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In my humble opinion 10 - 15 minutes are only for Battlefield nerds. If you prefer to play a bit tactically and look for cover occasionally, because you are one of that rare people that can't take out every opponent within milliseconds, you'll probably calculate 20 - 30 minutes. (Alternatively, multiply the 10 minutes by the number of respawns until you know the situation by heart).
Oui, voici le lien de la collection:
https://steamcommunity.com/workshop/filedetails/?id=1552916118
You should try again to see if it happens again
Concernant cette mission, lorsque tu est censé revenir au camp, deux objectifs sont censés apparaître, "détruire le CSAT Ankara", et "détruire le Madrid", si aucuns des deux n'apparaissent, c'est qu'un trigger à dû buggé... il faut soit revenir sur ses pas et refaire le même trajet en espérant que ça remarche, soit malheureusement, relancer la mission :/
About the immortal ennemis, when the ambush occurs, i wanted the player to feel powerless against all these enemies in the fog, and let him think that retreating was the only option... but I also knew that some players would try to fight them.
So the only solution i found was to put some immortal AI, so that the player is forced to withdraw.
Now i know it's not the solution i should have done, i will work differently this aspect in my future missions.
About the checkpoints, you’re right, I should have done more, I thought it was useless because the mission was very short, and several backups would have made it too easy. But it should be necessary.
Thank you again for your comment, i will keep these points in mind and see what i can do for the futures missions. :)
your design work in terms of map design and creating an atmospheric setting are great. However, the missions don´t feel like they have been designed with playability in mind.
+Great design, both in terms of the environement and audio.
+Nice "visual story-telling" for example the CSAT POW in the beginning of the second mission that escape later on.
+Interesting Mission design with optional missions and hidden Intel etc.
-Immortal, regular and mortal enemies that just don´t shoot back all next to each other, turning the fighting into guesswork and destroying all the atmosphere of the mission.
-No checkpoints that autosave, even if your mission requires the player to run into an ambush.
Make all AI all mortal and shoot back and add some checkpoints before ambushes. That would greatly increase the consistency of the mission and bring the gameplay up to the quality of your level- and audio design.
In fact, i don't really like to ask for help, I’m used to working on my own, learning new things while editing etc. But you're probably right, sometimes it could be interesting to be helped by other people.
Thank you again!
Also if you run into a dilemma like yours open up a thread in the BI forums and see if someone can help you solve it.
On a different note: Overnight I calmed down and will replay your mission right now.
I tried some options to make it harder, like more troops in the woods or a system of waves, but the mission was then more laggy and became unplayable... I also tried to let vehicles opening fire, but once they started, they ran away and stucked themselves everywhere, killing their own allies while driving, or they were just killing the player in one shot...
It was really difficult because what i exactly wanted to make in this mission, was impossible because of the stupid AI, or because of the game itself...
So i had to deal with what I had, unfortunately.