OFPEC Forum

Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: smoke52 on 04 Jul 2007, 03:33:39

Title: (Review Completed) [SP] Operation Night Owl
Post by: smoke52 on 04 Jul 2007, 03:33:39
Heres my second map for ArmA. I made this one while I was making my first mission and was going to make a mini campaign with three missions, but I kinda made the missions without thinking of a linking story and made whatever came to me at the time. Maybe if I make the third mission I will connect them all somehow, but as it stands they are seperate for now.

    * A little bit about the mission itself
In this mission you take control of one elite Special Forces member sent in to infiltrate the Pita heliport and destroy an armored column. The SLA have just taken it over and havent had time to set up barricades, so now is the time to strike! Two attack strike helicopters will launch from the U.S.S. Coronado and support you with missile strikes. If you get into trouble a blackhawk helicopter will be standing by to extract you.

    * What role the player will have
Lone wolf special forces member

    * Single Player or Multiplayer (and if MP, which type)
single player only

    * Which island
Sahrani

   * Version of ArmA required
1.05+  

    * Size of zip file
4.37meg

    * Any specific points you want people to consider
-mainly the balance/ease factor of the mission.
-any bugs *

* I know about the error when calling for extraction with the quickmap for the first time. it doesnt affect anything.

    * Full details of any addons
it will need an addon from mapfact.net, I've included it in the .rar file. (Map_MISC addon)

download v1.1.0 link: http://www.armaholic.com/page.php?id=1708

v1.1.0 changes
============
-missile script updated to mando_missile v2.2 *
-Intro changes
-Overview picture changed
-Briefing changes
-Patrol route changes/additions
-UAZ Patrol jeep added
-Score fixed
-Helicopters at the Pita heliport are now unlocked, but have no fuel
-Less objects
-Added more savegame triggers
-Made some scripts for efficiency
-added weapons selection
-fixed helicopter from not taking off and patrolling area
-other minor tweaks and fixes

*Big Thanks to Mandoble for taking the time to update his script on my map, heres what he changed:

Changes:
- Removed all scripts related to OLD laser attack system.
- Removed the two triggers of launchers in position, 1 is enough now as they will attack by their own to your targets
- Added four radio triggers to activate/deactivate each launcher so you may administrate better their missiles (8 each)
- Added launchers_in_position.sqs executed when launchers reach the attack area, this activates also the 4 radio commands.
- Added mando_javelin_air.sqs, powerfull enough to kill both big hangars with a single hit and any other structure, tank, etc.
- Changed init.sqs to add the targeting system for both choppers
re positioned the choppers so they dont fire so close to the targets and targets cannot attack them.
- Included mando missile v2.2b

The procedure to order an attack is as follows:
- Use the radio to activate the desired attack helicopter
- Aim with the laser and activate it
- Use the action to transmit the target
- Keep the laser over the target till missile hits it
- Move to the laser to next target and so on.

If you deactivate the laser, next time you activate it you will need to transmit the target again.

OFPEC Download (http://www.ofpec.com/missions_depot/index.php?action=details&id=17)
Title: Re: Operation Night Owl
Post by: Cheetah on 04 Jul 2007, 11:39:34
Operation Night Owl - Veteran, 1.08

Package
Please include some advertising pictures. Screenshots which show some of the action or special features of this mission to be posted on the frontpage, and a smaller image to be posted with the review. Check Fida'i for good examples. The screenshot should be big, the other picture 256x256 px.

Overview
Overview seems missing. There is no picture, no text.

Intro
cam.sqs not found. So I had to skip the intro as I was swimming and the camera wouldn't play.

Briefing
None. Briefing is missing.

Mission
HousePatrol.sqf not found. So the mission is empty with everything not working.

Possible problem: did you save the mission in the editor, but with a new name and forgot to put all the files into this newly created mission? As saving a mission won't automatically place all the files in the new mission folder.
Title: Re: Operation Night Owl
Post by: Rellikki on 04 Jul 2007, 13:27:44
Just tested it. I also have samekind of feedback as Cheetah did. The mission really needs more work because of those errors and missing overview and briefing. Also, give the player some NV goggles because I couldn't see a thing in the mission without them.
Title: Re: Operation Night Owl
Post by: smoke52 on 04 Jul 2007, 23:13:55
sorry guys...i changed the name of the map and im positive i copied the scripts to the new folder before i exported to single player, but i guess i didnt  :-[

ill get some screens and stuff for you too. also im aware of the extra spaces in the briefing and i will change the overview picture.

* updated the first post to the proper working copy.

edit: heres some screens:
(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59325)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59325

(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59326)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59326

(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59327)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59327

(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59328)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59328

(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59329)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59329

(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59330)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59330

(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59331)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59331

(http://www.myimagehosting.com/thumbs.php?u=87LAqNu&i=59332)
http://www.myimagehosting.com/show.php?u=87LAqNu&i=59332
Title: Re: Operation Night Owl
Post by: Cheetah on 05 Jul 2007, 01:27:16
Operation Night Owl 1.0 - Veteran, 1.08

Package
Same.

Overview
Picture isn't unique, would be good if it was.

Intro
The zoom in isn't fluent, it shocks. You could add a bit of text, where are we, maybe a voice telling what is going on.

Like the voices towards the end. Would be good if you wouldn't use the constant camera. Instead, let it commit a new camera point at once. So setPrepareCommit (something like that) set to 0.

Briefing
Please make a few paragraphs and I miss a weapon selection.

Like the information you give to the player, an overall situation report would be good. Why do we need to destroy the tanks? Why do the SLA have the airfield etc.

Mission
Including several autosaves would be cool. Don't know if the quickmap is really needed here, it brings up an error and until that can be fixed I'd say, leave it out.

Had to change my controls in order to be able to use "T", was "switch weapon" for me. Maybe you could use another key? Firing the laser gun could be enough?

The patrols are quite stupid, I suggest not having them patrol in the too dark areas near the coast. Let them patrol the edges of the light areas of the airfield, maybe an UAZ MG to patrol other parts. There seem to be enemies in aware mode, running near the tanks?

Can't get the Hellfires to hit firing the laser from the north of Jg33 (at the marker's position). Don't know where they hit, I think a mountain a kilometer away.

Tried getting inside a chopper in order to blow the tanks, it's locked. Never really like that, why not remove its fuel? Good for realism.
Stopped with the mission as I couldn't get the tanks to blow up, that is from multiple other positions kilometers away to very close - nothing worked. Please look into this.
Title: Re: Operation Night Owl
Post by: smoke52 on 05 Jul 2007, 03:18:06
thank you very much, i will look into your suggestions.

in the intro i wanted to make a fly-through-the-area look, but i will make it jump to the last position. for the weapon selection i wanted to limit the player to that m4a1sd. what gun suggestions would you like to see?

also in the first area that you need to get past, i put a different weapon to use inside the house hint hint :)

i have autosaves when you complete objectives, but now that you mention it i can think of a couple more spots to add savegames.

the quickmap is for calling an extraction helicopter. you didnt get far enough to use it.

the missile script is mandobles "mando.missile" script, so im not sure how to change what button to press, but i will look at the script. are there any button preferences?

yeah you need to be around the gas station near the hangers to get the missiles to correctly hit, i will make a marker in the briefing for it. if i can i will see if i could change position of a heli so it hits from more positions.
Title: Re: Operation Night Owl
Post by: Rellikki on 05 Jul 2007, 16:16:51
Overview
The overview is fine apart from the picture. You should change it to an one from the mission.

Intro
I liked it. Nice custom sounds and voices. At the end of the intro, you should give it a fading out
before it ends.

Briefing
Good briefing. Your briefings are always realistic and gives a lot of useful information. :)
Some spelling mistakes:
hanger -> hangar
hangers -> hangars


Mission
I first headed towards the base in south-west of the village to see if there's anything interesting.
Didn't find anything, so I then headed for the airfield. I crawled from under the fence in the southern
end of the airfield and shot one lone guard in front of a building. I then crawled next to the fuel
station in the south where I could get a clear view of all the armor. Then I started targeting them
and reported them for the AH1's. This was really exciting. After destroying the armor, I saw some
enemy soldiers trying to flank me from both sides. Died once at this point but I dealed with them
after the second try. I had to change the chopper via radio at this point and then I targeted
one of the hangars and it blew up. It was one hell-of-an explosion. :o
(By the way, were you aware that you placed an american repair truck in the hangar instead of
SLA?)
I left the airfield from the same way as I came there and then I got the note about my boat being
discovered. I then headed for the town and shot one patrol on the road. I found a Sedan and drived
along the road to the west with it. I then saw the glowing thing on the ground and turned right from
there. I found a bug at this point - Every time you disembark the car, the car gets one additional
"Quick map" action. So if you'd disembark the car 5 times, there would be 5 "Quick map" actions on the
car's action menu.
I used the radio to call the excraction and got one pretty long error about some description.ext issue.
It didn't stop me from completing the mission though. I shot the Especas patrol heading towards me.
Then the chopper came, I threw the green smoke, boarded the chopper and mission got completed.

Debriefing
Nothing wrong here. I got two red X's at the score though. Weird. :confused: Completed the mission with 11
infantry kills and with duration of 21 minutes.

Summary
I really respect your work. I have enjoyed all the missions you have made so far and this was also
a very good mission. Really different from all some other ones. You need to make more! :o All you need
to do is to fix those things I reported and this will be a perfect mission.
Title: Re: Operation Night Owl
Post by: smoke52 on 06 Jul 2007, 11:26:27
i know i will fix the overview pic  :cool2: ill add the fading to the intro aswell and the spelling is fixed

thanks for the mission info. the repair truck is now SLA. i have a few questions  :scratch:

did you find the sniper rifle in the second floor of the house at the first camp? is it useful or are silenced weapons better to use?

did you blow up the buildings the tanks were in? one is at the start and the other spot is where the intro shows two trucks coming down the road before it flys over to the tank column. those two buildings with the two tanks in them are the targets of opportunity. should i point them out or leave it up to the player to find out?

also you can go and kill the patrol that discovers your boat and still extract the boat way if you feeling more rambo'ish, hehe.

as for the quickmap bug, they arent my scripts and im not good at scripting, so ill have to ask for some help. i tried the quickmap bug myself and i think using the quickmap makes the double go away, but if i can figure out how to use the updated script made by sixth sense then it may not be an issue. i know about the radio call error and it cant be fixed either unless i update the script to the sixth sense update.

the score is fixed now, i used addscore before until i found out it was MP only so i changed it all to addrating now.

again thanks Rellikki i appreciate your feedback. i will have to think up some more mission ideas, right now im clueless what to do next but i think i will figure out something.

Title: Re: Operation Night Owl
Post by: Rellikki on 06 Jul 2007, 14:02:08
Quote
did you find the sniper rifle in the second floor of the house at the first camp? is it useful or are silenced weapons better to use?
Didn't find the sniper rifle, but I think silenced weapons are better to use since the place is crawling of enemies after blowing up the targets.

Quote
did you blow up the buildings the tanks were in? one is at the start and the other spot is where the intro shows two trucks coming down the road before it flys over to the tank column. those two buildings with the two tanks in them are the targets of opportunity. should i point them out or leave it up to the player to find out?
I tried to laser it before looking for the car, but nothing happened. Must have run out of bombs maybe. You should leave it up to the player to find out, since it's pointed out in the briefing.
Title: Re: Operation Night Owl
Post by: smoke52 on 08 Jul 2007, 10:51:12
ok cool, i changed the weapon to a silenced SLA weapon (AKS74UN) and made a weapon selection before you start the mission, but with only sniper rifles and silenced weapons, so the player is still limited.

also theres satchel charges in the ammo crates that are spread out near the two repair depots and in the crates inside the depots, you are supposed to use those instead of the heli's missiles :)

another thing...for anyone that wants to answer i have a question; Im thinking of finding some good gun addons to give the player more choices of weapons in the mission, good idea or not? any addon suggestions?
Title: Re: Operation Night Owl
Post by: Mandoble on 11 Jul 2007, 02:10:34
Laser Designator with MMA v2.2. Hope this help you with your chopper attack, just check init.sqs, that's all you need.
Title: Re: Operation Night Owl
Post by: smoke52 on 11 Jul 2007, 16:16:37
awesome thanks alot!
Title: Re: Operation Night Owl
Post by: Mandoble on 11 Jul 2007, 17:38:07
You should consider the following, the launcher should be heading towards the area where the targets are, if angle deviation is too big, the missile may lose its track. You may also play with missile profile parameters until you get exactly the kind of shot your are looking for. In the example mission, the missile is fired upwards (40 degrees or so), climbs to 100m above sea level and flies towards the target, when closer than 500m, it guides by active seeker, diving on the target and destroying it. I selected this profile for the example because the chopper is quite low (10m above water) and behind hills, so this ensures that the firing unit will keep undetected and the missile will be able to "jump" over up to 100m hills while it is not closer than 500m to the target, but may prefer a direct aproach having the launcher at some height, so the missile is heading directly for the hit from the beginning.
Title: Re: Operation Night Owl
Post by: smoke52 on 12 Jul 2007, 01:59:56
thanks for the info mandoble

my mission is updated to the new laser intro you provided. i had to remove a chopper but the problem im running into now is the missile doesnt kill the tank. even with a direct hit! im fooling around with the mando_missilehead1a.sqf to change the warhead type to hellfires but when it fires the heli crashes  :scratch:

the heli is over the ocean (fly height 20) and theres no mountains in the way, but i like that the missile fires upwards then comes down on the target like a real hellfire missile would. i made sure the launcher is moving towards the targets as well.

what file is the missile profile parameters in? are they the mando_missilehead files?
Title: Re: Operation Night Owl
Post by: Mandoble on 12 Jul 2007, 11:56:40
The missile profile in your case is in mando_javelin_air.sqs (there is also configured which warhead, smoke and launch effects script will use the missile, as well as missile body object class). The warhead used in my example is "mando_missiles\warheads\mando_missileheadat.sqf", which is a "weak" one based on the ArmA javelin explosion, it is still powerfull enough to disable or destroy a T72. If you want a BIG explosion, use "mando_missiles\warheads\mando_missilehead2a.sqf".

But warhead script is not the only parameter related to lethality, _boomrange (in mando_javelin_air.sqs) is also important, it determines the maximum range to target in meters to detonate the warhead. In the mission example it is set to 0, try increasing it at bit: 5.

Also, to ensure your chopper will not hit its own missile when firing while moving, you may adjust _pos = [0,6,-2]; in the init.sqs. It is the position relative to launcher where the missile will be spawned, you may change it by _pos = [3,6,-2]; so the missile will be spawned 3m to the right of the chopper in first shot, 3 meters to the left in next shot, 3 meters to the right in next shot, and so on.

EDIT: LOL, forgot a small detail, change
Code: [Select]
[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_javelin_air.sqs";
by
Code: [Select]
[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, true, true, true]exec"mando_javelin_air.sqs";
in your init.sqs

I did configure the chopper like an "all-directions" launcher, but it should be a "fixed-direction" launcher, so the missile is always fired in the direction where the chopper is pointing at (yep, is the third parameter starting by the end  :whistle: )
Title: Re: Operation Night Owl
Post by: smoke52 on 14 Jul 2007, 04:12:48
well i got it killing the armor and i changed the missile type to the hellfire. the heli doesnt kill itself anymore, but its still not powerful enough to kill the hangers which are the next objective after the armor. the missiles keep bouncing off them, hehe

how can i make them even more powerful? should i use that "M_Ch29_AT" shell?


edit:
another couple question popped up...
how do i stop the heli from saying "LAUNCHER1 SWITCHING ON MCC"?

the missile seems to be travelling along the ground. i dont think i changed a setting anywhere. how do i get it to climb then come down on the target?

in the "mando_javelin_air.sqs" file i have the "_cruisealt" set to 80
Title: Re: Operation Night Owl
Post by: Mandoble on 14 Jul 2007, 10:31:56
Last parameter of mando_javelin_air is radio comms, set it to false to do not have messages from the chopper.

If you didnt change anything, the active seeker range should be 500. So the missile will head to the target directly when closer than 500m and will climb to cruisealt and then aproach the target area if further than 500m, so try with shots having the chopper 1500 away of the targets to have that climb, cruise and dive effect. The most powerfull warheads are mando_scudconv.sqf and  mando_missilehead2a.sqf (both uses "Bo_GBU12_LGB" for the explosion), mando_missilehead1a.sqf already uses "M_Ch29_AT" for the explosion.
Title: Re: [SP] Operation Night Owl
Post by: smoke52 on 14 Jul 2007, 15:17:00
man i just cant get them to kill the tanks 100% of the time like your older script did, and killing the hangars isn't as easy either. i tried to copy all the default versions of the scripts overtop and changed only the settings you mentioned in the above posts and its still not working for me...so im going to forget it.

Thanks alot for your time Mandoble. i'm just going to use the old scripts. the older scripts worked fine except maybe 1 out of 10 games the missiles wouldn't lock no matter what. im close to the final release for this mission.
Title: Re: [SP] Operation Night Owl
Post by: Mandoble on 14 Jul 2007, 16:13:59
I got your attached mission and did the proposed changes, the choppers destroy all the tanks as well as the hangars without problems. I'll send you the resulting mission later by mail.

EDIT: Not sure about your mail capacity so I attach it here.

Changes:
- Removed all scripts related to OLD laser attack system.
- Removed the two triggers of launchers in position, 1 is enough now as they will attack by their own to your targets
- Added four radio triggers to activate/deactivate each launcher so you may administrate better their missiles (8 each)
- Added launchers_in_position.sqs executed when launchers reach the attack area, this activates also the 4 radio commands.
- Added mando_javelin_air.sqs, powerfull enough to kill both big hangars with a single hit and any other structure, tank, etc.
- Changed init.sqs to add the targeting system for both choppers
re positioned the choppers so they dont fire so close to the targets and targets cannot attack them.
- Included mando missile v2.2b
- Just for my testing, I changed the time to day, fog to none and the insertion point, so I can start firing missiles almost immediately.

The procedure to order an attack is as follows:
- Use the radio to activate the desired attack helicopter
- Aim with the laser and activate it
- Use the action to transmit the target
- Keep the laser over the target till missile hits it
- Move to the laser to next target and so on.

If you deactivate the laser, next time you activate it you will need to transmit the target again.
Title: Re: [SP] Operation Night Owl
Post by: smoke52 on 15 Jul 2007, 11:57:20
Thanks again mandoble, i appreciate the time you put into helping me.

latest and probably final release is up for download! check first post for link.

v1.1.0
-missile script updated to mando_missile v2.2 *
-Intro changes
-Overview picture changed
-Briefing changes
-Patrol route changes/additions
-UAZ Patrol jeep added
-Score fixed
-Helicopters at the Pita heliport are now unlocked, but have no fuel
-Less objects
-Added more savegame triggers
-Made some scripts for efficiency
-other minor tweaks and fixes

*Big Thanks to Mandoble for taking the time to update his script on my map, heres what he changed:

v1.1.0 Changes
=============
- Removed all scripts related to OLD laser attack system.
- Removed the two triggers of launchers in position, 1 is enough now as they will attack by their own to your targets
- Added four radio triggers to activate/deactivate each launcher so you may administrate better their missiles (8 each)
- Added launchers_in_position.sqs executed when launchers reach the attack area, this activates also the 4 radio commands.
- Added mando_javelin_air.sqs, powerfull enough to kill both big hangars with a single hit and any other structure, tank, etc.
- Changed init.sqs to add the targeting system for both choppers
re positioned the choppers so they dont fire so close to the targets and targets cannot attack them.
- Included mando missile v2.2b

The procedure to order an attack is as follows:
- Use the radio to activate the desired attack helicopter
- Aim with the laser and activate it
- Use the action to transmit the target
- Keep the laser over the target till missile hits it
- Move to the laser to next target and so on.

If you deactivate the laser, next time you activate it you will need to transmit the target again.

Title: Re: [SP] Operation Night Owl -review please-
Post by: Mandoble on 15 Jul 2007, 12:34:14
Glad to see it is working for you now. Anyway, even with quite accurate shots it is quite hard to see and destroy all the tanks by night before any of them flees away, perhaps you may adjust the objetive so than no more than three or four tanks reach the exit area or something like that  :whistle: Or modify the trigger to add some time between first tank is destroyed and crews run to board them, or move the final move WP of the fleeing tanks far to the NW so the player will have some few secons more for a pair of extra shots.
Title: Re: [SP] Operation Night Owl -review please-
Post by: smoke52 on 16 Jul 2007, 01:17:21
alright i made the small change and updated the download link

-it takes 3 tanks to escape now instead of 1.

july20 update: i tried doing the above but it didnt work, so i changed it back to one tank escaping. you will just have to select the right order to kill the tanks ;)
Title: [ArmA] Operation Night Owl
Post by: LCD on 25 Jul 2007, 04:54:25
(http://www.ofpec.com/images/OFPEC_mission_arma.jpg)
File: [ArmA] Operation Night Owl(0.98 MB) (http://www.ofpec.com/missions_depot/missions/OperationNightOwl.zip)
Version: 1.10
Requires: 1.08
Author: Smoke52
Score: 5
Type: Single Player
Addons: Map Misc Addon (http://www.mapfact.net/include.php?path=content/download_eng.php&contentid=584&PHPKITSID=e6f6b9bf173c1e7c361e1b33355e491d)
Description:Lasers! Explosions! If that's what your looking for then this is the mission for you... It doesn't matter how you do this one, as long as you get it done. Depending on the style of your play you can find this mission hard or easy. But it will be entertaining anyway.

Reviewer: LCD


Overview:
The picture is a standard one. It could have been more interesting, but it does the job as it is.
The text is brief and explains exactly what you are going to do in the mission.


Intro:
The intro begins well, showing the player scanning the beach before landing on it. After that the camera moves around to much instead of cutting between the scenes, resulting in a weak intro.

One scene tries to set the general atmosphere for the mission using wolf howling and some some soldiers talking (with custom voices, I think the maker could have added voices for the mission itself too),  but the result is somewhat not connected to the mission.

Note : Big parts of the intro are played in the dark. I could not see large parts of it untill I turned my brightness/gamma correction up a notch.


Briefing:
The briefing is split into three parts : On the first page there is the regular briefing explaining the mission step by step, the notes section gives you a more detailed briefing and it also has another page explaining the exact situation in the area (Terrain/Weather/Who is taking part in the mission). Both extra pages do good work, but the author could have added some more background story to make it suit my taste. All the Links and markers seem to be working, the markers are a little bit dense around the mission area, but not in a really bad way.

In my opinion the maker could and should have explained in more detail how to make the whole laser designator part work. I'm also missing the weapon selection part.

The briefing also includes a credits section, that's a thing I don't like in a briefing, the place for credits is the readme and maybe the intro/outro, also it seems that no beta-testers are mentioned in the credits.


Mission:
As the author notes in the readme the mission includes one bug that occurs when you use the quickmap, in my opinion the whole script could have been dropped as it doesnt really affect the mission. Anyway I think that sending in a mission with a known bug should be avoided at any cost.

Anything else in the mission (except the aforementioned bug) works without any showstoppers and it offers you some nice fights and sneaking opportunities. Ths difficulty is not too hard, but you may need some patience when playing as veteran.

The author goes some way trying to make the mission feel alive with couple of trucks and patrols moving around, this thing works at times but more attention should have been given to the reaction of the enemy to the player, because right now some of the enemy soldiers move around on careless mode and don't engage the player even if there is a firefight going on around them. There is also the same issue with bases not changing their alert status even when the base near them is under attack (note that the bases are very close to each other.)

Also it seems large parts of the mission depend on the player doing everything the way the author planned it, a thing that reduces the freedom feeling ArmA has, a thing that also should be avoided if possible.

There are also some small things that could have been improved (like the chopper selection method) or even all around changed (the really funny alarm sound, you have to hear it to believe it.).


Outro(s):
None


Special:
The mission has a couple of bonus objectives and three different endings that add to replayability (including a lose scenario). One of the endings plays fine while the two others could have been executed better (one is too easy to achieve and the lose scenario gets activated if only one tank is destroyed).


Summary:
Operation Night Owl is a mission that gives you your regular fix of SF action with some shootouts and places to sneak around, but it lacks the attention and care to detail to make it go above average, with a little more testing and pushing some of the ideas to the limit this mission could have achieved a higher score. Right now the mission is fun at parts, but lacks that touch that could make you say WOW!


Scores
Overview - 6
Briefing - 5
Scripting - 5
Camera - 4
Overall - 5/10

The beta thread for [ArmA] Operation Night Owl can be seen here (http://www.ofpec.com/forum/index.php?topic=29733.0).
Title: Re: [SP] Operation Night Owl -review please-
Post by: LCD on 26 Jul 2007, 14:27:19
ok mision is reviewed *grin*

:D

Operation Night Owl review (http://www.ofpec.com/missions_depot/index.php?action=details&id=17)

Feel free to open the after-review discussion!

LCD OUT

Title: Re: [ArmA] Operation Night Owl
Post by: bedges on 13 Aug 2007, 14:20:26
holy crap he writes english!

where's LCD and what have you done with him?!
Title: Re: [ArmA] Operation Night Owl
Post by: LCD on 13 Aug 2007, 22:19:19
ive been sick dat day :P

LCD OUT