View Full Version : New Missions
11-09-2012, 11:02 PM
If you have a mission you have been working on, it is often hard to get it tested properly and into the rotation for TTs and FS. The purpose of this thread is to make this process easier, all you need to do is put the file on mediafire and post in this thread. Criteria that need to be met below
Test it for basics first. It would be nice, even if it doesn't work as expected, if people get to shoot things in a TTesque manner.
Name it properly. Folk naming scheme (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=13&t=20) is rather helpful, if it really isn't a Folk mission use this - http://www.herosquad.org/arma2/new-missions/ (increase version numbers with each release)
Your post should be like so
Name: What your mission is called
Filename: What the PBO is, it helps me find them
Players: This is number of rough number of people for a good playtest. The max number should be above
Island: Cherna/taki etc
Premise: A quick one liner add anything extra re scripts etc here too.
Name: Midnight Riders
Players: 3 or so
Premise: Heli insert at the villa to secure evidence and eliminate aziz. Vehicle respawn and BAF assets.
LINK TO DL!
We can then have a look at a mission after the TT session hopefully with a few people still around. If everything works okay then we know we can use it in sessions from then on. If things don't quite work we can re-add it to this thread and retry it.
If your mission gets played after TT then create a [Mission] <Your mission name> thread on the forum for discussion about it.
13-09-2012, 08:48 PM
Players: 20 plus
Premise: Takistani assault on Vybor airfield.
This is one I've been making for a while. A (hopefully) interesting mechanic is the delayed arrival of enemy (machine gun only) helos after 20 minutes of play, as either a stimulus for the CO to finish fast, and avoid dragging it out, or as a mopping up force that should stop the mission from over-running too much.
13-09-2012, 10:26 PM
Players: 20 should be fine, since it is an adv the important thing is balance between the numbers.
Premise:Self explanatory, but the twist here is that you have control over some AI tanks in addition to your tank.
P.S We played this one time pre-TT in Takistan with T-55's, but now it's in Chernarus with T-34's, people seemed to like it as it was generally fun.
15-09-2012, 02:36 PM
Name: Ambuscade v1
Players: 10 although should be able to get by with at least 4 or 5
Premise: A remake/port of Ambush to the Carraigdubh map. Ambush 3 Panzers and accompanying infantry with a small squad of British Commandos.
This is for the sModgasbord server and requires i44 and Carraigdubh.
EDIT, Changed name to match server. Fixed DL link.
16-09-2012, 03:39 PM
Name: Friend or Faux
Players: 5 people absolutely needed, although 20 should be about what we need to have fun
Premise: A proof of concept / Beta test on a "mole" feature. Not crucial to that mission, but i have other in the boxes that will rely heavily on this if it works. Basically, a prisoner transport / rescue ambush mission.
Contains a few basic custom scripts.
Dropbox link (https://dl.dropbox.com/s/zd89aogfwgacdl5/fkco_adv87_friend_or_faux_v1.Takistan.pbo?dl=1)
I intend to make an ACRE version of this, if the playercounts go up a tad.
17-09-2012, 12:15 AM
Name: Zargabad Safari v5
Players: 15 although 4-5 (as in the original mission) would be enough.
Premise: Chose your weapons then enter Zargabad, and kill everything that moves.
A remake of the Zargabad v4 mission already on the server, but allows for more people, also removes the sepia tint and enables the sandstorm effects that don't appear to be working in v4. Hawk-Silk also enabled the MS-2000 strobes for night missions.
Edit#1: Updated name to reflect naming on the server.
Edit#2: Fixed link.
18-09-2012, 12:04 AM
Players: Preferably 20+
Premise: Adversarial mission in which US Blufor attempt to rescue some Independent policemen hiding somewhere (randomly determined) within the ruins of Zargabad, while Takistani Militia Opfor try to find and kill the policemen first.
It is on the ARPS server.
22-09-2012, 01:30 AM
Premise: British paratroopers land behind enemy territory, ambush a small German armoured convoy, and then escape back to friendly territory.
Edit: Updated link to v7
01-10-2012, 01:39 PM
Mod: Arma2 CO
Premise: Russian motorized platoon advances against CDF, fortified in Palano and Gorka. Atm. mechanized support in form of two BMP3s (no HE for autocannon), might consider adding stronger armor after initial attempts.
Mod: Arma2 CO
Premise: A take on the classic FOLK adversarial HOSTAGE, this mission sees Insurgents trying to get up to three hostages to Russian camps. USMC, provided with helicopters and ground vehicles, are to stop them. A constant ping is giving away the rough location of the hostages to help USMC locate them.
01-10-2012, 07:21 PM
Players: A dozen should be alright for technical testing purposes.
Premise: Airborne assault to free some hostages. A little custom stuff in here. Some issues i'm not sure exist on a dedicated server.
PsyOps version with music to come soon.
DropBox link (https://www.dropbox.com/s/9kaai2reojk61wo/fkco_adv131_walkyries_ride_v1.Chernarus.pbo)
Players: 4 minimum, although this one is intended for high playercounts.
Premise: A new concept of mission, somewhere along the lines of the aiXX type missions. Here only two players control the OPFOR via the High Command module.
Would go better with an in-game briefing after the notes have been read. (pre mission teleporting can take some time for the OPFOR guys, BLUFOR can use that to do the briefing).
DropBox link (https://www.dropbox.com/s/g4p1rig3mmcqbss/fkco_hc87_utes_landing_v1.utes.pbo)
Name: Combat Extreme: The railyard (coop 30)
Premise: The first and only "replayable traumatic sniper experience(tm)" where the players are on the wrong end of the sniping.
An up to 30 player coop against an extremely cunning and very outnumbered enemy. You will (depending on the difficulty parameters) never encounter more than 2-7 enemies. So in case you play this alone, or with up to 4 friends in one squad, you will never encounter more than 2-3 enemies. This may sound a bit empty, however due to combining hand picked locations and a high level of randomization in selecting these locations, the enemy may hide in over 43 different places.
The actual mission objective is to simply put a satchel next to an abandoned LAV-25 HQ which is parked on the railyard in Eletrozavodsk.
In short, this is basically your own personal traumatic urban sniper drama in ARMA2, which you can play over and over again.
The mission length should be 10-30 minutes, depending on difficulty, which can be scaled in the parameters.
06-10-2012, 04:15 PM
Players: Y'all know Wideola by now.
Premise: A retake on Fer's instant classic British butchering. This one's been designed to test the new hcXX missions in a known environment. Only two guys are required to man the OPFOR side.
DropBox link (https://www.dropbox.com/s/zob0wa9fiav6ots/fkco_hc74_wideola_v1.Chernarus.pbo)
16-10-2012, 06:17 PM
Players: 20 or more.
Premise: Well-armed Blufor try to eliminate less well-armed independent forces occupying Devil's Castle. Adversarial infantry mission with MMGs the only possible attachments. There are some possible surprises for Blufor related to explosives and flares.
U (http://www.mediafire.com/?d6sfvgk6atqj65n)ploaded to Server.
23-10-2012, 03:21 PM
To whomever is hosting today's Tactical Tuesday session;
fkco_adv69_police_rescue_v3.Zargabad & fkco_adv120_river_dispute_v3.Zargabad have both been tested in previous Tactical Tuesday sessions (http://www.rockpapershotgun.com/forums/showthread.php?6426-AAR-Tactical-Tuesday-16th-October-Dam-it , http://www.rockpapershotgun.com/forums/showthread.php?6115-AAR-Tactical-Tuesday-11th-September-The-Chernarus-Days) and are ready to enter rotation.
Additionally, there is a new version of defenceindepth to upload for testing purposes, v3: http://www.rockpapershotgun.com/forums/showthread.php?6115-AAR-Tactical-Tuesday-11th-September-The-Chernarus-Days
25-10-2012, 02:55 AM
Players: I'd recommend at least 14 for a test (2 effective fireteams on either side, plus VIPs)
Premise: UN must get the VIPs to safety along a fairly linear route. Takistan Army must kill the VIPs.
This is my first mission. As such, many things may not be up to scratch. Please feel free to take a look at it and send me some feedback before putting it in for testing.
Thanks to Wolfenswan / Harraka for helping me with the snippet of code needed for linking player names and Hawk-Silk for general Arma editing advice.
Run by two tests now with a few changes made. Thanks to everyone who helped after I44/Folk.
28-10-2012, 05:55 PM
Players: A lot.
Premise: A new version of this mission as the last play was pretty boring. This one should hopefully be a lot more difficult and keep us on our toes.
DropBox link (https://www.dropbox.com/s/gl11ovgvvhya6w1/fkco_co65_blackfolk_down_v3.Zargabad.pbo)
Players: At least 20to enjoy it a minimum, 2 to beta test functionality
Premise: An old mission I was working on. Probably very close to what Poctalon and jolly green are (fully dynamic CSAR mission in Chernarus). Maybe too hardcore, maybe not enough. Hard to tell when testing solo. I'll probably come up with a Takistani version.
DropBox link (https://www.dropbox.com/s/96xbioptcxkxfmo/fkco_co86_no_man_behind_v1.Chernarus.pbo)
10-11-2012, 11:35 PM
Name: Last Man Standing
Players: The more the merrier.
Premise: Another mission in the line of No Man Behind. A takistani platoon has two huey pilots and must escape an hostile area. Fully randomized, contains a few custom scripts and the ability to switch groups. Up to ten players lead enemy AI into combat.
I might come up with a Chernarussian version.
DropBox Link (https://www.dropbox.com/s/aehh4n76x70t21j/fkco_ai76_Last_Man_Standing_v1.Takistan.pbo)
13-11-2012, 03:05 PM
Name: No Negotiation
Premise: Co-op mission in which Takistani militia must engage in urban combat against fortified UN infantry in Chernagorsk in order to eliminate two high value targets. Choice between Mi-8 and Ural insertion.
16-11-2012, 01:47 PM
Name: Cow Herding
Premise: Adversarial Mission. Cow herders attempt to bring their herd from the western side of the map to Nagara, while the poachers try to kill all the herders or their cattle. Not sure how much fun this will be in practice.
20-11-2012, 03:06 PM
A US Platoon has to locate a downed C130, clear the area of hostiles, then defend the c130 against incoming enemy forces while data is transfered and finally destroy any remaining evidence before evacuating back to base. C130 position, US starting airfield and the directions are timing of enemy attacks are mostly random. Mission dynamically scales to player count. Inspired by Wolfenswan's Poctalon.
10-12-2012, 06:20 PM
Is this still being used or should I post the new mission in the Folk Forums?
Just in case, here it is http://d.pr/f/EjkA (http://d.pr/f/zyCT)
Players: Minimum of Around 25 for it to function properly. Less would be suitable for testing.
Premise: UN must get the VIPs to safety Takistan Army must kill the VIPs.
No more confusing map markers
UN objective moved from airfield to Shamali
Briefings fixed for PMC troops
Vehicles changed (No More ridiculously OP SUV)
Mission redesign to strongly discourage rushing the vip through the map
Better Opfor starting location
10-12-2012, 07:29 PM
Is this still being used or should I post the new mission in the Folk Forums?
Ping me, Strang or any available host with the link and they can upload it, then update the "Missions on the server" thread over at the FA forums.
Missions on the server btw.
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