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OFP - Editing/Scripting General / Attaching Bushes to Vehicles
« Last post by MichaelLurNe on 05 Aug 2018, 04:28:05 »
Hi
Attaching texture to an object imported via stl does not seem to be working the way it is done in the Texture sample. Am I doing something wrong?
Thanks in advance
Ron
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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands (Arma 3)
« Last post by Gruntage on 26 Jul 2018, 21:15:47 »
Take your time man, I'm in no hurry  :) Looking forward to the next part of the story  :good:
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Seeing as this thread is 9 years old, it's doubtful that any one will be able to answer your question  :dunno:
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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands (Arma 3)
« Last post by Undeceived on 26 Jul 2018, 16:03:23 »
Just a small note - at the moment I don't need further beta tests. I'm working on the next missions and when they're ready, you (if you're interested and have time) could get started.

Thanks a lot.
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Yep, thats it

Hmmm...I wonder, though, how one would duplicate make a copy of a Background Shape and its objects once this bug is fixed?
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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands (Arma 3)
« Last post by Undeceived on 14 Jul 2018, 19:37:20 »
Gruntage, I can only say thanks a million for your good feedback and your time! :clap:

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

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

I'd appreciate it if you'd test the next ones as well. I'm planning to release missions 9-13 next, but I think this will take some weeks.
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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands (Arma 3)
« Last post by Gruntage on 14 Jul 2018, 16:48:17 »
So, I had the opportunity to actually finish the campaign today, so now I can give a review on the last two missions and finally on the campaign as a whole. This will probably be a wall of text so you have been warned  ;)

Inner Abscess

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

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

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

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

Moving onto....

Alexej Pribotow

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

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

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

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

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

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

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

Campaign Review

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

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

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

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

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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands (Arma 3)
« Last post by Gruntage on 14 Jul 2018, 13:47:05 »
I did notice that hint and I was using the teamswitch feature, but it still took a while to give them the decent loadouts...not to mention that I had to move them out of the camp individually because their pathfinding sucked and they got stuck on the netting  ::)
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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands (Arma 3)
« Last post by Undeceived on 14 Jul 2018, 13:18:07 »
I read your feedback again and have one more question: As you killed the soldiers at the weapon stash, did you notice the hint that you can use team switch in order to speed up the arming process?
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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands (Arma 3)
« Last post by Undeceived on 14 Jul 2018, 00:12:50 »
Many thanks mate!

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

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

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

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

Thanks a lot!
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