The Assault of Pavlovo v1.05 - Multiplayer (Coop-36)
The Assault of Pavlovo
This map has been designed in such a way that every time you play it something different occurs, you virtually never meet the enemy in the same position as the time before. Replayability was a very important factor for us when we sat down to design the map, we achieved this by dividing the map into several patrol zones thus making the movements of the AI much more random and unpredictable, even for the designers. We also scripted the patrols to spawn in random quantities, between a minimum and maximum value, in their designated patrol zones. I think that it is also worth mentioning that supply crates containing vast ranges of weaponary and equipment are dropped from C130s at the beginning of the game to allow the player the choice of whatever armament he/she desires, the weponary you choose highly dictates the way in which you play the mission. The mission is able to accomodate up to 36 human players. I have never actually personally completed this mission, even in regular, before so that will give you an idea of the difficulty of this mission, it isnt for the faint hearted (a quick word of advice, grab a SMAW at the start of the game, you will need it).
Command have issued you, and other force recon teams, with orders to secure and hold the small town of Pavlovo, north west of Chernogorsk. According to intelligence increasing numbers of Spetsnaz units have been spotted in the village and surrounding forests, suggesting the small town may be a retreat point for Russian forces. Expect heavy infantry and armour resistance.
Extract the .pbo file(s) into your ArmA2\MPMissions folder.
-fixed issue with battlefield clearance module preventing it from starting, you will now be able to drag wounded units etc
-tweaked C130J supply drop
-added multiplayer map information such as map type, max player, etc
-added new objective, "Destroy Russian Anti-Air Radar"
-removed "Secure Bor" objective
-added new objective "Capture High Ranking Spetsnaz Unit", read the briefing for more details
-tweaked end triggers
-moved sea insertion landing zone
-fixed issues with end and objective triggers
-added weaponary/equipment to insertion MH-60Ss
-heavily modified patrol scripting for rural units
-enabled team switching, when you die you will now automatically switch to another member of your squad
-added end credits
-tweaked C130J supply drop script
-armour/air wrecks added for cinematic effect
-performance increases for patrol scripts
-dead units are cleared after being dead for 15min to mnimize resource wastage as much as possible (this excluded vehicles and all units in Pavlovo itself)
-fixed issues with first aid modules, you will now be able to drag etc.
-reduced all Russian units skill levels by 10%
-reduced probability of patrol zones showing on the map, almost randomly it seems (WIP)
-fixed C130J supply drop bug where one of the creates would not reach the ground
-tweaked patrol zones
-tweaked chopper eject script
-tweaked patrol zones and unit skill levels
-artillery support is now fully functional
-the captured Spetsnaz unit will sometimes have to be ordered to get into the chopper, I will attempt to fix this in a later version
Battleforce FTP (UK)
Last edited by Brute; Jul 22 2009 at 19:02.
I have released version 1.02, you can view the changelog above for detailed information! If i could get some feedback on this map it would be much appreciated
Version 1.03 has been released, download it now
Updated changelog for v1.03
Released version 1.04, enjoy
Does this missioon include some kind of Revive functionality? How does it handle respawn?
The mission doesnt contain the ability for respawning or reviving, when you die you will automatically switch to an AI controlled group member. The first aid modules are also eabled so you will be able to heal teammates. I wanted to offer something a little more "hardcore" than the other maps out there where you can run in, die, and then respawn 30 seconds later and try again. I wanted the players to have to take it slowly and think tactically, and so far people really enjoy that factor of the mission.
---------- Post added at 04:40 PM ---------- Previous post was at 04:22 PM ----------
I missed a bug in beta testing for v1.04 regarding the battlefield clearance module, i apologise, however i have released v1.05 that corrects this issue.
I am doing the final version this weekend so if anyone has any bugs to report, now is the time