Here it is, shark attack, 'Tip Toe Boys v1.2' beta test.
Very nice, with a very nice picture, only the name of the mission in the Mission's List is 'CLASSIFIED' instead 'Tip Toe Boys' as expected, so I had to search amoung the zillion of missions I have to find it, not good, you should re-name it properly.
Nice and short, a fly-by cameras are quite a stress for the eyes, but otherwise,,, Liked those signs, njamy.
Informative, very well written, therefore a joy to read. Good work with the markers too. Hm, interesting, there're no Objectives on the Main Page of the Plan,,,
,,,which they bump in 20 seconds after the mission's start, so *sigh* back to the Plan to read it. No sense in it, no need also, you know what you must do.
The mission is on Desert Island, which is a bit of surprise, but it turns out quite a suitable choice for this mission.
I decided to go in on my own, with a lone wolf tactic, if possible I usually play such missions like this. I've been positively surprised how the terrorists are reacting on their killed buddies; when I popped one of those seemingly lone terrorists, the other has runned to his body, then runned away to set off the alarm. They gotted me the first time, so I let the mission to fail to see what happens. As expected a radio that the mission is compromissed kick in, then a nice fireworks starts - here I've noticed your dedication to such details like burning dead bodies,,,and the whole mission breaths with such 'spirit'
-, must retreat back on the boat and then onto the ship.
I quickly realised the guards/patrols on the ground works in pairs, some times in threesoms (the edge patrols), so no more surprises from this direction; I was detected and killed only once from a machine gunner, which is up on the darker part of the rafinery (very hard to spot, if the sky isn't behind him), directly above one of those trucks. And I noticed then (when I was killed), that the falioure script is running over the 'You're dead' sequence. One more thing/bug with those guards/patrols; that alertion is somewhat not quite,,,exsample: once engaging a three man patrol the alert was set off despite I killed them nicely and quickly, but one of them must saw me, and that was the last thing he saw, because the next second he was dead, but that was enough for the 'compromising'/faliure of the mission.
No need to say most of the time in this mission I was on my belly, constantly peaking thru the binocular, swipping and checking the area and those rafinery towers and pipes for some guards. I've desabled all four trucks, killing anyone I laid a sight on, so after the last truck I was (almost) out of ammo, but no matter, the second phase of the mission is on, so let's take out that sniper rifle from that backpack, and on that position. Called in that assault group, they came in with a Chinook in a nice smouth landing manouver right in the middle of the rafinery, I supported them from my pos with the M2, and soon enough the rafinery was cleaned, then,,,a showstopper; the UH60 which came after a 'well done job' radio didn't landed, just hoovered (I'm supossing it camed for me), the second objective didn't ticked off,,,Maybe I've done something wrong, I don't know, I've been then there in the rafinery for some time, trying this and that, but for no awail,,,a bit sad I had to finnish the mission on not a propriate way for such a well maded mission.
But despite of that I can say this is a very good mission, That Industry Pack is maded for such missions, the placement of the items/objects, guards/patrols is very good and above all balanced, such designing has consumed quite some time and effort I reckon; with not such careful placing and designing this mission could be VERY hard/frustrating or simply bad, so well done here mate. All in all a very nicely crafted mission.
Only that end ...
I must say I had/have a very similar idea for the mission in my mind, only on Nogova island.