Missions Depot > Arma2 - Reviewed Missions

[SP/A2CO] Sabotage: Shapur v1.12 (REVIEW COMPLETE)

(1/4) > >>

janat:


This is the first Arma 2 mission I've released, although a heavily updated version of it. Change log in readme file.

Author: Janat
Version: 1.12
Required Addons:
- Arma 2 Operation Arrowhead required
- Arma 2 OA: BAF Lite required
- Arma 2 OA: BAF DLC recommended
- Arma 2 Combined Operations recommended (you can still play the mission without A2CO, but you may get some error messages and have less weapons to choose from in briefing)

Mission Description: You are a lone contractor with one mission: infiltrate and sabotage Shapur oil refinery area.

Key features:
- A full single player night time sabotage mission complete with different kinds of objectives
- Choose your gear in briefing
- Most voice acting done (but it sucks :P)
- Many possible endings
- Overview.html complete with mission image and description
- Briefing and debriefing
- Atmospheric music from ArmA 2 OA
- Cutscenes
- Lone wolf style infantry mission - no AI subordinates to worry about
- You can go stealth or rambo style - though stealth is strongly encouraged
- Somewhat open ended - you can finish objectives in almost any order
- It takes about one to two hour to complete the mission
- Automatic save points
- Dynamic weather

Known Issues: Characters may say some things a few seconds earlier than intended if animals get on the way before drop off.

ChangeLog:
beta v0.60:
- Tweaked enemy placement
- Added some enemies for more difficulty
- Tweaked objectives
- Tweaked intro and outro
- Tweaked enemy behaviour
- Subtitles with better grammar
beta v0.70
- Added more cover
- Tweaked AI waypoints
- Dynamic weather
- Added first aid simulation
beta v0.71
- Zip archive now actually comes with beta v0.70 instead of beta v0.50
- Removed player invincibility which was present in beta v0.70
v1.00
- Czech translations added
- More weapons to choose from
- Jukebox module in jukebox version of the mission
- Added AI surrendering
- Alarm system implemented
v1.10
- Intro tweaked
- Added ambient animals
- Added civilians
- Tweaked enemy placement in airfield
- Some more minor changes
v1.11
- Added automatic objective updating
v1.12
- Minor bugfixes
- Dow Enrique Jones' waypoints during mission start tweaked

Wolfrug:
Hey there!

I know you said this is your final version, but may I come with two small suggestions:

The second objective, "steal flight logs", is completed by entering the helicopters: this is never actually pointed out anywhere, meaning I first shot the pilots (my first two kills in the mission!) to see if they were carrying them or somesuch. Maybe add a note in the description saying something like "Enter the chopper to pick up the logs!".

I completed the final objective by hopping in one of the hinds and blowing up the airport, probably much like you intended (since the objective completed even when I still had my own chopper alive). When I flew to the extraction though, I think I must have flown through at least five separate autosave points, which was maybe a little unnecessary? Not a big issue, but still an issue.

I must say though, that this mission was great fun overall! Aside from the carnage at the airport, I only killed the two pilots and was never spotted - this was probably thanks to the AIs phenomenally poor spotting skills in darkness though rather than anything else. It was fun sneaking in, planting explosives and sneaking back out. And at the very end, when I was hovering over the extraction car, there was suddenly a missile warning and my hind was hit! I bailed out and survived in a parachute while my chopper hit the ground next to me in a ball of flame. Good stuff  :D

I never did find the caches though, nor did I bother looking for them. I guess if I had though I could've blown up the airport too without as much of a show.

A nice little mission though :)

Wolfrug out.

janat:
Thanks for playing the mission Wolfrug, it's great to see that you enjoyed it :) The AI is almost blind in the darkness, but it actually adds to this mission. You can walk down the street, then suddenly hear footsteps, turn around and see a patrol running towards you 20 metres away, and still have enough time to get away unharmed. I think it feels awesome :D If they do spot you, you're screwed unless you react really fast.

About your suggestions:

I could add a note telling you the exact location of the logs but I like to think that these contractors don't have that info. Maybe I'm just lazy, but in my opinion the lack of that information actually fits the story.

The final objective can indeed be completed by hopping in a chopper or plane, wrecking the whole place and fly away with it leaving it intact, and that's how I usually do it. You can also destroy the airport on foot, as there may be weapons caches containing satchel charges in the airport. On route to extraction point there are many save points, as you may have blown up all the planes and choppers. I felt those save points are needed when you are on foot, especially so if the enemies have been alerted. I could make it check if you're on foot or not, but I feel it isn't necessary.

May I ask you how long did it take for you to finish the mission?

SaOk:
Hello, I played this through in about 20-30minutes. I liked the atmosphere and difficulty level was suitable. Here is some issues and thoughts I listed while playing:
- Voices are very low both in intro and mission, I cant hear them almost at all.
- The targets in intro are hardly seen, not sure if my 1800m visibility affected on that.
- As small flaw the actors in intro stand too close each other (weapons go through bodies).
- In Briefing there is no ammo for G36C SD.
- Also as small flaw, they left computer alone to starting point.
- Guards on airfield, all standed still in weird formations. Some could patrol. Rest maybe standing at camp fire, few near chopper...
- "Extraction"-task wasnt marker as complete in briefing.

Else the mission ran smooth and it was nice to play it, the jukebox module also fitted great in this mission. I destroyed the choppers and planes with captured GL-UAZ which was very fun moment. ;) What I like to see would be more ambient life like animals, rare traffic, maybe some oilfield workers, people at camp fire...  And maybe some radiochatting after each task.

Edit: I dont know if people are tired of me offering my scripts. But just in case, I created earlier a handy performance friendly spawning script for animals where animals are spawned near trigger when player is close and removed when far. There is much parameters to set it wanted way and it allows fast copy/pasteing. You can find it here if interested:
http://forums.bistudio.com/showthread.php?t=120439

janat:
Thanks for playing the mission. I've made some changes based on all the feedback I've got. I've attached the new version of the mission to the first post. I'm not sure if the alarm script works in this new version, but anyway it should be better than v1.00. Couldn't do anything about low voice volume as it would've taken too much time.

I'm pretty sure this is the final version, please review.

Navigation

[0] Message Index

[#] Next page

Go to full version