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W0lle

Cold War Rearmed² : Demo 4

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Well, the Ambush scenario is kinda an experiment. A couple of people worked on that in the past year but none really finished it. I included to see what people think about it, what should/must be changed so Sander who's working on that now gets some ideas. Should have labelled it as Beta Version though.

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I examined the scenario, and it definitely appears experimental. It is so incredibly complex, with 86 triggers (many for ambient sounds), that it is very difficult to figure out what is going on (the mission.sqm being in Czech doesn't help, either). There is also the use of Taskmaster by Shuko, which is rather opaque and confusing, at least to me. As it is now, it is basically unplayable, as the player isn't given enough info as to what to do at some key points. The cutscenes are fantastic and work perfectly. A hell of a lot of work went into designing that mission!

Most of alpha squad gets wiped out when approaching Houdan from the west. I made it into Houdan alone (playing on Expert), just when the armor is approaching from the north. There was an autosave when I reached the town. The squad leader then reports to HQ that armor is coming, and that we will retreat to the beach. HQ tells us to exit the area, that an airlift is coming, to hold on. Then the armor comes in and ALWAYS wipes out the last of the squad (other than me) who are very exposed on the slope to the west. Then I get the message to return to base. The M113 comes in and usually gets wasted by a T-72, although I did get in the back once, but mission can't be completed that way. If I go down to the beach alone, nothing happens.... I even killed one of the T-72s and all but one of the opfor in Houdan and drove a Ural to Dourdan, which was empty, but... nothing.

Here is shot of situation in Houdan just after the autosave. Note radio communications. My squadleader and another squadmate are halfway down the slope, and are soon to be killed by the armor. With them dead and limited AT weaponry available, my death will soon come as well.

441409212543882.jpg

To reiterate, it is nearly impossible for alpha squad to reach Houdan intact, as the sun is in their eyes going down the exposed slope toward the town, and the opfor in the town (augmented by Ural+soldiers who come in from Dourdan once any blufor are detected around Houdan, which can happen early) easily pick off alpha 99% of the time. And this is after dealing with a BMP and 10+ soldiers in and around the small settlement to the west of Houdan.

Edited by OMAC

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Well, the Ambush scenario is kinda an experiment. A couple of people worked on that in the past year but none really finished it. I included to see what people think about it, what should/must be changed so Sander who's working on that now gets some ideas. Should have labelled it as Beta Version though.

I'll try to remember to play this when I get home from work tonight and see what I think of it. I played it for 3 months while I was waiting to get OFP for Christmas back in 2001 so I have a good idea of how it is supposed to play out and all the various ways one can beat it.

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^ ^Excellent. Never having played OFP, Arma 1, CWR, etc. I have no idea of what is supposed to happen. Your expert eyes would really help diagnose the mission. Right now I feel as though Dr. Evil himself is after me in Houdan ;). They key question is whether or not there is a way to do anything but fail the mission when all other squad members are dead. Right now there is not, apparently.

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In the Demo at least it was possible to get a happy end with the original assignment completed. With the Arma II version this might be very hard to achieve as both the AT weaponry and armour values have changed. Therefore knocking out all armour might be a lot more difficult to pull off.

Regards,

Sander

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Alpha has a Carl Gustav with one rocket, and a LAW with 3 rockets. Even getting RPGs from dead opfor, it is almost impossible to waste 3 T-72s and 2 BMPs, mainly as the squad gets wiped out so quickly, and you have no control over that, not being squad leader. I was hoping that knocking out the armor wasn't a requirement for mission success. Without team switching, one is forced to follow around the guys with AT weapons so that one can pick up these launchers after the men inevitably get killed.

Very important note: after Alpha squad disembarks from the truck prior to combat, the empty truck starts turning around to leave the area, and kills 1-3 Alpha members who are standing there waiting for orders. At least one guy is killed by the truck 90+% of the time. I would have the truck remain still until the squad reaches a trigger further up the road to avoid unnecessary deaths. Or some delay could be added to the next waypoint so that the driver will stay where he is for a minute or so.

Edited by OMAC

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Alpha has a Carl Gustav with one rocket, and a LAW with 3 rockets. Even getting RPGs from dead opfor, it is almost impossible to waste 3 T-72s and 2 BMPs, mainly as the squad gets wiped out so quickly, and you have no control over that, not being squad leader. I was hoping that knocking out the armor wasn't a requirement for mission success. Without team switching, one is forced to follow around the guys with AT weapons so that one can pick up these launchers after the men inevitably get killed.

Very important note: after Alpha squad disembarks from the truck prior to combat, the empty truck starts turning around to leave the area, and kills 1-3 Alpha members who are standing there waiting for orders. At least one guy is killed by the truck 90+% of the time. I would have the truck remain still until the squad reaches a trigger further up the road to avoid unnecessary deaths.

Back in the demo there were three different ways to end the mission not including desertion or getting killed. One way to end the mission was by being the only survivor and returning to friendly lines. One was the way Sander described which was knocking out the tanks. However, neither of those were the way it was "supposed" to end.

I have a feeling that the other ending isn't being achieved because the friendly AI moves slower now than it did in OFP. I'll look at it when I get home. It is one of my favorite missions and might even be my favorite mission in the entire series. It is a mission that is very rewarding towards creativity which is why I like it so much so keep the idea of creativity in mind when you play it.

Edited by Jakerod

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Given the complexity of design,

and the fact that there are 5 endings not including death, I figured that there would be multiple interesting ways to end the mission (but please, don't give any hints ;)). And I saw something about being captured by MPs (:cool: - desertion). But now, there is only FAIL even if you make it back to blufor checkpoint, alone or not! Bravo team gets wiped out just before Alpha's first contact with opfor.

I'm dying to play the mission again now that I know it is one of your favorites!

Edited by Max Power

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When I play Ambush I have to execute the truck driver before he reverses over everyone!

I haven't managed to beat this mission and I have tried and tried and tried - I keep coming back for more though!!

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I haven't managed to beat this mission and I have tried and tried and tried - I keep coming back for more though!!

Same here! Just getting to Houdan was a major accomplishment that took hours. But I think I will hold off on further punishment until sander and Jakerod take a look at it...

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Same here! Just getting to Houdan was a major accomplishment that took hours. But I think I will hold off on further punishment until sander and Jakerod take a look at it...

It might be worth downloading the OFP single player demo. I believe it can be found here: http://operationflashpoint.filefront.com/file/Operation_Flashpoint_Cold_War_Crisis_Single_Player_Demo;13428

The demo version of it, in my opinion, is even better than the one in the actual game because the main ending is better than the one in the actual game. Or at least I think it is. I downloaded it a few months ago just to have the nostalgia of that mission and that ending.

Edited by Jakerod

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Lol I used to do the same jake I love that Ambush mission, was my first mission I played in the demo next to steal the car, it was actually

those 2 missions where i felt overwhelmed as I was not sued to OFP/Arma style Sim gameplay back then (2000/2001), put it down for a month then came back to it,

I mus have played the demo through like 50 times til the game actually came out, I made a home in the editor recreating that exact mission.

I also recall when FFUR mod was out I used to play with that and recreate the ambush mission. Lol and speaking of which before I came on the forums here, but a few minutes ago

I was playing that exact mission, I was getting my ass handed to me by the AI though, glad i saved.

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Besides the not working Ambush mission, are there any more problems with missions I should know?

Because if not then I start packing the missions update.

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As I mentioned here

http://forums.bistudio.com/showthread.php?139742-Cold-War-Rearmed%C2%B2-Demo-4&p=2226198&viewfull=1#post2226198

the overview.html of the Lone Wolf scenario calls cwr2_sp07.paa even though cwr2_sp08.paa is included with the mission.

<html>
 <head>
   <title>Overview</title>
 </head>
 <body>
   <p align="center"><img src="cwr2_sp07.paa" width="240" height="121"></p>
   <p>It's the middle of the night and you, as a special forces soldier, have one objective: destroy the tanks in the enemy base, to give our grunts a chance in the coming offensive.<br>Converted by the CWR² Team.</p>
 </body>
</html>

Edited by OMAC

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Not sure if this question was asked before, since you made winter soldiers will you guys be making desert ones too?

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Thanks OMAC, fixed already. But checked again to make sure.

@Pachira

Nope, no plans to add any more additional content for now. Maybe after the Mod release we create additional expansions.

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Bunch of remarks to missions (level veteran):

Campaign:

1. Flashpoint:

Still there is no mission before it (i remember in original was a simple mission in camp).

2. Combined Arm:

US tanks make a total massacre in the village. They are so efficient, that i hadn't chance to run to buildings. But i suppose that it should worked in this way from the very beggining. Now this mission have a sense. It is even better than original :)

3. Montigniac must Fall:

Still very buggy. I played this mission couple of times to confirm bugs, but in many cases i have only some suspicions rather than evidences.

- During firefight in Montigniac (version with "After Montigniac") when commander dies, truck don't stop and don't wait for squad. Just go directly to Provins and there is destroyed as usual. I have to go by foot to Provins. All other triggers works. This is reproducable.

In Province:

- there is a BMP, when situation is that there is no law in squad (or i am alone and i have no law) this mission is almost imposible to pass by. BMP is very aware and additionaly there is an infrantry. I tried by an hour with save-load and i passed it by but i suppose this is not funny for common player.

- i suppose (i didn't check it in mission file) that some triggers critical in order to end the mission are launched in two ways: (all people in my squad dies OR Province was cleared) AND i am near fuel station. There are cople of ways to do this, but final is always the same: i should go to the forest and run away. Now, when truck is destroyed there is message that chopper was sent. But almost every time when truck is destroyed i am near buildings in Province (because i have order to clean this town) and it seems that trigger with "chopper was crashed - run away" is released if i am near fuel station. Additionally when all squad except me died there is no reason to figured out that i should back to the fuel station to release the trigger. When there is commander, he always do this, but he is programmed. Possible solution: widen area of triggers.

- i met (only once) a situation that hummer comes to Province :) I have no idea why it apeared there.

- driver from my truck just stands on fuel station. He is ignored by enemies and he ignores them. This is rather funny. Because he has no other roles he could be a part of offensive forces (he could be equipped with a law, this would be solve situation of lack of law).

- i met a situation that my commander (but not and original) went in direction of Morton. But unlike other times he came back to Province (he ran about 300-400 meters away).

- i met a situation when i were alone and tried run away, that trigger wich should end the mission wasn't worked. I was quiet far away from Province to the south, in the forest, but BMP chased me.

4. Strange Meeting:

- i ran away so efficient, that i came to extraction point along with two members of squad. When i was close enough cutscene started, but my people tried to kill ruskies during this cutscene. There was a funny situation when Armstrong stood in front of two guys and beged for mercy and in background there was a firefight.

- after FIA saved me i think that there was still something wrong. I waited as a matter of fact only two minutes but probably there is some soviets in region and some trigger couldn't be launched. Possible solution: make a time trigger - when some time will be spent kill all ruskies and go to cutscene.

Edited by kromka

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I read on the bistudio wiki that you guys will do the resistance campaign, will you guys still be making it? Will you do Red Hammer too?

Also, will you guys remake those two missions that has soviet bmps and stuff doing a beach assault on a US military base? One of the two had you being Soviet soldier transported by BMP and the other had you being a US officer or something. Can't remember the name of those missions or even if they were official.

Edited by Pachira

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Here is the non-silent way to approach Clean Sweep II.

Warning: Spoiler Alert. I suggest playing the mission before watching the video.

rnvctrfdfko

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In the words of the Dear Leader:

W0lle

Jan 20 2012, 02:50

Have you added anything to the CWC demo campaign or is it the same as last release? bloody brillant mod by the way, it's like 2001 all over again!

Only bugfixes, no new mission included because the current last mission is just perfect for the demo campaign. :)

I have to ask about it...Do you intend to do whole campaigns from ofp, and ofp:resistance?

Yes, both "Cold War Crisis" and "Resistance" will be included. "Red Hammer" is not included because it's property of Codemasters.

Good to hear everyone enjoying this final Demo and no major Bugs are present. Thanks again to everyone reporting problems, we do our best to fix them all. :)

The editor is there for everyone to recreate all their favourite scenario's. Mikero did a great job in making cwr2ofp to aid people in converting the original files from OFP/CWA to CWR2.

Regards,

Sander

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Bunch of remarks to missions (level veteran):

Campaign:

1. Flashpoint:

Still there is no mission before it (i remember in original was a simple mission in camp).

That's no bug. The intro mission on Malden is not included in the campaign because it's not done yet.

2. Combined Arm:

US tanks make a total massacre in the village. They are so efficient, that i hadn't chance to run to buildings. But i suppose that it should worked in this way from the very beggining. Now this mission have a sense. It is even better than original :)

Yes, the additional 2nd machinegun in use now makes tanks into true killing machines. We could add 1 or 2 RPG Gunners in the town, but then we must make sure the player can't pick them up and use them against the T-80s.

3. Montigniac must Fall:

Still very buggy. I played this mission couple of times to confirm bugs, but in many cases i have only some suspicions rather than evidences.

- During firefight in Montigniac (version with "After Montigniac") when commander dies, truck don't stop and don't wait for squad. Just go directly to Provins and there is destroyed as usual. I have to go by foot to Provins. All other triggers works. This is reproducable.

I hate that mission, might redo it from scratch. Very possible that my 'tweaking' screwed everything up. :cool:

4. Strange Meeting:

- i ran away so efficient, that i came to extraction point along with two members of squad. When i was close enough cutscene started, but my people tried to kill ruskies during this cutscene. There was a funny situation when Armstrong stood in front of two guys and beged for mercy and in background there was a firefight.

- after FIA saved me i think that there was still something wrong. I waited as a matter of fact only two minutes but probably there is some soviets in region and some trigger couldn't be launched. Possible solution: make a time trigger - when some time will be spent kill all ruskies and go to cutscene.

I guess back then in 2001 no one expected that any group members will survive on the way to the extraction point. :)

Thanks for feedback, I look into these missions asap.

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