OFPEC Forum

Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: sharkattack on 12 Mar 2007, 13:31:17

Title: (Review Completed) [SP]The Tiptoe Boys
Post by: sharkattack on 12 Mar 2007, 13:31:17
FINAL VERSION ( fixed)
========================
tips
===========
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 !
====================
(http://img514.imageshack.us/img514/7385/01overviewpic3ro7.jpg)

THE TIPTOE BOYS  part II
=================
mission author
shark attack
--------------
mission type
SINGLE PLAYER
--------------
mission requirements
ArmA V 1.5
NO ADDONS REQUIRED
--------------
many thanx to all listed for there reports , sugestions and assistance with scripting :good:
==========================================
mathias_eichinger ...
BensTooCool ...
mandoble ...
Cheetah  ...
rhysduk ...
jow  ...
BLANCO ...
LCD  ...
LEE  ...
johnyboy ...
charvel ...
liongreek  ...
Matt  ...
101
=================================

situation report
=================
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)
Title: Re: phoenix project single play
Post by: mathias_eichinger on 27 Mar 2007, 00:25:04
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



Title: Re: phoenix project single play
Post by: sharkattack on 27 Mar 2007, 18:06:42
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
Quote
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 ...  

again thanx for feedback ... nice one mate ..
let me know if i can return the favour sometime !!     :good:
Title: Re: phoenix project single play
Post by: Cheetah on 30 Mar 2007, 11:18:09
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.
Title: Re: phoenix project single play
Post by: sharkattack on 30 Mar 2007, 16:55:51
*EDIT* 30TH MARCH
---------------------------

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)
-----------------------------------------------------------------------------------------------------------------------------------
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:
Title: Re: [SP]phoenix project
Post by: sharkattack on 30 Mar 2007, 18:54:54
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:
Title: Re: [SP]phoenix project
Post by: jow on 31 Mar 2007, 15:09:24
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!
Title: Re: [SP]phoenix project
Post by: sharkattack on 31 Mar 2007, 18:24:08
mmm .. dont know why yore getting error message ? .. will look into it
Quote
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

Title: Re: [SP]phoenix project
Post by: jow on 01 Apr 2007, 13:47:38
Quote
mmm .. dont know why yore getting error message ? .. will look into it
maybe because i have 1.04 not 1.05

Quote
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!
Title: Re: [SP]phoenix project
Post by: sharkattack on 01 Apr 2007, 17:27:31
fair comment  mate ...
now i get ya ...
Title: Re: [SP]phoenix project
Post by: mathias_eichinger on 13 Apr 2007, 23:03:40
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
Title: Re: [SP]phoenix project
Post by: sharkattack on 14 Apr 2007, 12:41:17
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:

Title: Re: [SP]phoenix project
Post by: BensTooCool on 15 Apr 2007, 00:50:42
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  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


Title: Re: [SP]phoenix project
Post by: sharkattack on 15 Apr 2007, 12:17:21
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 ?
Title: Re: [SP]phoenix project
Post by: BensTooCool on 15 Apr 2007, 13:02:03
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 :(
Title: Re: [SP]phoenix project
Post by: sharkattack on 15 Apr 2007, 13:33:04
ill keep the random starts ... ill make sure each one is a good location ..  :good:
Title: Re: [SP]phoenix project
Post by: mathias_eichinger on 15 Apr 2007, 23:29:00
Hi Shark!

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

Cheers

Mathias
Title: Re: [SP]phoenix project
Post by: Cheetah on 16 Apr 2007, 22:22:59
Just played the mission and it's fine, except for the extraction which isn't what it should be in my eyes. But I don't like crossing the whole island just to get off the island with a patrol boat instead of a rubber one (and all other vehicles are locked, which I don't like either).
Title: Re: [SP]phoenix project
Post by: sharkattack on 16 Apr 2007, 22:36:51
glad you noticed about the vehicle lock that explains the long walk to get the boat
well spotted mate must of left it from multi-player version ... thanx
have gone back to the drawing board in editor with this and its starting to look a little better
will upload new version when complete ..  thanx to all for input .. nice one lads
Title: Re: [SP]The Tiptoe Boys part II
Post by: sharkattack on 08 May 2007, 09:32:12

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

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

have addressed all points raised  in previous posts
================================
this is the final version of  mission
however before review i would appreciate play testing by  beta testers
any comments  or bug reports please inform me
Title: Re: [SP]The Tiptoe Boys part II
Post by: LeeHunt on 09 May 2007, 04:21:23
hey Shark Attack, just downloaded and played for a bit. Definitely can see you've put a lot of good work into this one, good fun so far!  Will post more later but wanted to give you another piece of positive feedback now
Title: Re: [SP]The Tiptoe Boys part II
Post by: sharkattack on 09 May 2007, 19:18:00
thanx  Lee
glad you re enjoying it
keep me posted mate! :good:
=====================

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

                                      :good:
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: Cheetah on 17 May 2007, 22:42:05
So, what you want is one more beta test?
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 17 May 2007, 23:08:17
yup ... if possible  mate ...
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: mathias_eichinger on 18 May 2007, 00:52:01
And here comes the beta test....

Intro

Good camerawork, really good music selection.

Overview

A nice piece of Artwork, well done.

Briefing

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

Mission

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

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

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

Conclusion

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

Good job on this one!  :good:

Mathias
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 18 May 2007, 18:55:12
hi mate  thanx  for report ...
a couple of pointers ...
the data is transfered  via action  menu  ...  get  real close to it ... cpu  must not be dammaged  or no action will become available
i asked people to shoot it after downloading only because it took me ages to simulate it exploding (selfish)
the exploding soldier  was an engineer with a mine on his back ( good shot )
the base is alerted by a few things ...  gunfire  flares ... or youre detection
the officers (blue berets) i used to add more charecter  they are supposed to pass as clerks and  cooks  general remfs not  fighting troops
check intel notes explains a bit there ....
did you notice  how  guards react if there partner or a patrol memeber is shot
they  run to him  see that he is dead  then  move to alert the base  ... take care when engaging ..
  
many thanx mathias  :good:
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: mathias_eichinger on 18 May 2007, 18:59:56
Hi Shark!

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

Cheers

Mathias
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 18 May 2007, 19:04:17
can i ask  how the airstrike was ...?
think i managed to fit it in .. in a realistic way
also  did you check out the jailhouse?
and did you find the map ?
or  try to cut communications with mainland before entering camp ?
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: mathias_eichinger on 18 May 2007, 20:04:39
Hi Shark!

Oops, seems that I have been a bit inattentive yesterday....I did not call in the airstrike after all, I did not run across any jailhouse and I searched a few soldiers but did not find the map. Cutting the communications to the mainland? Uhm, that would have been the radar post the player encounteres first in the mission (first contact with enemy, I sneaked by).
Sorry to not be able to answer any of your questions...  :whistle:
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 18 May 2007, 20:20:56
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
====

fixed problem with silvas  extraction chopper
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: LeeHunt on 21 May 2007, 20:57:21
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:
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 21 May 2007, 21:37:00
hey mate  ... thanx  again  for feedback  :good:

pleased you enjoyed it  ...
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: LeeHunt on 22 May 2007, 22:48:33
oh yeh and Shark Attack, forgot to mention i love the death outro too. very nice extra touch! 
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: johnnyboy on 23 May 2007, 03:16:03
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.
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 23 May 2007, 20:04:37
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 ?   
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: johnnyboy on 24 May 2007, 16:56:58
Quote
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...

Quote
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.

Code: [Select]
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.

Quote
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! :)
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 24 May 2007, 18:49:38
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  ...
Title: Re: [SP]The Tiptoe Boys part II final version
Post by: sharkattack on 27 May 2007, 13:52:32
updated
problem with download action  fixed (cheers johnny)
Title: Re: [SP]The Tiptoe Boys part II
Post by: rhysduk on 30 May 2007, 07:05:36
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
Title: Re: [SP]The Tiptoe Boys part II
Post by: sharkattack on 30 May 2007, 19:29:21
Quote
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 ?


Quote
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.....
Quote
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  !

Quote
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 ...

Quote
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 ..





Title: Re: [SP]The Tiptoe Boys part II
Post by: rhysduk on 30 May 2007, 21:07:24
sorry shark, my mistakes.

Quote
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.  >:(
Title: Re: [SP]The Tiptoe Boys part II
Post by: sharkattack on 30 May 2007, 21:17:38
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
Title: Re: [SP]The Tiptoe Boys withdrawn bug fixing
Post by: LCD on 31 May 2007, 00:53:06
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 ?
----------

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
Title: Re: [SP]The Tiptoe Boys updated version 5 (pre review)
Post by: sharkattack on 02 Jun 2007, 23:52:26
UPDATED  TO VERSION 5
=================
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
Title: Re: [SP]The Tiptoe Boys updated BETA version 5
Post by: johnnyboy on 03 Jun 2007, 02:11:38
Hey Shark, I like that you restricted the engineer explosions further:

Quote
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....
Title: Re: [SP]The Tiptoe Boys updated BETA version 5
Post by: sharkattack on 03 Jun 2007, 04:13:24
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 !
Title: Re: [SP]The Tiptoe Boys REVIEW PLEASE
Post by: sharkattack on 06 Jun 2007, 22:20:52
waiting for patch 108  before review
Title: Re: [SP]The Tiptoe Boys
Post by: johnnyboy on 08 Jun 2007, 07:13:42
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
Title: Re: [SP]The Tiptoe Boys
Post by: sharkattack on 08 Jun 2007, 14:00:25
sounds good johnny ... pleased  you enjoyed ... credit  must go to LCD  for help establishing hit zone(head  body)
will have a look ... :good:
=======
Title: Re: [SP]The Tiptoe Boys
Post by: johnnyboy on 24 Jun 2007, 03:38:30
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
Title: Re: [SP]The Tiptoe Boys
Post by: sharkattack on 25 Jun 2007, 15:09:40
a final  play test  before submitting for review  would be greatly appreciated   :good:
================================================

@johnnyboy
script  is cool  mate  ... nice  job ...
Title: Re: [SP]The Tiptoe Boys
Post by: LCD on 30 Jun 2007, 12:43:40
ill play dis 1 tomoz... dis time ill finish it tho ;)

gimme 24 hrs nd ull have nice n shiny report :D

LCD OUT
Title: Re: [SP]The Tiptoe Boys
Post by: 101 on 30 Jun 2007, 23:49:59
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?






















 














 




Title: Re: [SP]The Tiptoe Boys
Post by: LCD on 01 Jul 2007, 03:22:01
@ 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
Title: Re: [SP]The Tiptoe Boys
Post by: sharkattack on 01 Jul 2007, 14:53:39
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:
===========================

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 !





Title: Re: [SP]The Tiptoe Boys - ready to review -
Post by: sharkattack on 28 Jul 2007, 09:50:03
fixed  and ready to review
================
removed cheat trigger  which  i had  left in the last version     :whistle:
Title: Re: [SP]The Tiptoe Boys - ready to review -
Post by: Cheetah on 29 Jul 2007, 01:53:05
Will review this one.
Title: Re: [SP]The Tiptoe Boys - ready to review -
Post by: Cheetah on 12 Aug 2007, 11:19:48
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.