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[OFP] [SP] [RESISTANCE] Everon Vice [REVIEW COMPLETE]

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JohnBart:
Hey savedbygrace,

No, of course you won't offend me. :)
I read through the submission policy, so it is perfectly OK to follow the testing protocols and go through it as a beta. :)

In the meantime, I'm going to betatest some ARMA missions, as the guidelines recommended (I don't have OFP installed at the moment, this is why I don't test OFP missions :)) just to thank the assistance of the community. :)

Err... I haven't encountered the word so far, but is showstopper the kind of error that makes a mission/campaign unstoppable?


#EDIT: No need to quote the entire previous post you're replying to..   h-

savedbygrace:
Showstopper = anything preventing mission from being completed

Rellikki:
Hello JohnBart,
It's a really nice campaign, as I told you in the e-mail. :) Only one thing that bothers me, is the mission where you had to clear the forest as the police forces. You were assigned to follow your waypoints, but what about if the player plays in Veteran mode? He won't be able to see the waypoints then, and this is what happened to me too... The mission kept failing for me because I blindly went to wrong directions.
I'm sure that some older OFP veterans might prefer to play in Veteran mode, so I was thinking if there's an alternative solution to that. Perhaps it's possible to force the waypoints being displayed despite the difficulty setting? Or you could give player the coordinates of the waypoints so he can navigate using the map...

savedbygrace:
I started this one and encountered that very problem. There is no gps in that mission so there is no way for the player to know his coordinates. I cleared the two camps on one side and then the mission failed as I was trying t get to the other side. Tried again and this time I attempted to follow the green dot path as best as I could, I tried approaching from several directions but continually got that follow your waypoint hint.

Concerning the 2 missions before this one and loads of cinema?
The missions were good, challenging and yet not impossible. Although I did not understand a word being heard, I could read along just fine with the exception of a few that would disappear before I was finished reading them. The cinema is brimming with comic relief. I received the waypoint hint in the very first mission as well when I attempted to flank the approaching response parties toward the West.

MIssion 2 was okay but with the objective to keep Hades alive seemed unnecessary as I think he was captive the whole time. He would run around like a mad man and shoot the enemy while I was forced to take cover and wait for them to round corners or peek out where I could pick em off. I found that if I stayed in the open, there were just too many to cover every direction.

I'm also not sure if it's something that you have done but I have attempted several times to pick up a PKM but to no avail. It never even appears in my action menu as an option.

Anyways, Despite it all, Mission 3 contains the only real problem in regards to the waypoints.

I noticed a lot of English text grammar and spelling errors as well but I won't evevn go there.

JohnBart:

--- Quote from: savedbygrace on 07 Jun 2009, 11:27:52 ---I started this one and encountered that very problem. There is no gps in that mission so there is no way for the player to know his coordinates. I cleared the two camps on one side and then the mission failed as I was trying t get to the other side. Tried again and this time I attempted to follow the green dot path as best as I could, I tried approaching from several directions but continually got that follow your waypoint hint.
--- End quote ---
OK, I guess that I have to update the briefing.html with the coordinates of the major events too... :)
The missing GPS is strange, though. I am pretty sure that I did not disable it. I will have to take a closer look at it. :)


--- Quote ---MIssion 2 was okay but with the objective to keep Hades alive seemed unnecessary as I think he was captive the whole time.
--- End quote ---
Wherever the player has to fight alongside with story characters, I included a passage like that in the briefing to make those characters recognized and remind the player of them. Clearly, it has no practical use as those characters die only if the player kills them (I even removed the handgrenades of the enemies to prevent the sudden death of these characters as much as I can), but storywise I thought it would be a required addition, as the player would know in this way which story characters he would encounter in the given mission.


--- Quote ---I'm also not sure if it's something that you have done but I have attempted several times to pick up a PKM but to no avail. It never even appears in my action menu as an option.
--- End quote ---
I was actually surprised on this back then, and thought that it was hardcoded in the game that civilians cannot pick up heavier weapons: machineguns, rocket launchers, etc. Therefore, I did not deal with it afterwards.


--- Quote ---I noticed a lot of English text grammar and spelling errors as well but I won't evevn go there.

--- End quote ---
The majority of work on the campaign took place 3-4 years ago. Clearly, my English was not the best at that time. I will of course give a thorough proofreading of the text.

Thank you for all the constructive criticism, and thank you for recommending the beta rounds - clearly, it seems that more people plays in Veteran than I thought, which creates challanges for the campaign, as it is strongly waypoint-based. I am going to address all the issues you and Relikki have mentioned and will also go through all the missions to check whether there are any missions left that are impossible to accomplish without waypoints. :) I will update the first post accordingly. :)

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