good. My left ear ringing from the rpg fly by.
bug:
"hmmvs returning to base" and a cutscene thereof.
"hmmvs are returning from STANDBY" and a cutscene thereof
BUG
hmmvs crash into each other in cutscene.
few more visuals that I sadly have to skip to get back to my retry.
2) chose hmmvs
on their way. GIVE THEM COVER !!!! (you clever bugger, author)
I lose or lost two of my people. It may have been before savegame, not sure. My squad are twitchy as hell about the south. Nearly all of us are wounded (great). I heal and reorganise while waiting.
BUGish
no lights for hmmv
No sign of enemy at any point. I *know* they're at the chopper, and I aint going back there. This is fine.
Single squad of 4 on drive back, having experienced them when they are in strength, am relieved. Drove over two of them and kept going (which is what you wanted me to do, keep running). BUT, put several patrols in road on way home, even a road block, possibly lose the rpg's. I realise there's chorepgrphay issues with hmmv coming in the 1st place, waypoint them into the road after hmmv's are loaded with me.
OR, just as good, probably better, let the rescue hmmv's run the gauntlet, If one gets swiped turn them back and tell me by radio, I have to use my feet (prevent chopper at this time)
cutscene comes in and I sadly have to hit retry again for option3,
3) walked
Nope, mission ended, damnit
Ok, all brilliant, all marvellous. I haven't tested all the what if's (order chopper and walk, order both and use one) and don't need to, am off to enjoy myself with headphones on.
This mission works at many levels, there's plenty you could add and there's nothing you need to add. I do think, because of the final long run home that you should introduce something separate and something dramatic half way there, but, the mission is fine as is for me, a total ball tearer that I just love to bits.
You MUST remove the american voiceovers. If you doubt, contrast this rubbish with the arabic ambient music.
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Thanks again for the test and review.
"please try and hit us all with NVG. 3/4s of the spectacle is missing unti we 'get it'."
Sorry, don't get what you mean here.
All the chat and shouting is coming from your team ;D this is part of Bremmers AI script, but I agree that "eat lead commie scum" is highly inappropriate! I'll remove that but I'm going to keep the other voices, adds atmosphere.
I'll add a savegame by the leader, I always end up cheat-saving here anyway so it makes sense.
That's not a truck wreckâ€Â¦ ;)
I'm glad the chopper "scene" played out ok, that required A LOT (tm) of testing to get any where near how I wanted it. It's still not quite right but it'll do and OFP randomness adds some nasty surprises sometimes.
The HMMWV's returning to base isn't a bug, the message is obviously badly worded or maybe badly timed. I want them to go back to the base. No point them sitting in the middle of nowhere with no one to pick up. ;) I need to tweak their waypoints if they're crashing into each other.
"on their way. GIVE THEM COVER !!!! (you clever bugger, author)"
I wouldn't go that far, just stating the less obviousâ€Â¦
The return journey, it never occurred to me someone would walk that. I setup these lovely taxi's and you don't use them. ::)
I have a plan thoughâ€Â¦
"I haven't tested all the what if's (order chopper and walk, order both and use one)"
It should still work but the chopper will sit there like a lemon until you get in.. Not much I can do about that, it took me long enough how to figure out how to get the damn thing staying there in the first place.
You haven't mentioned lag, I'm hoping it's not as bad?
If you want to listen to the music again either restart or buy the cd. ;) It's by Autechre off the album "Tri Repetae", the outro music is off "Incunabula". Avoid their later stuff if I were you ( 2003+). It's electronica gone mad.
Back ontopic, I'll have an update available in the next week or so that will address these points.
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>please try and hit us all with NVG
during the initial drop, it's pitch black, and consequently terrifying, but, a lot is missed if we dont use our night vision. It's your call, if terrify is the intention it's fine, if you want us to see what's going on, we need to launch in green. No matter how quickly I might hit the 'N' key, others may not.
>cheatsave/savegame
it seemed so 'obvious' I wasn't sure I didn't get one ::)
>The HMMWV's returning to base isn't a bug
true. and one of the best styles of outro tighten up I've seen. As in all i's are dotted and t's crossed. The phrase jarred because the impression was they were halfway to pick up point, yet, the player didn't order them to. You just need to slightly alter the msg to reflect a half waypoint or a standby situation.
>just stateing the less obvious
and always understate the obvious (copyright, MacGuba)
>Lag
none. Now only 'heavy' in some parts, which is bearable. Not knowing a thing about this, I assume it's the former spawning that caused this?
>music
yes, forgot to mention the also excellent music outro, partly because I was too busy trying to hit rety >:(
>walking
umm, damn, forgot all about option 4 in borrowing a truck. No matter, it would have been a good un.
as far as walking is concerned there is a separate atmosphere to the mission half way home where, effectively, the sun is coming up, the dust has gone and a sense of relief from leaving hell. You could use that, if you wanted to, by adding more to the mission at that point. Thematically, it's different and an interesting change which you aren't exploiting to it's fullest. 'Borrowing' a truck and it running out of fuel is one such device.
>american voices
your call of course. Must tell you that the impression was that most of this appeared to be coming from the enemy. It now makes much more sense. Perhaps a voice trigger when we land when no action is taking place, will alert the player to where all this is, in fact, coming from. Truly, it aint obvious. If it is contrasted against the music at that initial point in the game, then it becomes abundantly clear. Regardless, I apologise, I now understand, it's cleverer than I thought.
Also forgot to mention there were no flares I could detect. Not fussed, just reporting in case you thought there were some. The chopper landing can be a pig for player. Not too bad, but, could I suggest an orange? drop flare as it comes in?? or possibly extend this, theme wise, to both transport calls?
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"during the initial drop, it's pitch black, and consequently terrifying"
Terrifying is good. :o
">cheatsave/savegame"
Doh!
"The chopper landing can be a pig for player. Not too bad, but, could I suggest an orange? drop flare as it comes in?? or possibly extend this, theme wise, to both transport calls?"
That's what I like about your comments Mikero. You're truly laying down the gauntlet for me there. I'll whack my head against the monitor and see what I can come up with. I must have got through the equivalent of an A4 piece of paper, making notes playtesting, and after reading here about what needs working on. Don't get me wrong though, the challenge is interesting.
"I assume it's the former spawning that caused this?"
Dunno, the spawn was only used on one group on the original version near the town. Only after the HMMWV's had come in did I spawn some more. If it plays smoother then marvellous, I added a lot of effects this time round and I'm glad that they didn't have a big impact. Wolfsbane's tracer is a good example.
"Borrowing a truck and it running out of fuel is one such device."
All the trucks have different fuel loads and are different one play to the next. Haven't tested if it's likely you'll run out of fuel on all trucks but the trucks that are more likely to appear have less fuel. :)
"the sun is coming up, the dust has gone and a sense of relief from leaving hell"
If that's how it came across then I need to capitalise on this. ;D
There are no flares, I've altered the time slightly so it shouldn't be an issue. Liked the atmosphere, didn't like the effect.
"american voices"
I need to play this a bit more. Because I put them in I know what to expect, I have to confess I find it quite amusing to hear a teammate shout "Bastards" when they spot an enemy. Maybe I just need to grow up! ;D
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Great mission, i like the music though it feels short ;D
the sandstorm was cool fx too, and the paradrop was cool to start the day with :)
Btw briefing was nice with everything on one page and more to read in the notes if you wanted to know more about the background.
okay back to the mission then ;), me and the squad was happily running down the mountain or big hill until one of my men got injured so i had to heal him back to full strenght ;D then i proceeded whith caution.
caution paid off and me and the team killed off the first bunch of rebels outside of the south eastern part of the town.
Everything was going fine , just one causaltie until i reached the town and rebels poped up from no where and the lag kicked in :joystick:
Got to a place where three or more trucks was parked but i couldn't get the chance of see what kind of trucks they where cause of my battle instincts told me to scan for enemies and they came from the allyes and the roof tops and surprised me big time, got wasted there but i had saved just outside the town during the firefight with the first bunch of rebels.
hint : never save during a firefight ;D you could get a grenade on you when you have loaded ;)
anyways at the second attempt to get to the rebel leader location that i had aimed for i took a more souther route after i have cleared the area with the trucks, then suddenly some guy laying down in a alley to the west part of the twn spot me and kill me when im under fire :gunman: from 2 or more directions :o i like this mission alot even though i haven't been able to complete it yet. probably because i avoid playing in veteran mode but i read that i had to use vet mode to play the mission so i did and got smacked up pretty good ;D
Fun mission even though it laggs and i suspect its either the lag scripts or the a.i scripts or a combination of both because the amount of addons used what i have seen can't be it.
I have used more addons and had no lag ;D but also used that amount of addons and had lag too so you never knwo whats going to happen ;)
The sandstorm script is very cool so i think you should keep it, the amount of soldiers in the squad is also ok, cause i guess Delta forces don't go in with 30 men , more like 13 men ;D
the enemies in the mission are good, no old 1.75 version addon rebels there, this is sheer quality :)
question though, do all enemies use hd mags or is it just random, or some use and some don't? I'll give the mission another go when a friend that is a realy vet mode player comes by on friday for our weekly lan party.
Me and my friend will probably give this a go in coop then 8)
i can run first and take fire and he can try to cover fire :toocool:
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@Commando
that's a nice write up Commando, kind of stuff an author appreciates.
@MrN
you can't issue a savegame when leader is killed. Commando is right, you'll get hate mail. Fortunately there isn't one at present.
That's what I like about your comments Mikero. You're truly laying down the gauntlet for me there. I'll whack my head against the monitor and see what I can come up with.
You and Thobson are never to meet. I can't handle both of you picking on me 8). Put it this way, I do like to return the pain you cause me.
>American voices
no. I got that wrong. You just didn't apply them as well as you could, they were only obvious to you, that will change. Frankly, to hear them now, is quite 'comforting'
>Terrifying is good.
Agreed. 110% on that.
A truly great mission. Please take note of Commando's cadet mode comments.
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Thanks for the test Commando.
The music will fade when you are detected, might be why it feels short. ;)
Did you try the updated version or the MP version? They are quite different now.
I will have to remove that cadet mode trigger, I'd forgotten about that. Another thing to add to the list!
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Really wanna play this but I can't download it :(
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>Really wanna play this but I can't download it
Indeed you do.
It will be available by the time you read this at
http://andrew.nf/OFP/Missions/
Authors:
forget all about my (and sui's) rave about mission play. This is the one. This is the mission you need to rip to bits to look at the scripts used, particularly the sandstorm.
Over time we elevate missions to new heights. What would pass as a seven two years ago would now be a four, mostly because the novelty of what was done then, is old hat now. So be warned authors there's stuff in here that will make your missions stale by comparison.
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erm i think that links faulty it tells me that "This display page cannot be found"
plus i would love to play the next version the first was great
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Arrrrrrrrrg! shozbot.
link above is now fixed.
fyi and anyone else. I am slowly building up various items at
http://andrew.nf/OFP/
mission, islands, addons and etc's
There is no intention of turning it into an ofp wannable, just a plain vanilla extract of what's on this board. If you're having difficulties getting items, especially addons. from elsewhere then sniff thru what's available on that link. I am progresively adding to it as each new mission comes in with the addons that are required for them.
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thanks downloading now
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Thanks for the link!
I don't know why people are having trouble with rapidshare, I have tried it with 3 different pc's. Oh well.
Btw Mikero , your flare comment is causing me muchos muchos pain. :-X An update might be a while yet.
"This is the mission you need to rip to bits to look at the scripts used"
Good luck lads, this thing's trigger city! I still can't script for toffee, but most of the scripts I'm using are on OFPEC so help is in the editors depot if you can't follow what I've done. Most of the time I can't!
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yeah im going to review what ive played so far of V2 or the latest version
First of all thanks Mikero for the link
Overview Okay but i dont think it should say the objectives something like
"One of our black hawks have been shot down and the pilot is being held in captivity, we need him back."
Something like that also no pic but you did say your having trouble so that why ive got this for you.
See attachment (its a border and shadow template just use print screen in game and go to paint and then paste the pic and copy the right size pic andpaste it on to the template)
Briefing
I like this alot more but you should go into detail about extraction, insertion, what were facing and any other allied units. Weapon selection is fine notes i didnt look at.
Mission
Okay we start and get that little scene this was nice maybe a bit too quick the camera wa flying all over the pace at 100mph, slow it down. Then it shows a shot of me in my parachute wich i would prefer if you just show me for at the end for about a second then stop the camera rolling.
We land 4 is now injured and can only crawl we dont have a medic so i shoot him and take his ammo. Maybe add a medic and make the paradrop not on a hill. Then i find out wich direction to go and i order my squad in a line formation and make them look south west so we flanked the town to the reigt my boody's started calling out loons i couldnt see a thing all danger all hit the dirt we started taking out men one man goes down damn.
That's it cause i had to go out then more some time soon
Overall so far
Well its great like ive said before but change the view distance slightly higher becase its to foggy and looks weird plus thats why you have the sandstorm wich is a very cool feature. And the Ai is great to fight with very hard especially with hd mags tracers everywhere. just maybe some radio sounds to help add to atmospehe like as soon as you land
"This is alpha to Papabear we have landed swafely and are en route to the objective over."
"Roger that alpha stay sharp we dont know what they have in that town. Out"
But dont use robot voices try and get some voice actors to really enchance the mission.
Keep up the good work also sorry the template has a pic already in it.
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Thanks for playing and thanks for the template.
"I like this alot more but you should go into detail about extraction, insertion,"
Was in notes, now have added link in brief.
Fog is a tricky one. I'm using the "lite" version of the sandstorm script to try and keep lag to a minimum but it still gives a nice effect. It's quite thin though which means the fog has to be upped to retain atmosphere and the viewdistance has to come down to give a similar effect. It doesn't matter once you get into the town anyway. ;)
I've left the intro short intentionally, I get bored with intro's that go on for too long and again I just want to create a bit of atmosphere.
Thanks again.
Have had a eureka moment with the flares, very pleased with the resultâ€Â¦
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>Have had a eureka moment with the flares, very pleased with the resultâ€Â¦
fear not, we'll find something else ::)
If you get too smart we'll let MacGuba play it and break it for you. 8)
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"fear not, we'll find something else "
I have no doubt, thats why I'm here. ;)
"If you get too smart we'll let MacGuba play it and break it for you. "
All testers and comments welcome .
I have no problem with it being broken, just as long as I get clues about how to fix it. :)
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Another update, can't remember all that's changed but mainly trying to polish the thing up.
Overview/Brief changed.
Flares on extraction.
The walk/drive home may be more challenging.
Tweaked Outro.
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Posted at official forums and no problems found so far.
I'll upload this to the missions dept and see what happens.
Thanks for the testing and I'll be back. ;)
Edit: This mission has been reviewed and is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=51).