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@Tic: Hey man! Thanks for your feedback, I'm glad to see you liked it.
For the little easter egg you're talking about, it is indeed just a decoration and isn't useful at all for the mission :)
Speaking of secrets, without trying to spoil its location or what it is, in one secret there is a box in the room you can pick up - I kept it in my bag throughout the whole run but never found where I could use it, can it even be used in the mission or is it just for show? and if I can use it, could you tell me where I can at all?
Once again, amazing mission as always and have a good one!
Moreover, Your attention to detail in crafting believable 'lived in' areas within the terrains is very impressive. Really adds to the immersion. Great mission!
-RPG-7: I never heard of this kind of issues before, and as you are the first one to identify it, I think that this issue might be caused by Arma itself and not especially by the mission. I will have a look on it.
-Crate bugs: About this one, it is not really a bug, as it is in fact decoration crates that aren't intended to be used.
-Fog: I mean... you're not supposed to use vehicles in this mission... so it is why the fog might be a problem for vehicle use.
I'm sorry to hear that you encountered some issues while playing it, however, let me explain you few things about what you mentionned:
-Cutscenes: About the video introduction, it is indeed not possible to skip it as it's not really a real video but just a simple in-game scene with cinematic borders. Making it skipable would require way too much efforts for only few seconds.
-Optimization:
This mission is especially designed to be optimized all of the way you play it, that's why it is divided in 4 parts/areas, which can appear/dissapear when you leave/enter one of them.
As the gameplay is supposed to be close and medium combat, the range of these areas is thus intended to be small. However, if you managed to see one of them disapearing, it might be because you left the intended "playable" area.
In fact, this one was supposed to be 4 players (so 3 AI if you play it) but I figured out that it became way too easy... so I would have to put even more enemy AI to deal with it.
At the end, I chose to make the mission for 2 players.
I understand that it can be a bit difficult to progress, especially during the phase 2.
I'll try to add more teammates for the next one.
-- Storyline
-- Atmosphere
Cons:
-- Can't skip a lengthy video intro
-- Poorely written scripts visibly slow down the game
-- Sometimes both NPCs AND buildings do not spawn until you come really close. You have a task marked on the map yet there's nothing until you come within 200-300m.
-- Some game breaking bugs e.g. if you use RPG-7 from an inclined position and try to reload then RPG-7 gets stuck. You can neighter reload it, drop, put into container nor exchange for another launcher.
-- Crate bugs as well -- sometimes you can put an item into one yet cannot retrieve afterwards
-- The scenario is very foggy and depending on the scene is set in either early morning or late evening. It's really hard to drive around as you can't see sh%t. Putting random AT dragon teeth do not help as well. You constantly bump into something and there's no medical van or something to fully heal yourself.
It would be much more realistic if the player's group would be 8-10 people. Then you can go as a non-veteran without saving. It's a pity that there is a good entourage, but the gameplay in the style of REMBO has a million saves.
Thank you for your efforts!
To be or not to be.这是个问题,大问题!be死的话违反国际法,但群众的呼声高。be生的话确是人道主义的精神,但他有同谋。
be生两次丝毫未变,be死则有可能改变?也许最后的死或生有其他的什么隐喻。还有平行宇宙,以及为什么本作名为叛徒……我觉得够我想一晚上的了。
You can check the collection called "Arma III - Missions [SP, COOP, PVP, TVT, Sandbox]" by JimmyTheEye, there are a lot of scenarios like mines and that I would highly recommand to play :D
Hope to keep seeing more of these in the future.
It is the great creators and artists like yourself.
That keep me coming back to Arma.
Thank you!
There is indeed more scenarios in preparation, especially a big one that I'm working on since last June. I will probably promote it next week and it should be released before March
Thanks!!
@Ketania: That's really kind of you! Thank you again :)
@icheat: I take notes. About the AI positions, the problem with them is that they generally flee the combat area if I don't order them to stay in place, and when I do that, they are so confused that they get stuck in prone position till their deaths during combats. Also, they usually get stuck in decorated buildings or even pass through them when I let them free of their moves. To be honest, I don't think it will change in my future scenarios (especially the next one), as it will be full of decorated objects/buildings.
@tashi: Thank you very much for your feedback! To be honest, this is a really good idea that I thought too!! Unfortunately, the last Art of war DLC wasn't released yet when I began editing this one. As there are now beautiful costumes and a museum that could be used as a court, it could have been a good ending. However, I keep this idea in mind for future scenarios ;)