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Thread: [CAMP] Chasing Grim Reaper

  1. #31
    Private First Class tslava's Avatar
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    I think on that campaign is still lot of work to do, but Its great and funny campaign. All cutscenes are excellent and missions are also very funny. I had only little problem with eliminating tanks in 1st mission. There arent any anti-tank guns (only one missile soldier in my team, who died me), so, I had to kill allied guerilla missilesoldier to get that RPG.

  2. #32
    CWR² Developer SaOk's Avatar
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    Thanks , I am currently making much tweaks/additions for next version.

    In the 1st mission, there is already a hidden ammocrate near the crossroad with extra RPG. But that part will be also easier for the upcoming normal difficulty. I could also add some M136´s since MAAWS launchers dosent work good in dark.

  3. #33
    First Lieutenant Tonci87's Avatar
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    Yes please, add AT4 launchers.
    I finally finished the campaign. It was great! The only thing i still don´t understand is the damn journal, why is it so important? Important enough for the Takiban to launch a full blown offensive.

  4. #34
    CWR² Developer SaOk's Avatar
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    I think the takibans saw that journal (with dirty bomb blueprints) as the last opportunity to manage against stronger US and other allied armies in Takistan.

    And I actually meant the takibans to be more modern army than the real talibans. Like crazy dictator led Libya army with irrational behaviour, collaborated with small tribes. I could try to write some better background for the story at somepoint.

  5. #35
    Master Gunnery Sergeant
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    Story in your campaign was good like a action movie
    and not allways in the end of a movie we know what was in that journal, or box or bag. That good point to start part 2

  6. #36
    CWR² Developer SaOk's Avatar
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    I could write better backgrounds for many things, but I also like those open ends in Half-Life style. But lets see how I manage to improve things. I have never been a good story writer, more of function creator. This campaign have also been much of cutscene creating that havent been my specialty before, but I hope to have quality campaign in many point of view at the end.

    I am going to try to add more dynamic stuff for the current missions that would make the progress little different each time. E.g. If I manage to make that takiban chopper to fly without crashing itself and complete it´s task in 2nd mission. It could re-apper again in 3rd (and maybe 4th) mission. Also player would have a AA-launcher in Hummer in 3rd mission if he finds it in 2nd mission. Also there could be some extra optional tasks that would bring more help for the player in later missions. Maybe even events that could turn randomly into worse or better in the later missions.

    I probably will also add more missions as part 2. Somekind a new counter-attack chapter, but hopefully with proper new twists and small story.

  7. #37
    CWR² Developer SaOk's Avatar
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    New version 1.1 of the campaign is available. See first post for download link. I added a new difficulty selection, where "Hard" is the closest to what it was before. It affects on how much enemy you face/friendly help you have, and some bit how much enemy vehicles there is. Also for last mission, there is choppers transporting units. For easiest level those only come once, for two harder difficulty levels they bring more and more units until destroyed.

    For new computer owners there is also life multiplier selection, which affects almost everything. 1-3th missions start as usually, but bigger battles with spawned friendly help is multiplied. I suggest to test first before it, then 2x or 3x. Those lower the FPS fast. The feature is a quite experiment, I hope someone find that usefull in someday. Multiplying may also make the game some bit harder.

    The markers are fixed and civilians should come to talk to you much quicker. Also flashlights removed for 1st mission, also more AT-gear added. Player gear is copied always to next mission, so its possible to use enemy weapons trought the campaign if wanted. Some other tweaks/fixes and additions is also there.

    And I almost forgot, there is a expanded cutscene in 2nd mission.

    I havent yet tweaked the 1st mission to be more fluent. Its a mystery that it feels slow for some, but I try to improve it later. I suggest not to use current latest betas, since those leak performance too and break animations.

  8. #38
    Master Gunnery Sergeant
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    Thanks for new version, downloading now

  9. #39

  10. #40
    CWR² Developer SaOk's Avatar
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    New version 1.2 is released.

    There is many new battlecry voices (by RejenOrst) added for US soldiers. Also added (back) SSM module with this time limited CAS/Mortar Support. Also fixes/tweaks/additions have been made in(for) performance, tasks, scenery, dialog, briefings, markers, cutscenes. AI also have some new functions enabled time to time. See first post for download links.

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