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Author Topic: (Review Completed) [SP] Pebble - airfield assault  (Read 8168 times)

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GI-YO

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(Review Completed) [SP] Pebble - airfield assault
« on: 28 Nov 2004, 15:50:31 »
This is in my opinion my best mission, my others werent very good at all but with the help of this great website and all the people on the forums my editing has improved by miles, when I started i coulndt even make people face in different directions but now i can do so much more! Theres my lil' speech out the way.On with the mission.

PEBBLE

Version 1.96
NO ADDONS
Nogova
Morning
Take part in a raid on an airfield, keep your squadmates alive or face certain death, fight tanks,soldiers,spetz natz,help resistance forces,fool the russains,WIN THE BATTLE!

Hope y'all have fun. (If you can guess why its called 'Pebble' you could win a small but not insignificant prize.......)

Edit: This mission has been reviewed and is available in the Missions Depot.
« Last Edit: 04 May 2009, 00:44:03 by Walter_E_Kurtz »

Uldics

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Re:Pebble - airfield assault
« Reply #1 on: 28 Nov 2004, 17:46:58 »
Nice work. Why are you calling it Pebble, makes wrong associasions about Falklands war? I hope it doesn't sound like an offense, just curious as I am waiting for the real Pebble island addon.

Ade

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Re:Pebble - airfield assault
« Reply #2 on: 28 Nov 2004, 17:47:23 »
Gi-Yo,

Just had a crack at Pebble ( ??? ).  To summarise what I thought - great fun to play and really well thought out.  There's one or two minor criticisms which are going to seem really picky now, but here goes.

Installation - no problems, but the zip file contained a user mission rather than a .pbo file, so I had to open the editor and do 'save to single missions'.

Overview - Good picture but needs a border and shadow.  These can be added in pretty easily with a basic image editor.  The text was fine.

Intro - There wasn't one.  Although not an essential, an intro showing the powerful Russian air group inflicting heavy losses on the Resistance and/or US forces would give a good sense of why the mission is so important, but this can always be added in later.

Briefing - No worries here.  All the objectives on one page is good, and a short paragraph gave a good summary.  The only thing I would say, and I'm going to sound like your English teacher here, is that maybe you could improve the notes page by breaking up some of the long sentences.  But considering that this is a complex mission,  it all makes good sense.

The Mission - Took me four or five goes to get to the end and left me wanting another crack - it's challenging, but not too tough, and the radio chatter, helicopters buzzing overhead and resistance tanks on their way into battle made me feel like I was part of a major operation.  I'll run through how it went for me:

Destroy the Shilka: We rumble up the beach in the M113. Our gunner kills an enemy patrol for us and we pile out.  We head for the town and make contact with the enemy as we approach the first lighthouse.  I get so specific orders so I put down covering fire and kill one enemy.  As we press forward, one of the other LAW soldiers outflanks the Shilka and destroys it.  Objective clear, but two of our men are dead.  Some nice touches here, such as the sandbag emplacement for the Shilka.  We head out of town to meet the M113, and see some resistance units on the way to join the diversionary attack.  Pile into the M113 ready for:

The Spetsnaz Camp: As we move on, helicopters pass low overhead and we roll into the desolate valley south of the airport.  A well placed game save makes me breathe a bit easier as the squad disembarks and we move on the camp.  The spetsnaz fight fiercely, but they're outnumbered by our two squads and quickly overcome.  The camp is very well put together and looks  convincing.  Right now I'm feeling totally immersed in the game.

The Airfield: The Russians in the valley bring our advance to a stop, but with a bit of nifty marksmanship from me (three enemy killed) and the squad moves forward.  A BMP turns up and is quickly knocked out by the other LAW soldier.  We move towards the airport, taking sporadic fire.  Another BMP emerges and I run to wreck of the first to ambush it, but super-LAW soldier gets there first.  He kills the BMP but goes down to a stray bullet.  I line up my LAW on the nearest Mi-17 and KERBOOM!  What was in those helos?  The order comes in to move to the evac point.  The Blackhawks come in and we run for them, scenting victory.  And as I am about to embark, I get splatted by a sniper. Damn!

Overall then, I really enjoyed this mission.  A great choice of location, tough but possible objectives, three very different fights and the feeling of being part of something bigger.  The casualties mount as you go, and you are really on the edge by the time you hit the airfield.  The balance between movement and action is about right, and the save points are right where you want them.

I don't think there's anything much in the mission itself that needs changing.  If you can make some custom radio voices, this will add a lot to the atmosphere, but that's about all.  Some tweaks to the briefing and overview and the addition of a short intro and this will make a really great level.

Not a scooby why it's called 'Pebble' though.  Ah well...

Ade
 ;D

GI-YO

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Re:Pebble - airfield assault
« Reply #3 on: 28 Nov 2004, 18:50:43 »
Hey Ade thanks for the great review, i'm glad you enjoyed it so much. I left the intro for now cause its only a BETA and i realy should learn how do them properly.

@Uldics - You win the prize (not sure what yet ;D), its called pebble because its a raid on an airfield, not actualy the Falklands. I'll read through again and see what I can do improve it. Thanks again!!!

GI-YO
« Last Edit: 28 Nov 2004, 19:09:26 by GI-YO »

Offline The-Architect

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Re:Pebble - airfield assault
« Reply #4 on: 28 Nov 2004, 20:00:59 »
On the night of 14-15 May, the SAS carried out a daring raid on the Pebble Island Airstrip on West Falkland. Twenty members of Mountain Troop, D Squadron, led by Captain John Hamilton, assaulted the airstrip to destroy all eleven aircraft. The attack was supported by fire from HMS Glamorgan, while the SAS used 81mm mortar, M203 grenade launchers, 66mm LAWS, and small arms fire to drive the Argentinians to cover. The Argentines were forced to take cover and the SAS moved onto the airstrip ad fixed explosive charges to the aircraft. The assault destroyed six Pucaras, four Turbo-Mentors and a Skyvan transport before the party withdrew.

Despite some last minute hitches, the aircraft had all been destroyed or rendered irreparable and one Argentinian lay dead. Two of the Squadron were wounded by shrapnel when a mine exploded, although not seriously hurt.

My gift to you. Just replace the black with your pic and you'll have a border and shadow. No alpha channels required.

James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

GI-YO

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Re:Pebble - airfield assault
« Reply #5 on: 29 Nov 2004, 21:06:46 »
Heres the latest version, with an intro added. Enjoy.

GI-YO

Rokket

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Re:Pebble - airfield assault
« Reply #6 on: 02 Dec 2004, 11:39:30 »
Ade says it all very well, I agree. If pressed, I'd would make some more comments...(these are only suggestions, you've already done a great job!)

Intro -maybe just tweak it a bit, because after seeing it, I thought I was playing the Rooskies. The idea is good, I'd just maybe add some small end shot of the Allies making the air run. You might want to show the Rooskie POV, but then counterpoint with the Attackers'.

Briefing - lots of info, but you could "militarize" it a bit more, and move some of the stuff from Notes to Main.

My squad got wiped out in the SpetzNatz fight, but I killed the Shilka just prior so felt good (great fight - nice balance of scary/bad/and semi-do-able). I would expect the Spetz to be harder to take, longer fight (yes, even tho my team got cooked).

Had a scary exchange with the BMP and 2 guards in tent at edge of airfield, I finally took 'em. had to go back to Spetz camp and search for ammo for LAW, while I was stumbling around some more Rooskies showed up from rear, but they didn't see me and I poped 'em. Very nice that they come investigating.

Airport - it might be nice not to tell the player that they'll be a chain reaction with popping the choppers. Make them figure it out by aiming at the chopper/fuel truck combo (presumably the fuel truck is the cause). Maybe script it so there's a tiny delay as they pop, and the chain reaction is a bonus for a tired soldier low on RPGs...if they pick one of the lone choppers, no chain reaction.

I didn't have anything left for the last BMP and after taking out a few airport troops I got popped. But I was close! (I actually skirted the whole area and came in on their rear with the other Allies).

Camps all good, whole mission good. Possible idea: limit the obvious objectives (keep it to 2) and then have hidden pop up: "Oh no, trouble,shorthanded, you've also got to do this terrible job of taking airport"...

Just some ideas, very nice mission, well done!

GI-YO

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Re:Pebble - airfield assault
« Reply #7 on: 02 Dec 2004, 15:18:02 »
Thanks for the input Rokket, I like the bit about the chain reaction of the choppers and have changed that and it looks realy cool! With a few more tweaks I think this will be ready for submission in the mission Depot. Thanks again.

GI-YO

Offline The_Mark

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Re:Pebble - airfield assault
« Reply #8 on: 02 Dec 2004, 19:16:39 »
Good job, GI-YO! :D

A well done mission, and an immersive one also.
I'd say that most of the probs have been pointed out by Ade and Rokket, but I'll do some suggestions for the mission.

Briefing:

A good and detailed briefing, with objectives on the first page. The notes section, however, could use a bit fixing, split it to a few paragraphs, it'll be a lot easier to read, with the plan being so lond and all. [nitpicking: it says vally in the notes, should be valley..]

Mission:

Shilka fell easily alongside the towns guards, a good warm-up.

Proceed to spetz camp, squad leader gets a bizon bullet to his guts and drops dead right next to me. I shoot couple of the spetzs and try to hit one behind the terrain with M203. Massive overshoot, and as I was still quite far from the camp, it lands right to the middle of it. Apparently it kills the rest of them as I get a message "Spetz camp cleared". I couldn't see what happened in the camp and my squadmates were a bit behind me so there was no way of knowing that the camp was cleared.  :(
You could have a delay in the objective trigger, or maybe have the trigger fire off once someone has checked the camp?
Another thing that struck as odd to me was the fact that, with all the training targets on the hillside, there was no ammo in the camp. None. But that's just a cosmetic issue.

Continue to the valley, bravo had gotten in front of us while I inspected the base and got jumped by the russian squad guarding the pass. I move in to assist and splash the squad, but too late, bravo was already gone.  :'(
Head back to my squad, climbing on the southern hill. Once I get there I spot the fortress and kill one of the guards from far. The another was behind the fort, and I close in for kill. Run around the fort, spot the ruskie, shoot, and MISS. sh*t. Dead.

Retry, back from the spetz camp (?). Same thing again, this time bravo survives but I get killed by the squad north of the valley's west end. Noticed that this time I got a save game in the valley. Missed it the first time. Darn. Again, same thing. Bravo lingers far behind my squad and I get killed by the squad.. And retry. This time I get the squad and the BMP.

Then the airport. I close in with my squad, see a BMP rushing down the runway. I fire a law at it AND THE DAMN THING DODGES IT. I am told to destroy the choppers, but I take the BMP out first. OFP crashes. Nice.

The crash probably didn't have anything to do with the mission, my OFP does that from time to time..  :(

But, overall, a very good mission. A bit easy before exiting the valley though, but I assume the hangars have some intense fights waiting.
Silent enim leges inter arma.

Rokket

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Re:Pebble - airfield assault
« Reply #9 on: 03 Dec 2004, 08:39:06 »
Good comments The_Mark. GY - waiting for the finished product!

Commando

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Re:Pebble - airfield assault
« Reply #10 on: 03 Dec 2004, 11:26:59 »
this sounds like a cool mission, got to try this when i get home from school or tomorow if i cna be home alone and kick up a small lan with some friends  ;D

GI-YO

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Re:Pebble - airfield assault
« Reply #11 on: 03 Dec 2004, 16:03:03 »
Thanks for the review The_Mark, My spelling was never very good but i'll change that. I've never had it crash at the airport so it might just be your comp. In the spetz natz camp there is just a 'east not present' trigger so if they move out the camp then that trigger will fire, i'll look into that. Shouldnt be too long until its all finished.  

@commando, I look forward to your write up, the only issue I have with the mission in the helicopter pick up at the airport at the end of the mission, it seems that when my sqauds been wiped out the blackhawk just hovers around and doesn't pick me up. If this happens to you then I can play around with it and get it too work, or maybe its just me  ;D.

Thanks again for all the great feedback.

GI-YO

Offline The_Mark

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Re:Pebble - airfield assault
« Reply #12 on: 04 Dec 2004, 12:28:13 »
OK, I've played Pebble through now - but it didn't end. I got stuck into the Mission complete-screen. That's something that needs to be looked into.

Intro could use a bit of buffing up, the airstrike is a bit lame :-\.

The shilka scene is really well put up, it really gives you a feeling of surprising the russians.
But then, I spotted another problem with the spetz camp. I engaged with the spetz patrol a bit further away from the camp than usual, and the ones in the camp decided to help their buddies in trouble. Well, they came too late. But when they got out of the camp, it triggered the camp trigger, while I was fighting for my life with the spetzes. :-\
In that engagement I got a bullet in my stomach and shouted for medic. To my surprise, the call was answered, as It's quite usual to forget to put medics into the mission. I know I did sometimes, and then cursed myself while testing my mission  :(. Good call putting those medics in.

Bravo slaughtered themselves again, but I still managed to continue. Killed the BMP's and the helos. Somebody had a shot at me and I couldn't spot him, so I took cover behind a BMP. He continued to suppress me, which is quite immersive, bullets ricocheting off the BMP. Spot the sniper and take him out, and my squad is advancing on the runway. I decide to try to get to them, and run to the burning helos. There's some ruskie still alive and shooting me, but I manage to tun the 100 meters between the BMP and choppers, bullets whizzing all around me, and some IN me. Got hit at least three times on the run. That was very much the longest 100-m-distance I've ever run in OFP.

My squad pretty much cleared the hangars before I dared to get out of the cover... This s a good example of the advantages of having only a few well-placed soldiers instead of having twenty not-so-well-placed ones. But with bravo around, the few would had been too few, and even now  my squad was able to do it all but themselves. You could add a couple of those well-placed soldiers.

Other than that, and the fact that the mission didn't end (for me - could be that I played with ECP, and my recommendations are, you should too, if you haven't already.), the mission is really good, with  an immersive feeling, and that's a critical factor.
Silent enim leges inter arma.

GI-YO

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Re:Pebble - airfield assault
« Reply #13 on: 04 Dec 2004, 18:09:12 »
Thanks again The_Mark, I will look into the ending, im not sure why it didnt finish im sure theres an end1 trigger there! I might add a bit more to the intro, shwoing some US forces gearing up for the assault, add a bit of story. I will have to change the trigger in spetz natz camp, maybe make it bigger or have a script when all spetz natz killed trigger goes off. I'm glad to see the sniper is earning his keep  ;D, hes got me more than once before! Thanks again you have been great help.

GI-YO
« Last Edit: 04 Dec 2004, 18:15:16 by GI-YO »

Mandible

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Re:Pebble - airfield assault
« Reply #14 on: 06 Dec 2004, 23:28:56 »
hI,

A few comments from me too.

First of all, CONGRATULATIONS, this is a fantastic mission as it stands.

Mission plays fine, with a lot of suspense. It was awkward how I was running in the first town to get one last soldier shot, coz he continued shooting down my whole squad. That town was already pretty action, but I thought that my squad members were dyying very quickly. Also the other Law did a good job on the shilka. 5 men left + me.

The SpetzNatz were not that nasty I thought, killed them all with a mag. They came running out to help their men. (trigger to early)

At the exit of the valley there were 3 men of my group left (so I thought). Went to the right hill next to a halfdamaged BMP and readied my Law. Bullets flying by, sounds like a Sniper. Looking nervously as I pray...spot him. Try to shoot him with my AK74 picked up earlier but he's too far. So I think: he may have a sniper rifle, but I have a Law and know how to use it ;D . That poor guy flew at least a 100 m. Very funny (for once I was was not weeping). Lawed the helos at the right spot (cool).

And here two flaws appear. Run down to rejoin my squad on the runway and the alarm triggers. I get the radio to law the Helos... (but I've already done that). Maybe check the possibility the Helos are already down. BMP takes out the rest of my squad but does not live any longer.
Then the second flaw appears. As I report the death of the last squad member, Number 6 (Law Soldier) appears and is squad leader. Now, he stays 200m inwards the valley and doesn't move. Of course this made the Chopper fail to take off when I reached it. :'(

Otherwise great mission. For all other comments I rally to the aforesaid. I'll be happy to play a final beta if you bring one up.

[Edit]

Ok, 6 finally did move, he just had a very long run now (old OFP bug maybe). Mission didn't end either.

Cheers
« Last Edit: 06 Dec 2004, 23:36:19 by Mandible »

GI-YO

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Re:Pebble - airfield assault
« Reply #15 on: 07 Dec 2004, 17:29:15 »
Thats another one that didnt end, hmm very strange. Thanks for the review im glad you enjoyed it. That sniper is a real devil but LAW'ing that building does make him fly! Not too sure why 6 went a bit mad? Thanks again im currently at work on the mission, mainly that end.cheers.

GI-YO

Offline greg147

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Re:Pebble - airfield assault
« Reply #16 on: 08 Dec 2004, 22:13:07 »
I was actually quite impressed by this mission. Although at the end, when me and the one remaining guy in my squad had cleared the airfield and destroyed all the planes, the chopper didn't pick us up, so I had to end the mission unfinished.  :'(

But what I did see was good.  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

GI-YO

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Re:Pebble - airfield assault
« Reply #17 on: 09 Dec 2004, 12:56:34 »
Glad you liked the mission, it seems that its only you and me the helicopter doesn't pick up. Which is slightly irritating!  :(. I have fixed the end and if I can fix that helo i'll post the next version soon.......Thanks again.

GI-YO
« Last Edit: 09 Dec 2004, 12:57:00 by GI-YO »

Offline Sui

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Re:Pebble - airfield assault
« Reply #18 on: 11 Dec 2004, 03:12:27 »
Not a bad mission, GI-YO ;)

It's been a while since I played a good combined arms op.
The basic idea is very good. I've got a number of suggestions for polishing, but as always these are simply my opinion... feel free to ignore them ;D


Overview
  • Add a border to the picture, so it doesn't look like it's stuck to the page.
  • Space the text out a bit. I'd put a space between the title and the picture, and a few spaces between the picture and the text.
Intro
  • At the very beginning of the intro, there is a brief shot of the player unit. To get rid of this, I suggest you execute your cutscene script from the init field of the player unit (as this is executed first).
  • I'd put all the speech in titletext "PLAIN DOWN" instead of PLAIN. Makes it seem less 'intrusive' on the action ;)
  • Maybe add some music to ratchet up the tension?
Briefing
  • Nice work! This smells of a well put together operation. I like the fact that there are a lot of units involved... really adds to that feeling of immersion.
  • There were two arrow markers under the briefing pad... I'm not sure what they're there for?
  • The map notations were good for keeping track of unit movements, but far too cluttered in my opinion.

I suggest consolidating some down... for instance where there are two squads advancing along the same axis, only have one set of arrows (one example is charlie/delta going to the airport).
Also, the 8 or 10 objective markers for the choppers were a bit much. Maybe just have one or two so the player gets the general idea?
  • I'd suggest paragraphing the notes section. The detail is good, but it was very hard to read. Put some line breaks between paragraphs... it makes all the difference :)
  • The player's loadout was a bit 'rambo'ish'. I suggest either giving them a LAW, or a '203 but not both.
  • The callsigns got confusing at times. I suggest using SetGroupID to set the callsigns of your groups.
    Also check out toadlife's custom callsign tute. It would make for some good atmosphere :)
  • In conjunction with the above, you could maybe add a command and signals section to your briefing, to help the player keep track of who's who.
  • Do we really need so many LAW guys? Surely one or two per squad is enough? ;)
Mission
  • I suggest using a fade in right at the start, just to make it smoother. Execute it from the player's init line, eg.

titlecut ["","BLACK IN", 3]
  • As we moved to the first objective, my M113 started taking down guys. Wouldn't you want to be dismounted before contact?
  • I'd add in a couple more retry points, just to save player dying frustration :)
  • How come the Soviets had US tents everywhere?
  • The chain reaction was great ;D

However, I suggest putting a delay in so they blow up one at a time, down the line instead of all at once.
  • I got a radio call telling me to LAW the choppers, even though I had already. I suggest putting a check in there to see if that radio call is necessary.
  • The radio chatter you had was good... but I suggest adding in more. Maybe put calls in when another squad completes an objective, or is nearing an objective (you could use their waypoints to accomplish this). Another time for chatter is when a squad is down to half casualties ("We're taking heavy losses!" etc.).
  • The sniper on the roof was absolutely brilliant. He had me pinned down for ages until I worked out where he was. Nice job! :)
  • My squad seemed to take ages to move to the airbase... they moved right around the Western edge before going in. By this time, everyone was dead anyway and the other two friendly squads had already left in the blackhawks. I suggest either delaying the other squads, or removing some of the players squad's waypoints so they get there quicker.
  • As stated by others, the ending didn't work. I had a quick look through the .sqm, and it seems you have two END1 triggers. You'll need to get rid of one of them before the ending will work properly ;)
Debrief
  • Check your spelling... there's a few typos in there ;)
All up a good, solid, technically correct mission :)
The difficulty was about right and the atmosphere was good too.
If you could add voices, this would really be top stuff.

Well done.

bored_onion

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Re:Pebble - airfield assault
« Reply #19 on: 11 Dec 2004, 14:38:20 »
i played the mission but much of what i have to say has already been said - apologies for any repetition

Overview

Nice - liked the picture but it would look even better with a border and shadow. Also, is it possible to give a little more detail without spilling onto a second page?

Intro

I was also confused by the dialogue at the beginning and I wasnt sure why I was fighting for the West - a bit of clarification would be good. The snapshot of the soldier at the start is easily fixed as Sui said. Maybe some music and was it just me or did nothing blow up in the airstrike - I heard some planes but saw no explosions. Maybe a nice shot of the planes dropping their bombs and some desolation might be nice ;) Then you could tie that to the airport afterwards.

Briefing

Very clear and I knew exactly what I was doing but, as has been suggested, some sections to the notes would be nice and would give it a very professional feel to some already informative detail. Also, maybe the notes could be half from the perspective of the soldier and the actual tactical information from command. This helps to identify with your soldier and gives a better atmosphere. The markers could also be clearer in places perhaps. Other than that - good work.

Mission

We started out and moved in. On my first try I was shot by a flanking soldier so I made efforts to get rid of him next time. On the second turn, I survived but most of my squad didnt. 1 was the first to go... After that I was one of 3 guys. I definitely got the feel that I was part of something larger as the Resistance travelled North and the choppers flew overhead.  We got to the spetz natz camp and the ruskies creamed the other 2 guys - I am alone. I cleared the camp and went along the valley. Woah did I get a shock when a whole bunch of soldiers came over a crest. A grenade and some shots managed to kill around 5 before I continued. I got round the hill and found that Bravo (i think) was already in serious fighting with the airport troops. i fought my way up to them and took out the choppers from the mountain (the wrong place as I was to discover later). Amidst sniper fire I advanced with Bravo as they fell down around me. I managed to fight into the airport and deal with threats from all directions. Once the objective was over I went to the extraction and waited underneath a hovering blackhawk... nothing. Then I decided to go back and complete the waypoint which was 400 away. my imaginary leader then told me to fire my LAW and take out the choppers. I followed back to the extraction point only to be told to go to get in something about 1.5km away. I started walking but was killed by a lone remaining soldier on my way so I didnt finish the mission.


In all, I had quite a good time playing this mission but I think the game play would be improved by removing a complicated series of waypoints and making the player the squad leader perhaps? I can see how it would have worked better had my squad survived but towards the end things began to be constricted by waypoints. Maybe it was just my experience. other than that it has a lot of promise and some nice ideas. Make the alterations that people have suggested and this could score highly.

GI-YO

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Re:Pebble - airfield assault
« Reply #20 on: 11 Dec 2004, 17:03:48 »
WOW thanks Sui and bored_onion  for soem great reviews with loadsa detail. I'll answer some of your questions etc

Sui -
INTRO - the intro isn't a scripted one just an editor driven one so I presume that you will always see the man before it starts. I will be adding some music into the next version, i just put that together quickly.

BREIFING - I might get rid of some of the markers as it seems to make the map a bit cluttered, i got used to them when I was playing but they make more sense to me ;D. I will be adding paragraphs now i can do it. I'll look at the SetGroupID commands and add acordingly. like the idea with the list of comms on,cheers. I put loadsa law men in incase a few got wasted, maybe change one to a medic.

MISSION - i like the sound of a blackin. I wanted the shoot and scoot effect to show the US getting the jump on the reds and surprsing them, other wise there a long way to run to the ville. the reds must have stolen those tents ;), the swines! I might add a player save instead of a save point. The chain reaction is sposed to be set off by the fuel truck, then they go up one by one, i'll have to adda radio message to say dont fire until you reach the firing point. I like that sniper! The squads waypoint is from the LAW firng point to move behind the choppers and into the airport but they seem to run the long way around alot, not sure why.I've fixed the end now.

bored_onion -
OVERVIEW - i add a border at soon, i could add abit more info.

INTRO - The trucks one the road blow up after the bombs go off near them, at the bottom of the screen.

BRIEFING - I like the half/half notes idea.

MISSION - I have never known that order to go back, possibly to the m113 at a guess?I tryed to make it so your squadmates would be lost an it would be a real challenge at the airport, you verses the whole airport  ;D, but sometimes you get a few people alive and other times they died long ago.

Thanks again for all the great reviews and comments i've been working on it and soon a new version shall be posted.

EDIT - in reference to not being able to get into the chopper does it make any difference if the helicopter has a LOAD waypoint or a MOVE waypoint, sync'd with a GETIN way point of the sqaud?
GI-YO
« Last Edit: 11 Dec 2004, 17:29:36 by GI-YO »

GI-YO

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Re:Pebble - airfield assault
« Reply #21 on: 18 Dec 2004, 22:14:03 »
Here is version 3 with many fixes and alterations and a general tidy up. Thanks again for all the great playtests they have helped so much. Enjoy.

GI-YO

Offline The_Mark

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Re:Pebble - airfield assault
« Reply #22 on: 22 Dec 2004, 14:24:04 »
Okay, played the third version through, so here it goes:

Airfield ablaze.. hmm.. could be worse.

Shilka: Nothing unusual, worked well and without any bugs. After clearing the village my squad, for some unknown reason, didn't board the M113 as quickly as it should have, and beta was a 200-300 meters ahead of us (with their M113). When nearing the spetz camp, our M113 halted to wait for beta, who, infact, would soon engage the spetzes alone.. But at least beta had some brains and they waited for us before the camp.

Camp: Engaged the patrol, killed them, having the camping spetzes to engage us. They got killed, and when the last of 'em hit the ground, someone said that they were all killed, and the objective was marked as done. Again, anyone couldn't see into the camp. At least my squad checked the camp, reporting it as clear. Here you should have the objective marked after checking the camp, not before it.

Valley: Nothing new (atleast didn't spot anything), just killing some ruskies, followed by some killing of running ruskies.

Closing on the Airport: A few crewmen (or pilots) ( ??? ) were apparently sent to intercept us with the infantry squad. The crewmen got killed and half of the infantry squad, followed by some killing of running ruskies. About half of them got away, never to be seen again.

You could do something about the running ruskies, as they are quite easy targets, and after they start running you will never see them again. For example, use the allowfleeing command to make them stay and fight or have them fall back to some point, regroup and giving the player a nasty surprise. ;D

Airport: Worked fine, though this time bravo survived to the airport, making sweeping the hangar way too easy (although I have to admit that some bastard some me three times in the airport, again.). It wouldn't bother if the fight before the airport wouldn't had been just shooting a couple of back-fighting ruskies and then killing the rest, not-anymore-fighting ruskies, while they ran away. But my opinion about the difficulty is just my opinion, it just could be that I'm just so damn good ;D (though I sincerely doubt that).
After the place was sweeped we got to the helos, which didn't seem to land. But after a while, (not a long delay standing under the chopper, but delay nonetheless. I would kinda like my extraction swift, without just hovering 5 metres above us and laughing :P) they landed as squad leader told us to board the helos. And there was an error, I think it was about the same time as the airport clear-trigger fired: "player == leader group #player: unkonwn operator player" or something similar. Don't know what caused it, but it didn't ruin the mission.

Now the mission ended as it should. Perhaps have a fode out at the end, and some music after the helos take off.

The Other Stuff:

Briefing and markers were now much clearer. You could still get rid of some arrows (at least the ones pointing to charlies and deltas extraction points, they overlap with the pick up-markers.) and the other  of charlies/deltas drop off-crosses, with only one series of arrows it would look neater to have only one cross. The same goes for their extr. points.

The radio chatter had much more sense with the messages coming from their senders, though they sounded kinda weird: Kilo 1: "Kilo has received a msg etc.". would sound better if they were something like: Kilo 1: "Kilo here, we have received...." etc. And you know what would really rock? two words: Sound acting :D (I had to put it in here, no need to do this, it's just that I got started and now can't stop giving suggestions  ;D.. But while it would be quite tedious, it really would rock.)

Some other suggestions:
Replayability. Randomness. I'm not saying that you should try and make this something like LoJack, or Impossible mission, but only to add a few random soldiers into some places where player wouldn't expect them to be. What if Romeo would fall, or drive into an ambush, leaving player's six open for enemy counter-attack? What if charlie and delta would fail? That sort of thing. Again, no need to do those, only a couple of soldiers to keep the player on his toes would add some replayability.

P.S.
Quote
INTRO - the intro isn't a scripted one just an editor driven one so I presume that you will always see the man before it starts. I will be adding some music into the next version, i just put that together quickly.

Player doesn't only show before the intro starts, but he's part of it as a resistance soldier (???).
Silent enim leges inter arma.

Offline 456820

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Re:Pebble - airfield assault
« Reply #23 on: 23 Dec 2004, 10:36:15 »
i played the first version of this and i think yes its a great job bu there were things like waiting for about 1minute and a half for bravo wich got a bit boring. You should use this setgroup id thing as a radio message came from charlie black 1 who were calling themselves alpha theres just small details wich could make the level from good to even better im sure there covered in the latest version as i sed ive got the first one but still great level

GI-YO

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Re:Pebble - airfield assault
« Reply #24 on: 23 Dec 2004, 13:49:34 »
Thanks again The_Mark and 456820 for those reviews. I will re read what you have put and then see about implementing some of them, Glad th breifing is better and easier to understand. Perhaps The_Mark you are an uBeR good flashpoint player so will have to add a few more ruski's for you to shoot at!  ;) I would like to have sound acting but i don't know how to do it and i haven't got a mike and i can't do american accents, the list goe's on. I think i know about that error you got "player == leader group #player: unkonwn operator player" cause the players name is player, so theres some conflict in there, cheers for pointing that out. Thanks again for another great review i'll be back soon but probably after christmas with version 4. Have a good Christmas!

GI-YO

GI-YO

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Re:Pebble - airfield assault
« Reply #25 on: 30 Dec 2004, 15:35:19 »
Right then here is version 4 which I think is now ready for being submitted into the missions depot, i've player it though a few times with no errors and so I think its ready.

Things i've changed/added

Music in intro
spellings fixed
timings better (alpha always leads from bravo)
and FINALLY! i have got the helicopter pickup working (thanks to stonedsoldier)
Well enjoy. Thanks for all the other BETA test they have been awesome.

GI-YO

« Last Edit: 30 Dec 2004, 15:35:33 by GI-YO »

GI-YO

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Re:Pebble - airfield assault
« Reply #26 on: 30 Jan 2005, 17:58:37 »
I'm not being pushy or anything but i would love it if one more person could BETA this mission (version 4 - D/L above) just to check its bug free then i'll launch it into the mission department. Thanks in advance.

GI-YO

Offline sim

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Re:Pebble - airfield assault
« Reply #27 on: 30 Jan 2005, 20:14:09 »
Downloaded, im off to test it.  :)
The Unsung Campaign Team Leader

GI-YO

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Re:Pebble - airfield assault
« Reply #28 on: 30 Jan 2005, 22:08:42 »
AWESOME! Cheers sim I owe you one  :).

GI-YO

Offline bedges

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Re:Pebble - airfield assault
« Reply #29 on: 30 Jan 2005, 22:28:13 »
mkay, sitting comfortably? then i shall begin ;)

overview - nice angle for the pic but it's a bit blurred. everything seems to be centred on the page according to the html, but doesn't look it. either get everything DEAD CENTRE or settle for left-alignment. otherwise, short, sweet and to the point.

intro - "airfield ablaze?" is that the title? i thought it was called 'pebble'?

there's a flash of your characters in-game before the cutscene begins. no biggie, but noticeable.

the first line of text reads "whats that convoy waiting for?" immediately followed by "running away, just like the americans." this makes no sense to me. if the convoy is waiting it isn't running away, and if it's running away, it ain't gonna be waiting. remember that the story around which this mission is based is well-known to you as the designer, but us poor players need to be led by the hand through the story. (and btw, "whats" needs an apostrophe)

the bomber appears and disappears quite quickly. this is fine if you wish to keep the sense of a sudden surprise attack, but it might be nice to see the plane on approach to target, and maybe a shot of it from the front fleeing the scene.

the text is a bit unrealistic - a soldier running towards the aftermath of a devastating airstrike is unlikely to use the word 'whilst'.

the text about advancing on the enemy and marching swiftly.... not sure about this. seems more like something you'd see in the overview or briefing. the text above the date just before the mission is usually for telling the player where he/she/it is.

briefing - hmmmokay, first glance at the very first page: 'enemys' needs an apostrophe (enemy's), reistance (resistance surely?), "will launch a diversionary assaults" - it's a diversionary assault, singular... you said you fixed the spellings? placenames definitely need Capital Letters. i confess i am a real stickler for grammar and spelling, so if this seems nit-picky i apologise. and for the record, any spelling mistakes in MY missions or posts are entirely intentional :P

the notes section is very complicated. consider reorganising it into more manageable sections. also rethink the use of unexplained acronyms (such as '25th M.E.U.') for all us non-military types. if you use an acronym more than once, explain what it means.

mission - quite fun all in all.

m113s - i'm not a military type but when these drive into water in flashpoint they explode. are they amphibious, and if not, how did they get to the beach?

took the port with little difficulty. nice atmosphere, easing into the mission nice and gently, which is always a Good Thing.

along to the airfield drop-off. took care of the spetznaz. over the ridge and we face the airfield. i must confess i retried many times here to get past the defences. well placed, good numbers, sniper on the rooftop - yes. a big thumbs up to all of this. for such a large base however, perhaps there needs to be more loonage.

all the choppers kaput, a few more goons to dispatch, then into the chopper and away.

debrief win - let me just replicate the sentence word for word and see if anyone else can see what i see -

"You destoyed the enemys aripower in one fowl swoop..." four mistakes and it's not even the end of the sentence... now you DID say you fixed the spellings, yes? :P

no outro

overall - a lot of fun. well balanced forces, excellent enemy placement, just a few minor points to polish up before submitting. good stuff! :)
« Last Edit: 30 Jan 2005, 22:32:56 by bedges »

GI-YO

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Re:Pebble - airfield assault
« Reply #30 on: 30 Jan 2005, 22:57:22 »
Cheers for that bedges thats a good review. I thought I had sorted out the spellings but clearly not WOOPS  ;D. Thanks again

GI-YO

EDIT - to answer a few of your Q's

M113s are amphibious (sp?) in real life and also in flashpoint, not sure why yours explode. The m113s swam from a ship ,amphibious assault ship.

M E U means marine experditionary unit.

Glad you liked the mission even if i cant spell.
« Last Edit: 30 Jan 2005, 23:16:46 by GI-YO »

Offline sim

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Re:Pebble - airfield assault
« Reply #31 on: 01 Feb 2005, 22:01:49 »
Right didn't manage to finish it 'cos my playing time got cut short (bloody powercut) but I will try it again soon.  :)

I can't remember everything about it either so you'll have to bear with me  :P

Intro: As bedges said you catch a brief glimpse of the player, this is a result of not using this little beauty called camera.sqs, it really makes your intros ace and is easy to use. You can grab the tut from the ed depot if you aint already, soz aint got time to find a link.

Mission: Bit empty at the beginning, maybe add some ambient sounds in the background, or have some texts as the guys talk, just to add to it a bit.
Well so far no problems, or any errors. Get to the town, start gettin shot at. Take out a couple of guys, move closer, an get shot in the arm.

Get ordered to take out the shilka and some other arse took it out for me, fine...  ::) obj1 complete, moving on, hmmm maybe add a bit of talkin amoungst the men cos it goes a bit silent, or maybe some gunfire in the background.

Then bugger powercut!  >:(
Ah well, nice mission.
Didn't notice any other mistakes that hadn't really already been pointed out.

Overall a nice mission, just a bit more needs to be added to the atmosphere, will play again sometime soon  :)

sim
The Unsung Campaign Team Leader

bigdog632

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Re:Pebble - airfield assault
« Reply #32 on: 27 Feb 2005, 00:04:30 »
i just downloaded this mission and was curious is this a straight single player or is it usable as a coop?

GI-YO

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Re:Pebble - airfield assault
« Reply #33 on: 28 Feb 2005, 20:54:23 »
Straight single player, can be found in the missions depot now. The first of many I hope.

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« Last Edit: 04 May 2009, 00:45:24 by Walter_E_Kurtz »