Scripted, in the most banal plot structure form created mission which proves a under-developed sense of important details on most levels.
The biggest immersion killers are the used DMZ_Delete script by Demonized (removes dead bodies&vehicles after 5 or so minutes).
Hi Alpha, thanks for your input. I value your opinions, and hope to do better next time. However, could you be more spesific about what you mean "important details on most levels"? There was some levels that had details, and some who didn't? Also "biggest immersion killers", which were the others? The "plot" was never meant to be any "larger than life"-story, just to guide player through tasks.:)
DMZ_Delete was used because I wanted the mission to be playable even with older computers. If you completed the mission you should know what I mean. The script settings doesn't remove vehicles, and bodies only after player has left the area (500m if I recall correctly).
Well I can't share the harsh critisism, although I often say similarly impolite things about missions that deserve it. But this one is not bad at all, rather good I might say. Of course I have some suggestions for improvement, but it's not that I hadn't enjoyed playing it.
You should put the soldiers directly from the beginning under the players command, so that he can adjust the loadout in the briefing screen (some extra weapons and ammo in den description.ext would do well), because it is quite tedious to do that in the mission. The team and all vehicles should be placed inside the FOB at mission start.
The DMZ script wasn't that bad in my view (it's often reported that after a Taliban fight, ISAF forces couldn't find any bodies because they have been brought away by the Taliban, so that script is not totally unrealistic), but there are not that many enemies that it would be a problem if it wasn't running.
I would also think about putting more civilians in town. I know that this brings down the FPS, but a ghost town is indeed not adding to immersion. Maybe you can make two versions, one with and one without civilians (and DMZ_delete inactive respectively turned on), so that people can decide depending on their rig's horsepower.
And you have a few script errors in the mission: One is flooding the log the whole time, in the mission.sqm there is a syntax error in the winning condition. And another one pops up when the player gets close to the Taki outpost. Might want to check those (run game with "-showscripterrors").
Scripted, in the most banal plot structure form created mission which proves a under-developed sense of important details on most levels.
The biggest immersion killers are the used DMZ_Delete script by Demonized (removes dead bodies&vehicles after 5 or so minutes).
Hi Alpha, thanks for your input. I value your opinions, and hope to do better next time. However, could you be more spesific about what you mean "important details on most levels"? There was some levels that had details, and some who didn't? Also "biggest immersion killers", which were the others? The "plot" was never meant to be any "larger than life"-story, just to guide player through tasks.:)
DMZ_Delete was used because I wanted the mission to be playable even with older computers. If you completed the mission you should know what I mean. The script settings doesn't remove vehicles, and bodies only after player has left the area (500m if I recall correctly).
Well I can't share the harsh critisism, although I often say similarly impolite things about missions that deserve it. But this one is not bad at all, rather good I might say. Of course I have some suggestions for improvement, but it's not that I hadn't enjoyed playing it.
You should put the soldiers directly from the beginning under the players command, so that he can adjust the loadout in the briefing screen (some extra weapons and ammo in den description.ext would do well), because it is quite tedious to do that in the mission. The team and all vehicles should be placed inside the FOB at mission start.
The DMZ script wasn't that bad in my view (it's often reported that after a Taliban fight, ISAF forces couldn't find any bodies because they have been brought away by the Taliban, so that script is not totally unrealistic), but there are not that many enemies that it would be a problem if it wasn't running.
I would also think about putting more civilians in town. I know that this brings down the FPS, but a ghost town is indeed not adding to immersion. Maybe you can make two versions, one with and one without civilians (and DMZ_delete inactive respectively turned on), so that people can decide depending on their rig's horsepower.
And you have a few script errors in the mission: One is flooding the log the whole time, in the mission.sqm there is a syntax error in the winning condition. And another one pops up when the player gets close to the Taki outpost. Might want to check those (run game with "-showscripterrors").
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