Page 1 of 2 12 LastLast
Results 1 to 10 of 14

Thread: LZ Cow (Coop 1-20) (ACE)

  1. #1

    LZ Cow (Coop 1-20) (ACE)

    LZ Cow
    A coop mission for ARMA2
    Works with and without ACE


    Mission Info:

    Main Objectives

    1. Attack the rebel platoon command and kill all officers defending the position.
    2. Destroy two fuel trucks.


    Detailed description:

    Mission Procedure:
    The players start 1km off the southern shore, divided in 4 RIBs. It is the choice of each squad leader to decide where exactly to land, however the safest landing zone is the "Cow LZ".
    After completing the objectives, all surviving players have to gather at the LZ to end the mission.



    Since the enemy is an ill-equipped guerilla force, I tried to reflect that with the enemy combat tactics. You never run into large squads or heavy armor. Instead, The place is dotted with very inventive ambush setups and some fortified positions backed with heavy machine guns.






    Team roster:


    Platoon command
    1x Officer
    1x MG
    3x Riflemen

    Fireteams A - C
    1x Squad leader
    1x LMG
    1x SMAW
    1x Medic
    1x Rifle


    Other info:

    - The complete mission is a handcrafted traditional coop, there are no quickly placed default squads standing around idly.
    - Runs well on weaker pcs, because I avoided placing the action in larger towns.
    - Has a working briefing and mission triggers.
    - Uses Norrin's reviving script (deactivated in this version) - Uses BIS medic system.
    - Quality placement of enemies. Every single unit is carefully placed by hand which provides challenging combat without resorting to overwhelming amounts.
    - High replayability. 40% of the enemy force has various levels of existence probabilities.


    After-action-reports
    of people and squads who have played this mission:

    ZEUS Gaming Nights: (+ video)
    http://www.youtube.com/watch?v=WzPNk7s-y_o
    My personal highlight of yesterday's session was alleycat's "LZ Cow" Coop, an astonishing good mission. One could easily tell that the designer thought well about what he's doing.
    NZARMA:
    http://nzarma.co.nz/forums/showthread.php?t=504





    Download:
    v0.4
    http://www.tr-racing.de/arma2/lzcow04.rar
    Last edited by alleycat; Jan 15 2010 at 10:38.

  2. #2

  3. #3
    Master Gunnery Sergeant
    Join Date
    Feb 11 2008
    Location
    The Netherlands, Frisia
    Posts
    1,083
    Sounds interesting, i'm gonna give this a go with the TDNL community on friday.
    This sounds like it was made for us
    When i create a mission i always handcraft everything too, i hate the randomness of for example Domination-style missions.

  4. #4
    Updated first post with new version of mission.

  5. #5
    Master Gunnery Sergeant
    Join Date
    Feb 11 2008
    Location
    The Netherlands, Frisia
    Posts
    1,083
    What are the changes?
    I made up a battleplan for friday, so if there are any content changes it would be good to know

  6. #6
    Most changes are to increase replayability. Almost every single unit has a different probability to exist. For example the town to the right of the lz might have 20 enemies waiting for you, or there may be none or anything between it. (I randomized this probability, but the placement of each unit and waypoint was very carefully planned.)

    ---------- Post added at 01:30 AM ---------- Previous post was at 12:47 AM ----------

    This is an AAR of the mission, after it was played over at the ZEUS servers:
    http://www.youtube.com/watch?v=WzPNk7s-y_o

  7. #7
    Master Gunnery Sergeant
    Join Date
    Feb 11 2008
    Location
    The Netherlands, Frisia
    Posts
    1,083
    I'll watch that vid after we played the mission for ourselves, dont want too many spoilers
    I've set up a battleplan already using the intel provided by the briefing.
    I was just thinking it would be good to know if there were any additional outposts or MG-posts and such added, or perhaps even displaced to somewhere else.
    Thanks for the info, i'll stick to my original plan

  8. #8
    The mg positions marked on the briefing itself have a high probability of being there, however you never know what is hiding in the woods or villages.

  9. #9
    Is it alright to produce a modified version of your mission, changing the starting players, adding ACE crates, etc? I have given credit in the mission description. It's a mission for my clan's clan night coming up soon.

  10. #10
    I would prefer to decide this on a case to case basis, call me on PM for that.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •