You might want to put in a little more work on this mission.
- As I mentioned in my earlier comment, you should release a compiled PBO file rather than the mission directory.
- the default revive parameter isn't assigned correctly in the description.ext file. It looks like you are trying to set the default by specifying the desired *index* from the values array rather than entering the desired default *value*.
- just my preference but the time of day is...odd. It's too early in the morning not to use NVG's but there's enough glare to occasionally wash out the NVG's. This might just be an issue with default Arma, though, since I'm used to ACE mod's adjustable NVG's.
- One of the Russian units is playable. Why? I'm not sure. If you play this mission solo, none of the US units appear as AI and the Russian side is never assigned tasks so there's no real mission. However, you *can* play as a Russian officer and help the Ghost team complete the objectives.
- If you play as US, however, there are no supporting AI units....even though the fire team has other slots, none are filled by AI.
- The weapon loadouts are really weird considering the mission. It seems like this mission would require a stealthy approach rather than a heavy-duty assault. However, none of the US team members carry a single silenced weapon except for pistols and the team leader lacks even that....he carries all 203s instead. Unless I'm mistaken, no one on the team carries so much as a single satchel charge even though you need them to blow up the radio tower. The US team has two sappers but without friendly AI, you're up the creek unless someone thinks to fill that role...of course, the sappers don't actually carry satchel charges, either. Instead they both carry SMAWs. That's okay, I guess, since the Russian camp has an ammo dump with satchels and (worst case scenario) you could shoot the radio tower with a rocket. However, I think it's odd that the US team would be sent in without the tools to complete core mission objectives. Also, my initial plan was to sneak in, plant a satchel near the tower, look for intel and then set up an ambush and/or defensive perimeter before hitting the mobile SAM and waking up any opfor....then I got a look at the loadout....and realized I had no supporting AI....and saw the forces around the castle. Ugh!
- "if you let the Russian garrison radio for help you could have a major firefight on your hands"...this made me ell the eff oh ell since when the mission starts, the US team is within clear sight of the castle. Within the first 10 seconds I counted 1 MG emplacement, a roving t72, a roving BMP and around 10-15 AI infantry wandering the immediate area. Since you disabled the friendly AI slots and you've so thoroughly stacked the odds against the US team, I'd hate to see what a "major firefight" would look like. ;)
- I'm surprised that you didn't use the "Ghosts" addon with this mission. I haven't tried it myself but, based on the description, it seems like it'd be a perfect fit. That said, I'm glad that the mission doesn't require any addons.
I'm not going to rate this mission since it appears to still be a work in-progress. I look forward to playing the final release!
ps: What is the name of this mission anyhow? This page says both "Witch Fire" (in the content header) and "Castle Days" (the mission folder and everywhere else on this page).
-fair comments - i will release another version of it shortly as a pbo. ;)
-this was built for mp only play - sorry but i don't cater for sp although if there is demand i guess i could release a sp version.
-the sabotuers carry the satchels - enough to get the job done as does the AT specialist to deal with any armor threats.
-i have asked the modder who made the Ghosts if i could merge the files into my mission rather then needing a separate addon if thats at all possible - he has never replied.
-i will rethink the weapons bcoz i think you're probably right - could be more appropriate for the situation.
-i specifically chose the time of day so that dawn would flow into daylight but i could rethink that too.
-the name will be fixed lol - ive been debating about the name for some time.
thanks for the feedback - i will tweak all of the above and release another version over the next week - im sure you will be happy with the changes.
also working on a 2nd mission on the outskirts of Zargabad which will be even better then this - but thats another day.
this is an updated version - everything should be working properly now.
the revive parameters are not set to work at the moment and AI are disabled as this is for dedi server.
Sounds good...I look forward to trying this out in MP but if it's specifically intended for more than one player, it may be a while before I can test it since it's hard to get enough players for custom maps like this....which is a shame since I get tired of constantly playing versions of Domination in MP. Thanks for taking the time to make missions like this!
- z
Uhhhh, it's customary to create PBO's rather than just sharing the files used to make the mission...
You might want to put in a little more work on this mission.
- As I mentioned in my earlier comment, you should release a compiled PBO file rather than the mission directory.
- the default revive parameter isn't assigned correctly in the description.ext file. It looks like you are trying to set the default by specifying the desired *index* from the values array rather than entering the desired default *value*.
- just my preference but the time of day is...odd. It's too early in the morning not to use NVG's but there's enough glare to occasionally wash out the NVG's. This might just be an issue with default Arma, though, since I'm used to ACE mod's adjustable NVG's.
- One of the Russian units is playable. Why? I'm not sure. If you play this mission solo, none of the US units appear as AI and the Russian side is never assigned tasks so there's no real mission. However, you *can* play as a Russian officer and help the Ghost team complete the objectives.
- If you play as US, however, there are no supporting AI units....even though the fire team has other slots, none are filled by AI.
- The weapon loadouts are really weird considering the mission. It seems like this mission would require a stealthy approach rather than a heavy-duty assault. However, none of the US team members carry a single silenced weapon except for pistols and the team leader lacks even that....he carries all 203s instead. Unless I'm mistaken, no one on the team carries so much as a single satchel charge even though you need them to blow up the radio tower. The US team has two sappers but without friendly AI, you're up the creek unless someone thinks to fill that role...of course, the sappers don't actually carry satchel charges, either. Instead they both carry SMAWs. That's okay, I guess, since the Russian camp has an ammo dump with satchels and (worst case scenario) you could shoot the radio tower with a rocket. However, I think it's odd that the US team would be sent in without the tools to complete core mission objectives. Also, my initial plan was to sneak in, plant a satchel near the tower, look for intel and then set up an ambush and/or defensive perimeter before hitting the mobile SAM and waking up any opfor....then I got a look at the loadout....and realized I had no supporting AI....and saw the forces around the castle. Ugh!
- "if you let the Russian garrison radio for help you could have a major firefight on your hands"...this made me ell the eff oh ell since when the mission starts, the US team is within clear sight of the castle. Within the first 10 seconds I counted 1 MG emplacement, a roving t72, a roving BMP and around 10-15 AI infantry wandering the immediate area. Since you disabled the friendly AI slots and you've so thoroughly stacked the odds against the US team, I'd hate to see what a "major firefight" would look like. ;)
- I'm surprised that you didn't use the "Ghosts" addon with this mission. I haven't tried it myself but, based on the description, it seems like it'd be a perfect fit. That said, I'm glad that the mission doesn't require any addons.
I'm not going to rate this mission since it appears to still be a work in-progress. I look forward to playing the final release!
ps: What is the name of this mission anyhow? This page says both "Witch Fire" (in the content header) and "Castle Days" (the mission folder and everywhere else on this page).
-fair comments - i will release another version of it shortly as a pbo. ;)
-this was built for mp only play - sorry but i don't cater for sp although if there is demand i guess i could release a sp version.
-the sabotuers carry the satchels - enough to get the job done as does the AT specialist to deal with any armor threats.
-i have asked the modder who made the Ghosts if i could merge the files into my mission rather then needing a separate addon if thats at all possible - he has never replied.
-i will rethink the weapons bcoz i think you're probably right - could be more appropriate for the situation.
-i specifically chose the time of day so that dawn would flow into daylight but i could rethink that too.
-the name will be fixed lol - ive been debating about the name for some time.
thanks for the feedback - i will tweak all of the above and release another version over the next week - im sure you will be happy with the changes.
also working on a 2nd mission on the outskirts of Zargabad which will be even better then this - but thats another day.
http://www.filefront.com/17175489/co9_GhostRecon_witchfire.Chernarus.pbo
this is an updated version - everything should be working properly now.
the revive parameters are not set to work at the moment and AI are disabled as this is for dedi server.
Sounds good...I look forward to trying this out in MP but if it's specifically intended for more than one player, it may be a while before I can test it since it's hard to get enough players for custom maps like this....which is a shame since I get tired of constantly playing versions of Domination in MP. Thanks for taking the time to make missions like this!
- z
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