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Author Topic: [SP/CAMP] Black Lands  (Read 31382 times)

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Offline Gruntage

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Re: [SP/CAMP] Black Lands (Arma 3)
« Reply #105 on: 22 Dec 2023, 15:09:07 »
I'll be very happy to continue play testing this one when the new version is up  :good:
"But one thing I can tell you from not just OFP but life in general:  criticism is directly proportional to quality. The more criticism a mission receives, the better the outcome" - macguba

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #106 on: 23 Jan 2024, 21:04:05 »
Hello guys!

So finally here we go with a new version (0.7 beta, see first post). I still can't believe that this is true. 

B E T A ! !  Everything's in?!? What the heck?? :blink:

Since November I worked non-stop on the campaign and not even a bad case of flu this week was able to stop me (I'm still not well though).

I really hope that everything works. Because of the illness, I really couldn't manage do another test run... :no:

If there is any trouble, I will be able to fix it quickly.

All tests are - as always - highly appreciated! Thanks for your time and have fun.

I'll post some things later that I'm planning for a next version, just as reference, in case you notice them too.
« Last Edit: 23 Jan 2024, 21:07:02 by Undeceived »
Current project: Black Lands (Arma 3)

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #107 on: 24 Jan 2024, 16:52:03 »
I noticed a unpleasant bug in the first mission (the officer's UAZ getting stuck because of some infantry). I'll update this later today.
Current project: Black Lands (Arma 3)

Offline Clayman

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Re: [SP/CAMP] Black Lands
« Reply #108 on: 24 Jan 2024, 17:57:35 »
Hi Undeceived!

I was so much looking forward to finally being able to play Black Lands in all it's glory. After all this time though, my hopes were pretty low that this day would ever come. But here we are... and I'm really hyped. I can't thank you enough for all the work you must have put into this campaign. So I quit work earlier today and have a day off tomorrow so I have some time to playtest and see what you have created... especially regarding Petrovka Strike, for obvious reasons. I still remember you, Gruntage and me planing out that mission like it was yesterday. Knowing myself, I would have rushed through all other missions just to get there as quickly as possible. But that is neither what this masterpiece deserves, nor how to properly test a campaign. I want to take my time with each mission and thoroughly check every ammobox and unlocked veheicle.  :P
So I just had to get it out of the way...  :whistle:


That being said, off to Petrovka Strike.
I was right back into the story from the beginning, the atmosphere was dense and the music on point. In the last version I played I remember the timing was very tight and I had to hurry up to set up an ambush. This time I had more time, which made it quite a bit easier. It still took me three attempts to capture the truck. (The first one because of my own incompetence to remember my controls setup, I couldn't remember how to switch to my RPG.^^ I hadn't played any Arma for quite a while...)

The next thing I noticed was that the bright nights script doesn't seem to work, I had no option to adjust the brightness anywhere. But turning the ingame brightness to max solved this problem. Would be cool to have this option again anyways, especially as it's being mentions in the briefing.

I took the truck and drove to Grishino, grabed the sniper rifle and talked to the pilot. When inspecting the parked vehicles I found the motorbike with a personal note for me.  :D Seems like you have even more planes for this mission. Really looking forward what you're cooking up here.
The helicopter ride went flawless. Not sure if there was a situation in a previous version where ATC contaced the pilot as of why he left his route. Maybe that was a completely different mission. Would have added some more stress to the situation.

During the cutscene at the sniper position, some kind of scope-overlay would have been cool. But it was a great cutscene nonetheless and the music was on point once again.
The hardest part of the mission was probably hitting the target with a single shot. Finding out I can deploy the bipod merely by coincidence was already helpful. But it took quite some time to get a hang of that pso scope. The feature that the game cuts from the scope view right after every shot didn't help in determining where my shots actually hit, unless it was the last round in the magazine. I ended up firing four times in the air before aiming at the colonel. Ironically I killed him with the very next shot.

After the sniper task was complete, there was no waypoint showing the way. Normally that wouldn't be that much of a problem. On my second play through though, knowing what would come, I headed straight to Gvozdno obviously bypassing the trigger to start the next task. I ended up in an empty village. Of course it was my own fault. But as the campaign and this mission in particular have quite some replayability value, it seems not that unlikely that a player could choose this route. At least you might guide him in the correct direction by adding a waypoint.

The rain added really well to the overall atmosphere. The only downside was that there where almost no clouds in the sky. That looked a bit odd. However, that didn't matter anymore once Tomek and the decision making task kicked in. Oh boy was that thrilling. Or, to quote myself:
Quote
Add dramatic music, and voila! There we have our situation.
Did I mention that the music in this mission is completely on point? I literally had goosebumps all over while hurrying through the forest. Of course I tried both variants and both of them where crafted perfectly. Back in the day when Gruntage originally came up with this idea, I knew exactly which way I would go in my final playthrough. Unfortunately I couldn't remember what I had planed back then. Making this decision was really hard. It was such a tense situation. You have created an truly epic mission! (I'm  really looking forward to read feedback by someone who hasn't played this before.^^)

However, while fighting my way through Grishino, a thought struck my mind which I had never considered before. As the Spetsnaz are searching the village for Tomek, and in the end I kill them all off, who is left to take care of Gvozdno? Is there a second strike team? How long are they going to search anyway before they move on? Or before they find Tomek? Should there be some kind of timer for the player to rescue him? Probably that would be too much. I don't know, maybe I'm overthinking it here. It just came to my mind while playing and I felt like mentioning it here.

Another thought, I can remember that there was another part in this mission, where you meet with that other rebel guy and the mission ends in that abandoned village to the south. (Sorry, can't remember the name right now.) It seems you cut that part completely, which is a good idea. It would feel disconnected after all that Tomek drama. But do you follow up on that in some other mission? I think it was quite important to end the mission in that village for the further plot. Well, maybe I'll just have to properly play the campaign an find out for myself.  :D

When clearing either of the villages, Kamil at some point reveals that the Spetsnaz are in fact the guys who talked to the colonel earlier. This is displayed as titletext, instead of a chat message like all the other conversation. Not sure if this was intentional.
One spelling mistake I noticed was in another message from Kamil: "They know he's is there somewhere."
While clearing Gvozdno I tried to enter the church compound. The only way being across the debris, which was no problem, but I got injured every time. Again, not sure if that's intentional, as the debris where burning, too.


Oh wow, what a mission. I am truly impressed by what you have created here and the long wait was totally worth it. Thank you so much for this. I guess I will have to play the campaign at least twice now, to see the consequences of my decision in the forthcoming missions. Really excited to see what's coming.

PS: Gute Besserung  :)

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #109 on: 24 Jan 2024, 18:00:53 »
Ok, here are some things I want to change / improve in the next version.
As reference for beta tests.



SPOILERS!



Starting phase of the campaign in general:
  • Find a way to shorten the amount of cutscenes
Intro II
  • One certain combat scene is pretty much useless, improve it or create a new one
Setting-Up Time
  • Add another way to trick the salesman in Myshkino
  • Add a non-lethal way to deal with Dalibor
Alexej Pribotow
  • Make the Russians prevent Clayman looting the military site at mission start :D
  • Add consequences for running over Russians
The "Setup" missions (manage team and "live" weapon pool)
  • Add small arrow buttons that allow to change the unit's position inside the group list (up and down)
  • Replace Arma 2 pictures with Arma 3 pictures of some men
Petrovka Strike
  • Open up the mission design for partial failures (e.g. missing the sniper rifle truck or missing the chopper transport. The mission doesn't need to fail too, when the player shoots bad and misses the target person. The mission is not about the colonel anyway. :)
The Mole
  • Fail mission when shooting the the DMR in the village (even though it is silenced)

More smaller things in some other missions.
« Last Edit: 24 Jan 2024, 18:52:44 by Undeceived »
Current project: Black Lands (Arma 3)

Offline Clayman

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Re: [SP/CAMP] Black Lands
« Reply #110 on: 24 Jan 2024, 18:06:13 »
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Find a way to shorten the amount of cutscenes
No. Just no. Just like in real life - longer is better.  :P


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Make the Russians prevent Clayman looting the military site at mission start
:D :D :D :D :D
Good luck with that my friend.  :clap: :whistle:

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #111 on: 24 Jan 2024, 18:14:54 »
Haha Clayman, thanks a lot for that report! Didn't expect that! :D

I'll answer later. So many new ideas and notes to take. Thanks.
Current project: Black Lands (Arma 3)

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #112 on: 24 Jan 2024, 18:45:59 »
@Clayman - one question in advance: Did you not see one of the two "Consequences" cutscenes after the mission? They're not part of the mission but different missions, so if you pressed "Replay" for Petrovka Strike and not "Revert", then I think they did not show up.

If not, do not spoil yourself with them, but watch them the next time you get there.  :P
Current project: Black Lands (Arma 3)

Offline Clayman

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Re: [SP/CAMP] Black Lands
« Reply #113 on: 24 Jan 2024, 19:51:03 »
Oh no, how could I forget the outro(s)? Of course I've watched both of them.
What can I say? Both of them were spectacular. The atmosphere, the weather, the music, the great use of animations. Everything was fantastic and exactly what one would expect from you. Perfectly crafted to conclude the plot. The only thing I noticed, and I'm really nitpicking here, are some of the subtitles from one scene carrying over to the next. But overall both scenes are totally on par with the other cutscenes and the campaign in total. Great work.  :good:

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #114 on: 24 Jan 2024, 20:39:33 »
Quote
I've watched both of them
Ok, good. :good:

I noted many things out of your post, thanks!

So did I read it correctly that you played the mission twice and the following situation didn't happen: You going to one village and then directly to the other one? :hmmm:

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The feature that the game cuts from the scope view right after every shot didn't help in determining where my shots actually hit
I think you can stay in the PSO view when you don't release the shooting mouse button. Martin will include this in his notes.

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After the sniper task was complete, there was no waypoint showing the way.
Will double check that - there should be one, leading to Devil's Castle. But I'll think about something if a experienced player takes the same route than you.

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Another thought, I can remember that there was another part in this mission, where you meet with that other rebel guy and the mission ends in that abandoned village to the south.
Yes, I scratched that part completely. There was an revenge attack on a Russian camp where these guys joined you. Having lost either both villages or Grishino and Tomek has such an impact on everyone that they withdraw first and rally up in Kumyrna. The new guys join there.

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I think it was quite important to end the mission in that village for the further plot.
Yes, indeed! :yes: >:D

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The only way being across the debris, which was no problem, but I got injured every time.
I'll see what I can do.


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No. Just no. Just like in real life - longer is better.  :P
Really not? Did you never think "Hmm, nice cutscenes, but at some point I want to start playing too"?

Quote
Good luck with that my friend.  :clap: :whistle:
Ehm, don't expect too much, ok? :D
« Last Edit: 24 Jan 2024, 20:43:29 by Undeceived »
Current project: Black Lands (Arma 3)

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #115 on: 24 Jan 2024, 21:07:20 »
Ok, I updated the campaign with that small fix in the first mission.

If you're already past this part, then you don't need it, nothing else was changed (apart from shortening the second intro of that mission a little bit :) ).
« Last Edit: 24 Jan 2024, 21:09:27 by Undeceived »
Current project: Black Lands (Arma 3)

Offline Clayman

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Re: [SP/CAMP] Black Lands
« Reply #116 on: 24 Jan 2024, 21:35:42 »
Quote
So did I read it correctly that you played the mission twice and the following situation didn't happen: You going to one village and then directly to the other one?

Errm, I'm not quite sure what you mean...

Yes, I played the mission twice. First time I went for Grishino to rescue Tomek and the second time I went for Gvozdno. (After reaching the empty village I loaded my last save, headed towards Devil's Castle to trigger the conversation and then went to Gvozdno.)

Both times the mission ended after I killed the last loon. Is there a way to visit both villages in one playthrough? Or are you talking about the cutscenes?


Quote
Did you never think "Hmm, nice cutscenes, but at some point I want to start playing too"?

Actually, no. I like watching beautifully crafted cutscenes. But that's probably just me.
Now that I have watched the intro again, I have to admit that it is quite lengthy. But too long? I don't know.


Edit:
Quote
Will double check that - there should be one, leading to Devil's Castle.
I'm not 100% sure about this, but I think there wasn't any active/incompleted task at all at that point.
« Last Edit: 24 Jan 2024, 21:48:11 by Clayman »

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #117 on: 24 Jan 2024, 22:30:38 »
Did you play the preparation mission that comes before Petrovka Strike?

As it seems there is a showstopper. Don't ask me how that happened, I have no idea why exactly now, after 5 years, the mission decides to break... :(


Quote
Actually, no. I like watching beautifully crafted cutscenes. But that's probably just me.
Now that I have watched the intro again, I have to admit that it is quite lengthy. But too long? I don't know.
Nah, it's not only the intro sequence, but there are so many cutscenes that it feels too much (from my point of view).


Quote
Yes, I played the mission twice.
That's enough for me. No, moving from one village to the other should not happen at all. :)
Current project: Black Lands (Arma 3)

Offline Undeceived

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Re: [SP/CAMP] Black Lands
« Reply #118 on: 24 Jan 2024, 23:44:14 »
SHOWSTOPPER FIXED

Yeah, there was a showstopper in that mission (the "Setup" mission before Petrovka Strike). I'm quite angry, because an AI didn't move no matter what I'd command it to do. Eventually I found out that the reason was a first aid kit, that I had placed somewhere.

Anyway, I fixed it and the first post is updated. You should have no problem with the campaign flow when updating it.

Have to stop now until tomorrow evening, I hope everything else works now.
Current project: Black Lands (Arma 3)

Offline Clayman

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Re: [SP/CAMP] Black Lands
« Reply #119 on: 25 Jan 2024, 01:28:36 »
Quote
Did you play the preparation mission that comes before Petrovka Strike?

No, only the actual mission. So I guess I started out with either the stuff from my last take or the default loadout. I don't know how Arma works when reverting from an older version to a new one and if this might cause some other issues.


Meanwhile I have played the first few missions. As I had thoroughly tested these in the previous version, and I believe not that much was changed, I'll keep this short for now. But I have to mention that I totally love the opening scene. It's so well orchestrated, the text sets the mood for the journey to come and that piano tune is plain beautiful.

Speaking of the intros, I really like the color shift in the overview pictures. Great detail.
Overall there have been some pretty nice shots for the overview pics.


I had some trouble with the UAZ in Death came upon me. Thought it was because I was in an ongoing firefight with the enemy. But it seem you already fixed that, so everything should be fine. No other probelms spotted.


In Awakening I couldn't find any loot in any of the vehicles. I guess that's something good.  :D
I did notice two smaller things, though. First the black Skoda isn't locked, unlike all other vehicles I came across. And, probably I had mentioned this before, there are several patrols in the industrial area, while in the town center it felt quite empty. I feel like it should be the other way around, as it's more likely to find people violating the curfew in the residential areas. Other than that, the mission felt pretty solid.


Starting to inflame again seems to be quite polished and foolproof (Clayman-proof?^^) by now. Only did one run, but so far I found nothing to give me an unfair advantage. I can't remember some random patrol greeting me as I was walking through the streets. Nice little detail. Also the drunk soldier lying on the floor in the back room of the bar was kinda funny with all those beer cans around him. Probably would have been better for him to stick with vodka like his comrades.

One of the guys in the back of the bar (towards the main street) kept glitching through the wall. It felt a bit unfair, if I could have moved through walls, it would have been easier for me to take down the major.

During the second part of the mission, while liberating the camp, a BTR showed up as reinforcement. But when I finally managed to pick up a RPG, the BTR was gone, never to be seen again.


During the briefing to Setting-up time, it was mentioned that we are running low on medical supplies. I kinda doubt that, I took like 20 medikits from the last mission. They can't have used them all in only one night...  :dunno:


Tomorrow I'm gonna continue from here with the updated version.