OFPEC Forum
Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: sharkattack on 12 Mar 2007, 13:31:17
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FINAL VERSION ( fixed)
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tips
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search the dead
check out the jailhouse
shoot an engineer ... see him jump
when you have data airstrike becomes available
it should be safe to remain next to cpu ... use it to pave a way to escape ..
guards work in pairs !
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(http://img514.imageshack.us/img514/7385/01overviewpic3ro7.jpg)
THE TIPTOE BOYS part II
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mission author
shark attack
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mission type
SINGLE PLAYER
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mission requirements
ArmA V 1.5
NO ADDONS REQUIRED
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many thanx to all listed for there reports , sugestions and assistance with scripting :good:
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mathias_eichinger ...
BensTooCool ...
mandoble ...
Cheetah ...
rhysduk ...
jow ...
BLANCO ...
LCD ...
LEE ...
johnyboy ...
charvel ...
liongreek ...
Matt ...
101
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situation report
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We suspect that our Operational Command structure has been successfully infiltrated by enemy intelligence agents..
It would seem that we have lost the element of suprise, someone is tipping off the enemy in advance of our actions.
Recently several top secret special forces missions have met with fierce resistance from enemy forces resulting in the deaths of many of our finest soldiers.
You are to infiltrate the enemys Intel HQ, locate the onsite cpu system, steal the data stored here and see if our mole is revealed.
In an act of retribution for the deaths of many of our finest you are also instructed to assasinate the head of Army intel the notorious General Silva
OFPEC Download (http://www.ofpec.com/missions_depot/index.php?action=details&id=43)
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Hi Shark!
Here's my report:
Overview
Definitely needs a pic, but that's already on your "to do" list. I would like to read just a bit more than a single sentence.
Briefing
A bit sparse, I mean it told me everything that I needed to know, but a bit of background to your mission would have been nice. Oh, good to have a weapons selection :-) I picked a SPR sniper rifle
Intro
I really liked the tune of it, I mean the gentle camera path, the lighting and the nice custom music. The only complaint: Please make it possibly to skip it.
Mission
First attempt:
I land at the east coast of Ramadi and mark my boat. Tried to access it from the beach - but I could only drive it or sit in it. I did not find the weapons you mentioned in the pop up message. (I never found these weapons in further attempts too).
Ok, I advanced from the east, killed everything in my way (UAZ, outpost with tent). Then I started sniping the soldiers and fixed defense positions to open up a way to enter the base and find the officer.
Unsurprisingly, this triggered a rescue attempt...but boy was it fast... I had not the slightest chance to fight my way inside the base and get the officer before evactuation. The closest I came was with a hijacked UAZ where I raced into the base and overran the guy :D.
Suffice to say, it was impossible to get out alive. Then I tried the airstrike before my assault. But to no avail - no officer dead, but base alarmed.
Second attempt:
I tried to land from the north with the shortest distance between the shore and the target person, to beat the tight time limit on evacuation.
A fruitless effort, got wasted just as I disembarked.
NOTE: It seems impossible to get close without triggering the rescue. This would make most of the weapons selection pointless, and the use of a sniper rifle appears to be mandatory.
Third attempt:
Again from the east, but using stealth and "hold fire", avoiding every patrol. Assumed a position south of the "tent outpost" without alerting them. I finally shot the officer from 500 m with the SPR. I turned back and raced towards the boat, not trying to waste much time with fighting. Result: My squad had been eliminated but I was able to make it to the open sea alive.
Suggestion
Leaving much more time before the rescue attempt is triggered would leave much more options to the player.
Conclusion
This mission has the potential to be great, the base has a good layout and it is well and realistically protected. Now it is up to you to decide if you want this mission to be realistic (pulling out the high-value officer as soon as possible) or more "playable" leaving much time for the player to enter the base and make outpost alarm quite insensitive.
As is stood for me, my only option was to snipe from great distance and get the hell out of there. Playing time: 12 minutes.
Cheers
Mathias
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thanks very much mathias for feedback .. :good:
i was contemplating using this mission as one of the latter in a small pheonix-project campaing
you raised some very interesting points .. the mission is designed to use the long shot/stealth approach
Ok, I advanced from the east, killed everything in my way (UAZ, outpost with tent). Then I started sniping the soldiers and fixed defense positions to open up a way to enter the base and find the officer.
the airstrike is to attack outpost defenses and alert the base then flush out the officer ..
i agree rescue is launched quickly but he is an important asset to the enemy ..
but i will experiment with longer delay before rescue ... Â
again thanx for feedback ... nice one mate ..
let me know if i can return the favour sometime !! :good:
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Phoenix Project
May I suggest that you rename the topic to: [SP] Phoenix Project, looks better in my opinion.
Overview
Could use a picture and a bit more text. Why, where etc. Don't like the all caps title, but that's a matter of taste. Another thing, you might want to consider to put the version number in the overview instead of in the mission title. Phoenix project-v1 as a mission name sounds / looks weird to me.
Intro
No intro. Will you include one in a future release? If you ask me, every SP mission needs at least an intro (no outro is okay..).
Briefing
Good to see that my team is all expert, always nice to have men who listen to me.
The plan section looks pretty good with the ------ stuff. You spelled the briefing title wrong, now it says "PHEONIX blabla".
You might want to check the briefing for spelling mistakes, sometimes you miss the inverted comma ('), for example I saw a lot of youre, they have to be either your or you're. You might want to include marker links in the objectives.
Notes, august -> August please. I suggest that you check the whole briefing for missing capitals. Good to have information on the radio. So well done.
The gear selection is pretty good. I select the M136, M24 and M9, missed a silenced pistol though.
Mission intro
You surprised me with this one. Well made, the music fits the intro albeit it's a short one it's a good one. Good that you give yourself a bit more credit. Is that Good, Bad & Ugly music? Reminded me of western music anyway. The intro didn't give too much information on the enemy, but enough :).
Mission
The hint isn't required, voices are nice, did you take them from the campaign or make them yourself? About the hint, the player can select weapons in the briefing and later on the beach he can find them himself, so it's in my opinion overdone to add the hint. Might be useful for some players though.
As I have the GPS turned off it's pretty hard but challenging to mark the position of the boat on the map. I suggest that you change the hint to something more subtle. Let's say, uhm, a radio message telling the player that he has to use this boat to return home or something like that maybe? Better than a hint if you ask me, improves the atmosphere.
The save game feature doesn't work by the way, or didn't work for me.
Well, I moved west as I hit the beach, saw a UAZ MG jeep, they didn't see me. Ordered my men to go prone on a hill overlooking the enemy outpost. Myself and #2 are overlooking the base, #3 and 4 are covering our back. You never know if a jeep suddenly tries to shoot from our six. Good to see that you spent time on the patrol jeeps and base layout by the way. Anyway, ordered the air support before being in position at the hill to let it arrive as soon as I'm ready to shoot.
Worked pretty good, the bomber came after a 30 seconds of waiting on top of the hill, scanning the vicinity and base.
Nice airstrike by the way, would look even better if you could let the plane drop more bombs. But this brings up a question, why not let two planes do the job? With the bombs they can level the whole village including the target, why insert me then? You might want to use a bomber script I saw somewhere in the editing forum.
I save the game (with the game save), shoot a two men patrol coming towards me - 20m. Still haven't seen the officer, don't know what to look for, maybe add a picture of him in the briefing? Oh and there was a message "rescue attempt" what was that?
My god, the hills are crowded now, well done. This makes it a lot harder for me, I don't even know where the officer is hehe.
Damn that rescue attempt, well done I die trying to shoot down the chopper with my M136, took too much MG fire. Saw the officer though, problem was that I didn't manage to hit him with my one bullet left in the magazine before he embarked the chopper. Know where to look for him the next time, as I saved pretty close to this point.
This retry I got him with one shot in the head, hehe nice. Trying to make my way towards the boat now, again a good radio message don't know if you made it yourself. I take out a UAZ MG on our way back towards the boat, one of my teammates takes out an especas. The waypoint directs me back towards the boat, I don't know if you do that dynamically?
Debriefing
16 minutes, 2500 (silver ball)
youre -> your
All objectives ticked off.
Outro
None.
Conclusion
I enjoyed the mission, it was pretty hard to spot the officer, the rescue meant his death, how ironic. Nice smoke by the way (when the chopper comes) you might want to make it a bit denser though. Well not much else to say, good job on the mission.
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*EDIT* 30TH MARCH
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guys please if possible take a look at second draft
listened to youre advice ... have tried to make mission a longer affair .. no air support
also escape is more of an event than before ...
player now has to locate and secure a (randomly placed) method of transport to escape (win or loose)
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thanx guys for feedback ...
i can start correcting things now ...
cheetah ...
i will work on my grammar ( never a strong point)
the overview is causing me probs cant get a picture to fit (yet)
voices were taken from the campaign but edited to suit my mission
music is indeed form the man with no name trilogy (well spoted)
nice tip about silenced pistol� totally overlooked that!
hints will be edited if not removed all together no need to mark location of boat
as waypoint is given when time to extract ..
cant thank you and mathias enough ...cheers lads :)
can now begin to sort it out ...
will update new version when done ...
==============================
let me know which version to go with for singleplay ...
maybe this one is more challenging ...?
thanx for youre advice guys :good:
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ahhh .. double post .. sorry admin please delete ! :whistle:
let me know which version to go with for singleplay ...
maybe this one is more challenging ...?
thanx for youre advice guys  :good:
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About the new version (didn't try the old one)
Overview
There was no Overview - not even a text?!
Briefing
First I got a strange message (see attachment)
I don't really like the style of the Briefing, but it tells you what to do and that's ok!
I liked the possibility to change my weapons but I would have never found out about that without reading the previous posts!
Also missed more silenced stuff.
Intro
I think the Intro was quite nice! Just the scene with the officer is too short and too far away and teh oh-so-important officers name would also be interesting. (mabye briefing or note)
Mission
I started the Mission a few times and had to start at completely different positions all the time?!?!
One time i had to start at the airstrip and I think the mission was completely impossible from this position.
Best position was a few meters away from the tents.
Left my man behind - sneaked to the hill - went in position - killed the officer - attacked the tents - ran to extraction
Overall
I like what you made out of that village on rahmadi and the mission has a lot of potential, but it still needs some fine-tuning!
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mmm .. dont know why yore getting error message ? .. will look into it
and teh oh-so-important officers name would also be interesting. (mabye briefing or note)
?!?dont quite understand youre point ...
overview and intro is on my to do list
but thanx all the same for reply ..
starting from different location is something i want to happen
hopefully add to replayabillity of mission
overview has me beaten for the min but i will fix it
thanx again for youre feedback:good:
will return the favour if possible
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mmm .. dont know why yore getting error message ? .. will look into it
maybe because i have 1.04 not 1.05
and teh oh-so-important officers name would also be interesting. (mabye briefing or note)
?!?dont quite understand youre point ...
-> The objective is to kill an important officer and I would like to have some information (like name, position in army) about him before I have to eliminate him :)
Starting from different locations is fine, I just think that when you have to start in the flat zone at the airfield is too difficult compared to the start at the tents!
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fair comment mate ...
now i get ya ...
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Hi Shark, here is my take on the second version!
The intro was a bit longer and featured an insertion sequence with paradropping from a Black Hawk, very beautiful and now I know why the map already positions me on the island.
One word to the Briefing: I think you should mark the position of the boat on the map, it would be a bad idea to have the extraction so unplanned that the soldier does not know where to find his boat. :D
On the mission itself: Approach to the target and the kill were just the same as in the previous version, nothing bad about that. But there is something bad about the mission I have to say... a bit later on.
Well, I lost my squad again on my way to the boat and ended up alone with my unwieldly M107 sniper monster.
Discovered the boat right before some enemy encampment...I suggest to put the boat elsewhere as I don't think the enemy would happily walk by my extraction device and doing nothing with it.
Now to the nearly annoying part of the mission: The enemy noticed me driving away and shot me...ok, this has to be expected. I killed a few soldiers, but there were always a few to fill the void. I think you are working with a respawn script here. The only thing that makes the end annoying and not just challenging as you intended is the small amount of time between the respawns. There is simply not enough time to kill the 1 or 2 especas or soldiers, run towards the boat and get to a safe distance. You are always shot while still riding the boat.
I tried it close to 10 times to no avail. So I strongly suggest to double the time of the respawns and the mission will be great!
I hope I am not too harsh on this one... :whistle:
Cheers
Mathias
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hi mate ...
the exfil isnt planned ... you have to improvise
it mentions in the briefing that the only way
off the island is to locate and capture the enemy gunboat ...
it is a mission objective ...to locate and secure enemy gunboat ... read the briefing it explains in there...
not using any respawn script either all enemys start on the map..
tip ...
have a recce of the island .. before begining assault ..
the gunboat can be in one of four places ..
like you said it is a bad idea to launch an attack without knowing where the exfil is..
the escape is more of an event than the assasination ...
also the boat has a crew of four who will be camped at its location
it will be one of these that shoots you on escape ... be sure area is secure before boarding the boat
what i do is board as gunner and let ai drive ...
thanx for comments ... :good:
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Overview
As everyone has said it needs a picture
Briefing
Briefing I think could provide a bit more intelligence about the mission and the size of enemy you facing.
Intro
Damn you for using the good, the bad and the ugly music, I always wanted to use that in one of mine ïŠ but begrudgingly a good intro
Mission
My first attempt I started from the West and I headed east towards the airfield but came across a UAZ which I dispatched quickly but the base was still alerted and by the time I made it to the airfield the target had been rescued.
My second attempt I started from the Northeast and this time I left my team behind and went solo, I made into the centre of town without being detected, I then did a head shot on a enemy soldier from behind but the base detected me anyway even though I was so stealthy my shadow didn't know I was there and the next thing I knew someone shot me from somewhere.
Bugs
When I loaded the missions I got a message telling me I couldn't play the mission it was depended on some downloaded that had been deleted? but I seemed to be able to play the mission fine.
Improvements
- I'm not sure how you have it set up but you could make it harder for the player to be detected, it seemed to me that anyone I killed no matter how stealthy would alert the base of your presence.
- Adjust the targets rescue time, once his rescue was on the way you had no time to do anything.
- The base/town was perhaps a little too well guarded, or more to the point had too many patrols which makes it really difficult to sneak in alone let alone with a team of AI soldiers.
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hi ...
i spent some time playing this yesterday
and i agree with the points raised ...
have begun fixing ... rescue is too quick .. !!
have added a 15 min delay to new version
and reworked and reduced the enemy ai ..
also added a bonus objective to encourage the player to enter the outpost
and not just shoot from a distance ...
have also removed the random position of gunboat and random start point
and to be fair it does seem to play better that way ...
will test it today and update new version ... i have one question guys??
do i go with an option to call in airstrike or like cheetah correctly points out
if an option of an airstike is available why send in black ops ...
many thanx guys ...
ben re error message ... you have v 1.05 ?
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I actually like the random starts in missions it makes it a little more interesting but I wouldn't use Airstrikes it would just kill the game. The errors message probably is due to the fact that I dont have 1.05 I took it off because the performance hit I got made it unplayable :(
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ill keep the random starts ... ill make sure each one is a good location .. :good:
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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
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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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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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HI ..
have updated mission and also to avoid confusion with mp versions have also renamed
have spent approx 60 man hours re writing mission
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many thanx to beta testers
mathias_eichinger
Cheetah
jow
BensTooCool
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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
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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
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thanx Lee
glad you re enjoying it
keep me posted mate! :good:
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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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So, what you want is one more beta test?
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yup ... if possible mate ...
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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
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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:
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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
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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 ?
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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:
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hi mate hope i havnt spoilt mission ... hidden objectives ...
but they are worth a look ... check the mission notes ... extra points for finding them ...
edit
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fixed problem with silvas extraction chopper
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hey Shark Attack,
Sorry for getting back so much later (crazy time at work).
Anyway, I definitely liked this mission best of everything you've submitted for AA so far. The extra touches you put in, from the flares to the map to the radio chatter in the hut, really created a good atmosphere. There are lots of "Black Ops" style missions out there but this one stood out as fun, immersive and i really enjoyed it. My friend played for a bit too and liked it. I don't want to repeat a lot of the other positive comments but definitely liked it and the many scripts and all was worth it :) :good:
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hey mate ... thanx again for feedback :good:
pleased you enjoyed it ...
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oh yeh and Shark Attack, forgot to mention i love the death outro too. very nice extra touch!
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I'm pissed at you for making me miss a mtn bike ride on a nice sunny day. I thought I would knock out your mission in an hour or so, and five hours later...no more time for bike ride, dammit!
This may be the best black op mission I've played (and I don't usually like black op missions). Very well thought out.
- Sentry pairs with flares. Smart. Better drop them both fast, or you are in trouble.
- Nice how some objectives not in briefing. This rewards free thinking.
- First aid script rocks.
- Air evac for officer adds urgency.
- Base well laid out. Good use of roofs, but not overdone.
- Voice acting pretty good.
One minor bug: The Transfer Data script stayed available after I transfered the data (and primary objective was ticked off), and the big "Transfer Data" text showed on screen for rest of mission. It may be because I ran it a second time accidentally before it fiinished.
Great moments:
- First time second sentry popped a flare on me.
- Hiding in a bush as sentry walked within 2 meters.
- Getting lit up by a friggin cannon point blank.
- House to house fighting in base.
You are probably finished with the mission, and it is great as is, but here are a couple suggestions anyway:
1. 3 guards sitting by 3 tents are statues. Maybe an occasional look around, or cough, or a cigarette, or quiet conversation.
2. Not sure if enemy alerted to my presence near the radio tower seemed fair. I wasted the 3 dudes without them firing a shot, and then hit the dirt, but after 10 seconds or so, the alert would happen. I had saved right before wasting these guys, and did it over and over, and 1 in 10 times the alert did not happen (so I moved on from that save).
3. Also, it seemed funny that the mainland was radioed after I blew the tower and wasted the 3 guards. I thought I disrupted their communication?
4. In base, I thought I saw a loon spawn when smoke was thrown. Maybe I was mistaken. But its bad for immersion to witness a spawn.
Confession: I still haven't beat it. I've saved after wasting officer and transferring data. Now I have to make my way to the boat. More to look forward to.
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hi johhny sorry about the bike ride ... :)
pleased you enjoyed mission though ...
i tested the mission a lot and the only time i had trouble with data download was when i also pressed action again before download was complete ... thought id fixed it ... will remove the action sooner from player ..
i havnt used any spawn scripts so dont think what you seen was a respawn maybe units are positioned to close together ...
nice idea about guys around the camp fires ... especially like the cigarette ( or maybe a blazing saddles style fart fest to add a little humour)
getting detected at the radio tower you must of been seen there is a radio in the huts check it out
a loon must of getin a message away before you slotted him ..
you seriously disrupted enemy communications however you didnt destroy them ... there are 3 towers
a tall order i know ...
many thanx johhny for taking the time to post feedback
will have another look in editor and adress the points you raised ...
... if i can ever return the favour just let me know ... :good:
tip for johhny ...
============
try the airstrike which will only become available when you have safley downloaded data ... you SHOULD be safe if you remain next to the cpu ... a big help for the escape ... also the boat isnt the only way off the island ... General Silva has a vintage aircraft in storage on the island (check intel page )
ps has anyone freed the prisoners yet ?
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or maybe a blazing saddles style fart fest to add a little humour)
Now thats a great idea! Better implement it fast, or I'm using it in my next mission...
ps has anyone freed the prisoners yet ?
I accidentally wasted one. Any head in a window was fair game. But when I went in that building I went up to the remaining live prisoner, and was hoping I could rescue him, but nothing happened. No new action appeared for me.
check it out a loon must of getin a message away before you slotted him ..
It would be cool if I could hear him sending the message...unless that's what the radio chatter I heard when I first approached was.
if i can ever return the favour just let me know
It would be great if you could check out Last Tango in Bagango (http://www.ofpec.com/forum/index.php?topic=29354.0), for me, and give some feedback! :)
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hi johhny consider it done
i take it you started from the south of island not the east ??
nb
both prisoners must be alive for rescue ... you kill one of them the other wont shout for help
he gotta trust you ... know youre a good guy ...
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updated
problem with download action fixed (cheers johnny)
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Here's my (partial) BETA review of TIPTOE BOYS II - V3.
Apologies if I am repeating anything that has allready been said.
I will update it when i get more sleep :cool2:
Overview: Put a Capital E on the beginning. and a full stop after 'forces'
Good picture, short and too the point information. Overall a good, text book overview.
Intro: Good camera work here Shark, a very nice flyby of the base. One little niggle though, the time of day of the intro should, imo, match the time at which the player will be playing the mission. Good music, sets a nice atmosphere.
For me there was no distinguishment between when the objective descriptions were finished and when a story, if it were, kicked in. Maybe a black out and fade in or something here maybe nice. Over something else.....
You could add more camera work on the enemy, possibly a look at the player readying-up for the mission at hand. Something to add more flavour to the Intro. speech maybe?
Briefing: I think you should split up the first objective into 3 seperate ones. This way the player doesn't have to... well it just looks better in my eyes. The optional objective should be at the bottom, as optional objective's are seperate from the main objectives (extraction if i remember?).
There is no need for the '(click)' text next to the Situation Report and other link.
General Ramirez information: A good mugshot there of the General, nice short descriptive infomation too. Put a Full Stop after 'Banango' and change 'Many' to 'many' .
Notes:
Spelling errors: recovered, you're, safely, An, you're .
Put a full stop after 'system', and 'attempt' .
A few !! (Exclamation Marks) after GOOD LUCK SOLDIER would add some drama to it.
Weapon Selection: A adequate healthy weapon selection is available. Silenced weapons were not recommend.
Situation Report: put a full stop after 'agents'
Soo far so good :good:
Missions:
A VERY nice camera piece through the bushes looking at the beach and ocean there. Was that intentional. A very nice touch. It works very well, imo, with the time of day and light.
Good voice acting.
Talkabout being thrown into the deep end, i was thrown into the mission only 150m from 2 enemy goons. Have noticed a SAVEGAME radio available to the player too. Nice touch.
I don't know why but i have a good feeling about this allready.
I crawled up behind the goon in some bushes, one shot to what i thought was his head, and BOOM. him and his fellow friend go up in a puff of smoke. NICE!, I was to later discover that there was an extra goon that was killed by the blast aswell....... should improve my recce skills :)
I took the hut out of action with no trouble, and the Jeep (With mounted machine gun) out aswell.
I could not get into the jeep to drive it. Disappointed but a logical move by the mission author. So i go for a run....
Oooopppss, i run into a minefield, so i stop before i get blown up and.. BOOM. im dead :( bugger didnt save it.
RESTART
...........
Now im confused, im in a different position, does the mission have random starting points? :o excellent.
And now i see a patrol approx 200m to my 3oclock.... bang. patrol is dead.
Oops enemy alerted. Dead. Restart.
Again i have started in a differnent place, this time to the EAST of the base. (was South first time). took care of hut.
So i sneak upto the base on all fours, quiet as a mouse, and im surprised at a goon standing no more than 10 yards away. take him out just in case. HINT : ENEMY ALERTED... bugger... now im in for it.
Sneak into base, dead. bugger :(
I cannot seem to get into the base without alerting the enemy! Is there a way to get into the base and tick off the first objection without killing people and alerting the enemy heli that brings reinforcments (i think thats what it does anyway, havent stayed alive long enough to find out yet)...
will put up more when i get more done.
rhys
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One little niggle though, the time of day of the intro should, imo, match the time at which the player will be playing the mission.
it does ... it skips " to later that night" and shows a lone spec ops para droping into sea .. did you watch it all ?
For me there was no distinguishment between when the objective descriptions were finished and when a story, if it were, kicked in. Maybe a black out and fade in or something here maybe nice. Over something else.....
You could add more camera work on the enemy, possibly a look at the player readying-up for the mission at hand. Something to add more flavour to the Intro.
as above !
Silenced weapons were not recommend.
youre looking too hard for mistakes in grammer ... check the notes again !! ... it states enemy will react to gunfire ... ... also i believe default loadout is a silenced weapon M4A1 QDS and a silenced pistol player can select his own personal weapon but when to use it is
a different matter ...
I think you should split up the first objective into 3 seperate ones. This way the player doesn't have to... well it just looks better in my eyes.
youres maybe not mine ... a matter of preference ...
Q ... is it possible to infiltrate the base without being detected ? A ... yup ... using a supressed weapon ... base will alert to gunfire !
there a several possible starting points ... and yes camera shot on mission start was intentional
Agreed ... my grammar sucks will get mrs shark attack to correct before final version ...
thanx for feedback Rhys ... :good: nice one ...
stand by for an update ..
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sorry shark, my mistakes.
Q ... is it possible to infiltrate the base without being detected ? A ... yup ... using a supressed weapon ... base will alert to gunfire !
This is not the case with me, the enemy is still alerted even when only my Surpressed M4a1 has been fired, not a single shot from the enemy. Do i have to be a certain distance from the enemy to shoot them or what? ??? :dunno:
Apologies for being a bit nitty. >:(
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only two ways of gettin rumbled
you are spotted by enemy
gunfire ...
and youre not being nitty mate ... you raised some good points ...
all feedback is appreciated :good:
many thanx rhys
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i started testing it b4 u sayed its witdrawn... so ill post my resaults nywayz :D :P
mision is pretty much finished up... but i dug up some small tings 2 comment about... also i didnt finish da mision. (it took me 2 hrs 2 test wat i tested... nd i used me savegames 2 early...
so overview + intro + breifing is pretty much good...
i dont really like all da outside stuff in all of dat (ya know author hints + shark attack presents stuff it takes some of da atmosphere 4 me) but i guess dats fine... everybody have diffrent tastes in dat stuff
as 4 da mision
mision :
1) 1 time i crawled near 3 camp9ing soldiers nd shot one of em nd it seemed da solder exploded ??? seemes strange 2 me
2) after we find map it cud b nice if u add links 2 objective markers on da breifing/map (hide objectives w/o links nd reveal objectives w/ link)
3) sometimes da generals sends 4 choper (i assume its suposed 2 evac him ? i just shot him b4 it arrives... nd den i shot da chopers pilot wen it landed) b4 i have da camp alerted in about 4-5 mins ??
4) maybe add in breifing some info bout da 1st aid kit (say da were equped w/ it and how many uses we got...)
5) wen i get detected general silva just gets out nd stand in da middle of camp... just a siting duck... have him hiding somewere or something like dat
6) have da soldier dat r manning da big cannon (or whatever dat is... it has 3 soldiers in it... near silvas quarters facing da sea) bail out when i kill one of em... right now i take em from da back nd dey just cant spin towards me
7) u have a jeep w/ MG standing w/ soldier on it nd a driver just standing in place after da alert is called... make it patrol or something
8) i accidently killed 1 of da civies... nd when i noticed its a civie i left da oder alive... i suppose dere objective conected 2 leaving both alive... but mebe add something in case only one stays ?
9) dis is just idea 4 script... i once got da alertin call after a soldier saw me 4 a sec b4 i shot him (it was in da outpost weres only 3 soldiers) maybe b4 da alert give da player 5 second 2 kill whoever saw him ? so if he kill him immidietly deres no harm in being seen ?
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i got killed on ma way from da prisioners 2 barracks... nd didnt restart... will test again on next version
LCD OUT
[edit]
p.s bout da pint... im probably goin 2 manchester next january (gonna watch football :D) im not sure ill get 2 werever u live... but its closer than now :D
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UPDATED TO VERSION 5
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added option to hide dead bodys
map is easier to find
enginners only explode if hit in torso
fixed issues with silvas position after savegame
more response from arty teams
perimeter guards (tents) smartened up ...
thanx LCD for report and assistance
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Hey Shark, I like that you restricted the engineer explosions further:
enginners only explode if hit in torso
It may not be worth it to you, but you could restrict it even further to backshots only, by using killed eventhandlers, and comparing the dir of the shooter, and the dir of the victim engineer. If the dirs are the same or close (plus or minus X degrees), then the engineer's back is to the shooter.
I loved that in Half-life's Opposing Force, the first time i accidentally shot my engineer ai buddy with the blow torch tank on his back, and it exploded (only if you shot the tank though). Surprises like that are totally cool.
I think you could also elevate the explosion to the level of where the mine is. The problem there is you get to the age-old ofp problem of how do you detect stance? Unless you forced the engineers to always stand....
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mate that sounds cool ...
but establishing a shot in the torso proved to be difficult enough ...
only sussed it thanx to LCD
any assistance would be great !
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waiting for patch 108 before review
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Dammit Shark, first you make me miss a bike ride due to your mission, and now you are delaying me finishing my Tango mission because I loved your Engineer Mine script, I couldn't leave it alone.
I enhanced your Engineer Mine Exploding script as follows:
- Explosion occurs at height of mine.
- Mine height dependent on unit stance--stand, crouch, prone (thanks to Mandoble's stance detection script).
- If standing or crouched, explosion at engineers back propels body forward.
- If prone, explosion causes body to "bounce"
- If standing, fall forward death animation forced (since explosion at back).
See attached sample mission and let me know what you think. Tweak the _speed parameter if you want bodies to fly further.
If you like the enhancements, how about we submit it to the Editing Center as a collaboration?
P.S. I think its possible to tweak further so that mine only explodes if shot from behind, but to do that the script has to know who the shooter is. The dammaged event handler does not know who the shooter is. But the Killed event handler does. But the killed eventhandler doesn't know what part of body was hit...so I gave up on that for now. Plus its pretty cool to shoot the guy when he's facing you, and then the body flies at you! :D
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sounds good johnny ... pleased you enjoyed ... credit must go to LCD for help establishing hit zone(head body)
will have a look ... :good:
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Shark, have you checked out the script yet? Any suggestions for improvement?
Once you give me the ok, I will post it to the scripting beta forum as a contribution by Shark Attack, JohnnyBoy, and special thanks to LCD for location hit.
I'm adding it into my Last Tango In Bagango mission now. :D
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a final play test before submitting for review would be greatly appreciated :good:
================================================
@johnnyboy
script is cool mate ... nice job ...
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ill play dis 1 tomoz... dis time ill finish it tho ;)
gimme 24 hrs nd ull have nice n shiny report :D
LCD OUT
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HI shark attack!
I tested today your mission! Was exciting and joined mission: has to observe really!!! You built well the ground up and you placed well the enemy.
Intro does corretly doing, but I felt so, that it's a little short. The camera movement is very good, I really liked it!
Briefing: I know badly in English, but the task was I mean.
Mission: I breaked beginning the mission, because I shoot the SLA guards. Came along the alarming and so the general escaped :(! Hereupon I cleaned the radar stations guard. Wasn't a light work, because they were really skilled. I infiltrated into the town and into silent action I started it between the houses. The objective was difficult, because really well you inserted the enemy into the houses, on housetop snipers and searchlights.
(A good idea was the first aid ;)!) I found the computer after a long time! I escaped at the end of the mission by the airplane.
Outro: I missed it! ;)
Conclusion: The voices are really good, they really hype the feel up! The SLA soldiers I seemed to be a static in the town: I would place more moving patrols in the town. The minefield script is good idea and deadly... :) Overall very good job, congratulations! :good:
Some pics from your mission:
Situation map
(http://bratyuszblog.freeblog.hu/files/OFPEC/shark1.jpg)
Guards on the computer...
(http://bratyuszblog.freeblog.hu/files/OFPEC/comp.JPG)
...who died shortly.
(http://bratyuszblog.freeblog.hu/files/OFPEC/comp1.JPG)
Mission complete!
(http://bratyuszblog.freeblog.hu/files/OFPEC/end.JPG)
bye, 101
P.S.: If they don't see the mission at the beginning, will not the general escape?
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@ 101 : wow... never saw ny1 takin so meny pics 4 a beta test :D keep up da good work ;) :good:
@ shark attack heres my beta resaults
da mision is more or less finished all da comments i have r really minor :D it does need patience (or a lot of saves playin @ cadet ::)) but its kinda fun ;) :D
so comments comments comments
1) u shud probably remove da game loaded hint dat appears on every load nd @ start of mision
2) da what was dat sound is a neat touch... da volume is lil 2 high 4 me tho... i cud him scream dat from 100 meters away easily
3) i also sugest makin da mision start a lil later... i did have my gamma 2 much up (changed it tho ;)) but it seems 2 start w/ still a lil light on da west (sun seting)
4) i sill suggest dat when da player finds da map update da objectives 2 have links 2 da positions on map (pos of PC nd pos of general)... to do so hide da objectives and make objectives w/ link appear
5) do u use a script dat simulates a jeep goin outta control when driver is shot ? or did da jeep i ambush just went on spinnin around w/ driver dead just 4 fun :dunno: ::)
6) i suggest swichin da civies (general's bodyguards ?) 2 east units in da mision.sqm cuz dey look like civies in da map on cadet mode... dey also come out as civies in da misions debriefing
7) mebe edit a lil da detection rule 2 check if soldiers r close 2 a body... i shot som1 nd da soldier near him ignored it
8) after alarm is sound it seems u have a stray soldier still patroling (or mebe he is still at slow speed... it makes him look like he doesnt know deres alarm)
9) da chopper seems 2 get stuck a lil in da air (did u intend it 2 happen ?) i just shut it down when it stopped
10) delete da hint "hind" wen chopper is down
11) remove da disttres signal hint... da player can very well guess if deres alaram (all em flares and soldiers runnin around)... also if da near island aint sendin reinforcments dere no need 2 mention it
12) have da driver of da jeep go out if i kill da gunner... he aint helpful alone
13) add a lil part in breifing explainin how da airstriek wroks... (i actually didnt try it cuz i didnt need 2 ::) but still... players r dumb :D)
14) mebe have silva run out of his office only after da choper lands... cuz now da poor sob just run into my line of sight when i was lookin 4 him... b4 da choper arrived even
15) have some of da soldiers wearin NVGs... dey r usually practicly blind w/o it... mebe have only squad leaders nd special force soldiers have em or someting (also snipers come 2 think bout it)
16) i didnt have ny option 2 free da prisioners ? did i miss somting ?
17) mebe removin da shark attack presents marker from da map... if da player didnt figure u did it up in oder way... he wont figure dat by lookin on da map also
dats bout it :D
LCD OUT
[edit] ohh yeah... movin patrols can b good idea... maybe use kronzkys script :D
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thanx 101 for the wonderfull post .. excellent stuff mate (nice pics ) and LCD will take a look in editor at points raised.. :)
thanx again guys .. nice one :good:
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update
@LCD
fixed change generals bodyguard to especas ...
fixed if either radio tower is destroyed within 30 seconds of detection or before detection no call for extraction can be made
so the "distress signal sent to mainland hint becomes more relevant "...
detection script only works with perimeter patrols will look into tweaking it
finding the map says it all .. you must use it ... dont wanna link to briefing page
will add notes on airstrike ...
thanx for headsup on hints from editing ie "hind" ..
thanx for comments :good: nice one mate !
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fixed and ready to review
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removed cheat trigger which i had left in the last version :whistle:
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Will review this one.
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Review completed (http://www.ofpec.com/missions_depot/index.php?action=details&id=20)
What are your thoughts on this mission? Feel free to let us know.