You can make top quality missions without scripts.
I think that you gone too far with that statement.
I wrote it and thought "Is that really true?" It is true, so I left it as it was.
Or maybe you want to tell me that you didn't use any scripts in your latest mission?
;D I may have used one or two ... or about fifty.
Which merely goes to prove I'm not a very good mission designer.
it's impossible to make a good mission placing just units, WP's and triggers on the map
This is complete nonsense. You can, and I'll prove it to you.
The best mission I ever played was "After Montignac", which comes fairly early in the CWC campaign. Never before or since while playing any computer game have I had such a physiological reaction. I was lonely. I shivered with cold but my hands were sweating so much I kept having to wipe them to be able to play. It was enormously intense and enormously fun.
And how many scripts does it have? Well one camera script for the cutscene at the end when you are captured, and about six lines in init.sqs. That's it. To be fair, the emotion was created partly by what had gone before, but also to be fair the preceeding missions had virtually no scripts either, other than for cameras.
However, there's the other side of the coin - you can use lots of scripts - I mean not just user written scripts but any kind of commands - and make a bad mission. That's the way it's - there's no easy solution here.
In general, I think that making a really good mission is a hard and time-consuming work that requires lots of knowledge of OFP editor and official comref
I agree wholeheartedly with all of that. :thumbsup:
For the record, Un-Impossible took over two years but as Planck said it was on and off. Sometimes I didn't touch it for six months at a time. The point I was trying to make in using it as an example (and Abandoned Armies, which is an even better example) is that it is perfecly possible make very big missions without hitting - or even getting particularly near to - the 63 group limit. Un-Impossible has about 56 groups I think (some of which are very small) and Abandoned Armies even fewer.
OFP is a great game and one of the reasons that we are all still interested in it is that the current limit on the development of OFP missions is the imagination of mission designers: we have not yet hit the limits of the game engine. (I suspect we are still a very long way off.) KEVIN_OFP is relatively new to the community: like all new members he is not yet fully aware of the vast array of things that have been done, and could be done.
Seeing people beating themselves up trying to defeat the limitations of the game engine always makes me sad. :'( There is still so much to explore within these limitations ... which are not very limited at all. One of the reasons I like mission designing is because it requires imagination and sophistication. It is very sophisticated game. Throwing large numbers of units at a problem is almost always the wrong way to solve it. Thoughtfulness, experiments and imagination result in more pleasure for both the mission designer and the player.
This is not off topic btw, it's directly relevant to one of the [on topic] questions in the first post.
And now, a translation. British English to American English (for comparative purposes).
British -
a bit of work
American -
like, the most awesome amount of work you can even imagine, and then some