[ArmA] Release Karl (Revive) by Fleepee

Release Karl (Revive) by Fleepee

Mission details

Type Multiplayer (Coop)
Player side West
Island Sahrani
Time of Day Day
Weather Clear
Playable slots 8
Respawn/Revive Revive
Filesize 377.45KB

Mission requirements

Game ArmA v 1.14
Addons None
6/10

Overview - 0
Briefing - 6
Camera - 5
Scripting - 4

User rating

Not yet rated


Added
20 Aug 2009

Views
1591

Downloads
177

Comments
1

Summary

Karl was caught yesterday and is being accused of espionage... At 4h00, we intercepted radio exchanges giving orders to execute Karl at 8h00, now you have 30 minutes left to find & release Karl!!

Click to see 4 other missions by this author.

Review by hoz

Intro

Fleepee includes a very short intro to his mission, with some panning  around the units just before mission starts.  Don't worry about toggleing the intro to OFF in the lobby its short enough to not be intrusive.

Briefing

A decent briefing is included, it starts out with just one objective, and as you play into the mission you receive updates and additional objectives. The briefing contains almost everything you need to know to get started. The briefing is lacking information the respawn is progressive, but you will stumble across that within just a few minutes of playing. This information is important enough that it should have been included.


The mission plan is updated frequently throughout the mission, and you need to be reviewing the objectives as you play.


There are plenty of weapons choices in the load out screen but Fleepee has been selective in choosing only 6 rifles. Its best to take enough ammo for your weapon of choice, there will be very few chances to pick up west ammo again on your journey through Parisio.

Mission

Release Karl has very few atmospheric elements, the setting is day light with almost perfect weather patterns. Fleepee's unit placement on roof tops, hidden units in doorways and machine gun nests really add to the element of surprise. After a few attempts at the mission you quickly learn where these units are hiding. The author really could of added some probability of presence to help with the replayability factor.


Fleepee has added multiple objectives to this mission, you start off with just a single objective to release Karl and once you've completed or failed that objective, you are faced with additional tasks. Your first objective is timed, meaning you must reach Karl before the 30 minute counter is up, or failure is on your heels.


This mission uses progressive respawn to move you along to your objectives, making it a less of a walk as you progress through each respawn point. None of the respawn points offer much in the way of cover, I think this is a real low point to the mission, no one likes to be gunned down time after time while respawning. The author could have easily added a more cover in the respawn points. One of the common complaints among players was the multiple deaths at the respawn points.  With that said there is rarely a dull moment during the first 30 minutes of play. Being a close combat type mission your always on your toes as you traverse the city of Pariso, trying to reach the Citadel and locate Karl. Karl is always in the same spot so once you find his location thats it. I think one huge improvement in terms of replability would have been to add random locations for Karl, this would add to the difficulty of the mission plus give the player reason to come back for more attempts.


The last part of the mission seemed to drag out a bit, the action seem to die out, the distance between respawn points lengthened, and after the 30 minute battle to Karl you just get the feeling you have been in this mission too long. The author would have been further ahead to split this into two missions, perhaps a part 1 and part 2 and then beefed up the last part, the extraction so that the mission didn't seem like it dragged on as long.

Special

The author has a knack for well placed units. You will find yourself constantly looking up and around corners for that unit who is ready to gun you down. More then once we were surprised with units in stairwells and balconies.


Fleepee's updating of the respawn points sequence is really interesting, just when you thought you had the area cleared you were attacked again and again. This is really noticeable if your moving the respawn points up quickly. You coud never really count on those respawn locations as safe havens.

Overall

Release Karl is a run and gun type mission, if you like a challenge without caring too much about dying then you should find this mission extremely fun. The mission really lacks the realism aspects of war and the replayability factor of this type of mission is low as you progress through the mission. You're not left with that urge to play it again any time soon.


Making your way through Release Karl means that you need to be ready to invest some time to finish the mission fully. You are given 30 minutes to find and release Karl, yet the number of other objectives can tend to drag out the fun. With 2 - 3 players of average skill, the mission was lasting well over an hour to complete all the objectives. The last extraction can mean additional and some what unnessary  walking time if you miss the chopper. The mission could of used some ambient civilian vehicles scattered randomly about the mission path.


Overall the mission is definitely worth playing, there is lots of action and most will enjoy the challenge that lies ahead.


You can view the beta thread here.

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