alleycat 28 Posted January 1, 2010 (edited) 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) 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 Edited January 15, 2010 by alleycat Share this post Link to post Share on other sites
Count Sessine 0 Posted January 2, 2010 Nice, we'll try that. Share this post Link to post Share on other sites
sic-disaster 311 Posted January 5, 2010 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. Share this post Link to post Share on other sites
alleycat 28 Posted January 6, 2010 Updated first post with new version of mission. Share this post Link to post Share on other sites
sic-disaster 311 Posted January 6, 2010 What are the changes? I made up a battleplan for friday, so if there are any content changes it would be good to know :) Share this post Link to post Share on other sites
alleycat 28 Posted January 7, 2010 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: Share this post Link to post Share on other sites
sic-disaster 311 Posted January 7, 2010 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 :) Share this post Link to post Share on other sites
alleycat 28 Posted January 7, 2010 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. Share this post Link to post Share on other sites
HateDread 13 Posted January 11, 2010 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. Share this post Link to post Share on other sites
alleycat 28 Posted January 11, 2010 I would prefer to decide this on a case to case basis, call me on PM for that. Share this post Link to post Share on other sites
sic-disaster 311 Posted January 12, 2010 We had a go with a team of 7 people in total, i really liked your mission alleycat :) It all went fine untill we reached Pavlovo, where we ran into trouble with a technical who took out me and another guy, while the rest of the unit got picked off by some inventively placed units where they didnt expect them to be. Luckily we left the AI on and we could use them to 'respawn' after rejoining the server. Maybe a bit of a cheat :P Anyways, we cleared Pavlovo and then took on the enemy HQ to kill the officers, which we succeeded in. Then we tried to get back to LZ cow as fast as we could but we got a nasty airial surprise only 100 yards out and the mission failed. Looking to try your other missions as well :) Btw, i just finished a mission of my own as well. See what you think: http://forums.bistudio.com/showthread.php?t=93341 I tried to tell a bit of a story, which is what sets apart missions as well i believe. Share this post Link to post Share on other sites
Pauldarrington 9 Posted January 12, 2010 Hi alleycat after doing some testing on our testing server LZcow as been uploaded to our main ace server. Share this post Link to post Share on other sites
alleycat 28 Posted January 12, 2010 We had a go with a team of 7 people in total, i really liked your mission alleycatIt all went fine untill we reached Pavlovo, where we ran into trouble with a technical who took out me and another guy, while the rest of the unit got picked off by some inventively placed units where they didnt expect them to be. Luckily we left the AI on and we could use them to 'respawn' after rejoining the server. Maybe a bit of a cheat :P Anyways, we cleared Pavlovo and then took on the enemy HQ to kill the officers, which we succeeded in. Then we tried to get back to LZ cow as fast as we could but we got a nasty airial surprise only 100 yards out and the mission failed. Looking to try your other missions as well Btw, i just finished a mission of my own as well. See what you think: http://forums.bistudio.com/showthread.php?t=93341 I tried to tell a bit of a story, which is what sets apart missions as well i believe. Going to check it out Share this post Link to post Share on other sites
alleycat 28 Posted January 15, 2010 Updated with AARs from squads. Share this post Link to post Share on other sites