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| ArmA 2 & OA - USER MISSIONS For discussing missions/campaigns created by the community for ArmA 2 & the standalone expansion Operation Arrowhead Discussions about the technical nature of creating missions should be in the editing forum not in here. |
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#1 |
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Gunnery Sergeant
Join Date: Dec 2005
Location: Australia
Posts: 572
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Devastation: mission pack. Team vs Team.
Prepare for more:
![]() Project status:
Downloads: Ver 0.7 (Devastation0xxbeta.7z) is available for beta testers and game mode supporters.Documentation: PDF Manual and WIKI.
Quick preview notes and WIP screenshots:
Introduction: I'm constantly reading about how players want more complex Team vs Team missions and are even asking for the Project Reality mod concept and there are not enough people doing full featured TvT missions which are suitable for public servers, so this game mode (AAS and sub-components combined) has been designed and created to incorporate the fundamental concepts of Project Reality along with many improvements and extra features to create a unique game mode experience for Arma 2. Game mode description: The Devastation/AAS v2 is a competitive team versus team MP game mode suitable for public servers. It uses the basis of Sector Control with the added extensions of grouped zones, linked sectors and sequenced capture order to provide a battlefront concept which still works well for fewer players (20-50). It does not work well for too few players (eg: 6v6). AAS Core Engine: The Devastation game mode is built on top of the AAS v2 Engine, which was developed by ArMoGaDoN (aka: [WWS]WarWolf). The AAS2 Engine essentially controls the objectives for the mission. Devastation only uses less than half of the engine's full capabilities, which we'll hopefully rectify in future. Other 3rd party scripts are listed in the readme file. The Arma 2 version was ported over from ArmA. Minimum Players Required: As a guide, each mission requires approximately half of the maximum allowed. So a 48 (24v24) player mission would require around 24 (12v12) players for the game mode to function properly. This affects things like dedicated pilots/crewmen, FOB deployment, etc. Requests, Feedback and Reported Problems:
Last edited by Dr_Eyeball; 01-23-2010 at 02:48 PM. |
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#2 |
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Sergeant
Join Date: Feb 2009
Posts: 104
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Our clan and regulars on our server would be very very interested in that gameplay. As the majority of our ArmA guys are ex-PR guys who got fed up with the limitations of the BF2 engine and the way the game went after 0.8 we would love to return to playing the PR style game with the added realism, immersion and flexibility of the ArmA 2 engine.
If you need any support or resources I and my clan will do our best to help you, I can promise that most of our clans ArmA 2 contingent would love to help, with beta testing, suggestions, bug finding etc. Also if you need servers to test on i can put the missions on our servers. |
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#3 |
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Corporal
Join Date: Jun 2009
Location: Notts UK
Posts: 81
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Looks amazing, looking forward to more updates
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#4 |
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Corporal
Join Date: Dec 2005
Posts: 75
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Cannt wait, sounds excellent. We will host this on our server for sure
__________________
Oscar [Grouch] |
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#5 |
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Gunnery Sergeant
Join Date: Dec 2005
Location: Australia
Posts: 572
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(Some replies apply to the posts in the other thread.)
@scottp: - Rally Points: This was absent in the Arma 1 version since it seemed too easy to use and so I replaced it with Mobile Respawn Vehicles. But now I'm using better 'FOB deployment' rules which can also then apply to the Rally Points for infantry use, which makes it more fair. So now I'm trying to quickly add the RP deployment ability in for the initial beta. - Ticket system: That has just begun. It may not yet be utilised fully (by applying deductions for penalties for lost assets, objectives, etc and resource usage), but you'll see that further developed in the coming weeks along with a list of all applicable cases for further expansion. It should also count backwards down to zero. Plus later it may be restricted to just show your side's score. You'll have to gauge the opposition's score manually. - Help coding: Not sure how to handle that, unless you just mean bug fixing and expansion. I am hoping the game mode will be played by the community, in which case perhaps the project should become a community project too, like others projects are becoming. Not sure how that works yet. Once this core scripting is done, creating derivative missions is really easy (since I've removed even more of the editor created triggers and markers and automated those). I want to set up guidelines for doing this too. My biggest hurdle is actually just the design aspects of getting the rules (resource values, scoring, ROE, distances, assisting players, counts, durations, etc) correct and balanced plus having a complete list. Then doing the documentation for it. So I guess I'm looking for players who know the rules of these sort of game modes fairly well, to advise and help complete these lists and rules. I'll have to provide the lists I've got so far soon, to make that easier. @SG_Smokintodd: - Smaller beta mission: You'll see one of those within a week of the first beta version. It'll probably be a 16v16 on Utes or 12v12 town mission at Chernogorsk or 16v16 infantry forest mission. @[RIP] Alan.rio: - Any help that you guys can provide would be appreciated. All those suggestions are applicable. Beta testing for starters followed by suggestions would be great. The quicker it's done, the sooner it can be used. Beta for testing should be in 1 or 2 days at the most, even if minor issues exist. Last edited by Dr_Eyeball; 07-03-2009 at 12:32 AM. |
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#6 |
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Lance Corporal
Join Date: Nov 2006
Posts: 59
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Outstanding. Our clan is looking forward to the Beta and so is our server.
Will the mission(s) have JIP? |
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#7 |
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Sergeant Major
Join Date: Mar 2007
Location: Sweden
Posts: 1,686
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Wow. Looks incredibly complex, and equally lovely! Looking forward to 'em!
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#8 |
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Sergeant Major
Join Date: Jun 2007
Location: Cambridge, UK
Posts: 1,617
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This looks like a REAL alternative to Domination and Evolution! Can't wait to play it. There looks like an amazing amount of functionality !
Congrats ! |
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#9 |
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Sergeant
Join Date: Feb 2009
Posts: 104
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Excellent, just tell me what you need. Might I suggest however that we stop referring to devastation as a game mode based on a certain BF2 mod? Aforementioned mod is now a private company and this would be a direct challenge to their market share, they may cause trouble. Just a thought from a conversation with our clan leader.
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#10 |
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Sergeant Major
Join Date: Oct 2005
Location: Somerset - UK
Posts: 1,713
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These were exceptional missions in ArmA 1 - good to see them coming to ArmA 2
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