[ArmA] Snatched by The-Architect

Snatched by The-Architect

Mission details

Type Single Player
Player side West
Island Rahmadi
Time of Day Night
Weather Mixed
Filesize 9.01MB

Mission requirements

Game ArmA v 1.08
Addons  
7/10

Overview - 7
Briefing - 7
Camera - 6
Scripting - 7

User rating

3.3/5


Added
15 Apr 2008

Views
4787

Downloads
911

Comments
3

Summary

Take your Special Forces team to Rahmadi and rescue the Prisoner of War.

Click to see 6 other missions by this author.

Review by Cheetah

Overview

Decent, but short text, it ensures that you know what to expect in this mission. The image suits the mission and makes the overview more attractive. Lacking are a version number and author name.

Intro

I like the use of animations in the intro, it is good to set the proper atmosphere. However, the sound effects aren't so great. Nonetheless, they add to the intro and help you understand what is going on.

Length and screenplay are good. The intro has just the right length, it doesn't make you skip it and is lengthy enough to show the story in decent manner. The positioning of units and objects in the intro shows that the author spent quite some energy in making it.

However, some of the scenes are still a little empty, more would've been possible with the intro. The personal element present in the intro, makes you want to rescue the pilot. 'Leave no man behind'

Briefing

The plan and notes section are compact, without frills, and get the job done. All basic stuff can be found in the briefing: working markers, objectives and one-page plan and notes sections. There is detailed mission info, but it is hard to look through all of it and each section only offers a few lines to read It's good, but adds only a little extra. A picture of the enemy camp, maybe even with its surroundings, would have made the briefing more complete.

Luckily, Rahmadi village isn't too complicated for most to remember and has been the target of many missions, making up a plan shouldn't be so hard. The map is slightly darkened, a nice effect to show that you're involved in a night mission.

Let us end with the weapon selection and teammates. The weapon selection offers the right amount of weaponry for you to play with. It's good to see that the teammates are decently equipped and skilled, I like that in SF missions.

Mission

This is one of the more straightforward SF missions. Engage in a firefight near Rahmadi village and get your objective(s) done. While this setup is somewhat typical, there are a number of elements that improve the atmosphere. There are a lot of error free custom voices that spice up the mission and prevent long dull moments. The scripting used isn't of the highest quality, but it is effective enough to do the job.

More scripting is present, the mission is full of tiny scripts that add a bit to the mission. A boat script at the start of the mission prevents any hassle when disembarking the boats. Sadly, your insertion area is limited by a trigger that ends the mission as failed if you go out of bounds. This limits the freedom by a bit, luckily you can move anywhere once you've set foot on land. Then there is random weather, unlimited radio saves, helicopter extraction, well placed fortifications and an optional objective all of which add to the mission.

Unlike most Special Forces missions, this one isn't overly difficult and can be completed with relative ease. Careful planning is required for this, however, and lack of planning might result in a more difficult and probably less enjoyable mission. There are patrols, although not enough at some places, guards and static MG positions. It is good to see that instead of a handful of teammates, you have a full squad at your disposal. This opens up a lot of possibilities, do you split them into fireteams, use them as one unit etc. Using them in an effective manner surely improves your chance of success.

Were there no bugs, problems and other things lacking in this mission? Surely, you will find them. It ranges from small problems to problems with a larger impact on the gameplay. There is, for example, no medic, no medic kit in this mission, it makes the mission more difficult and that is good as the mission isn't too difficult by itself. Luckily there is a field hospital in the fishing village. Using it is a pain however, as you're forced to enter the village with its numerous enemies. Also, there is the usual set of AI problems. For example, when you want to retreat, the AI refuses to disengage.

There are a more of these, a lack of patrols and missing reaction force once you attack the village make the mission less enjoyable. However, the most frustrating of all was the extraction. The extraction can be delayed by injured or non-responding teammates.

Outro(s)

Shows the finale of the mission, bombs away! It, like the intro, offers decent voice acting and concludes the mission properly. Credits are shown at the end and round this one up.

Special

Special are the amount of voices the author, The-Architect, put into this one. It's great to see that there are a few scripts in the mission to improve the atmosphere by adding teammates shouting at random. For example, when you lose a number of teammates or manage to eliminate a lot of the enemy's forces. Though the scripting used for this is somewhat primitive, it does the job: it helps the atmosphere.

Overall

This mission isn't original - it is a Special Forces mission which are already out there in masses and fails to introduce new elements. Nonetheless, the mission is enjoyable. The hectic situations one might find himself engaged in, optional objectives that prove a challenge and a whole squad to keep alive, combined with decent camera work, action and randomness make this one decent!


You can view the beta thread here.

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