kibot 2 Posted July 6, 2014 (edited) Campaign for ArmA III "Green Draw" Story Follow the story of Pvt. Daniel Armstrong and his friend Cpl. Alex Taylor, members of the 3rd Panter Brigade Combat Team (3rd PBCT) as they fight their way through the AAF forces during the invasion of Altis by NATO forces in a war between these two factions. Two young brothers in arms, eager to fight in an easy war that seems already won and go home with their heart full of pride. However their journey might be darker than expected, and collateral damage can never be avoided in a war where the enemy has still a lot of unexpected ressources. This war will soon transform into a fight for survival. Green Draw features: Voice acting Non-linear storyline, where choices do matter A lot of attention has been paid to the immersion, with opening cinematics and dialogs between characters Different missions according to the player's choices Broad range of missions: infiltration, big assaults and combined arms missions Varied gameplay: Control multiple squads with the High Command, disguise as an enemy soldier and infiltrate a city, play as a forward observer for the artillery or be the minigunner of a Ghost Hawk. Entire custom soundtrack A drastic change of mood during the second part of the campaign And a lot more... Roadmap: Released. MANW page for Green Draw If you like this campaign, show your support and vote for it. Credits: Corrections: Boozdeuvash Music: Forgotten Dawn, TheFabs Mission design and story: Gilles "kibot" Van der Schueren Voice acting: Scott Stoked, River "RiverK" Kanoff, Daryan "ghostcub" Borys, Gianni "SirUndead" Matragrano Links: It's better that you subscribe on the steam workshop page of the campaign. But for those who are having issues with the steam workshop or the launcher, you can download the campaign manually here (v1.021). Note: if you download the campaign manually, don't add it in the campaign folder of ArmA3. Instead, launch it like an addon. How to install if you have downloaded manually: Put the @green_draw folder in your arma directory (...\Steam\SteamApps\common\Arma 3). Then you go to your steam library right click on Arma 3->properties, under the general tab you click the button set launch options . It opens a text zone where you enter-mod=@Green_Draw. If it worked the new campaign will be in the campaign tab in game. Edited February 7, 2015 by kibot Share this post Link to post Share on other sites
Wiki 1558 Posted July 7, 2014 Nice, another SP campaign! Looking forward to it! Share this post Link to post Share on other sites
Jona33 51 Posted July 7, 2014 To quote Churchill (the dog), "Oh yes!" Some seriously cool stuff is popping up for SP guys at the moment. Looking forward to this. Share this post Link to post Share on other sites
Kydoimos 916 Posted July 8, 2014 Hi, Kibot - I'm familiar with your work - good luck with the campaign! I'm sure it'll blow us all away! Share this post Link to post Share on other sites
CSLALUKI 30 Posted July 8, 2014 Sounds good, looking forward to it kibot ! Share this post Link to post Share on other sites
kibot 2 Posted July 28, 2014 I'm proud to announce the release of part 1 ! The campaign contains a prologue plus 4 missions, with entire custom soundtrack and full voice acting. I won't spoil too much, but the part 1 is where the most of the linear storyline is. While a lot of the features are in part 2 and not part 1, cutting the campaign in 2 parts at the beginning of mission 5 seemed the best thing to do because of the story. Keep in mind that part 2 has a lot more different missions, options and gives more liberty to the player. Stay tuned. Share this post Link to post Share on other sites
Wiki 1558 Posted July 30, 2014 How do I play it? I follow it on the steam workshop, but it doesn't appear anywhere. Share this post Link to post Share on other sites
El Tyranos 1264 Posted July 30, 2014 Have you launched ARMA through the launcher ? Share this post Link to post Share on other sites
El Tyranos 1264 Posted July 30, 2014 Try out with the launcher, be sure that Green Draw is checked in addons, then you should find it in Campain tab. Share this post Link to post Share on other sites
Wiki 1558 Posted July 30, 2014 Weird though, cause in the main menu (config then addon), it doesn't show up. Never used the launcher though. Share this post Link to post Share on other sites
IndeedPete 1038 Posted August 5, 2014 Hey, tried it over the last few days. Solid infantry-based design, clear mission flow and nice cutscenes. A few comments about some stuff I've noticed: The voice acting is well done but sadly the volume is too low. Most of the time I didn't hear a word and read the subtitles instead. Large parts, especially of the first mission (after the prologue) and the last one (before the cut) are running through the fields. There's not much happening apart from getting fatigued which slows one down even more. I used to accelerate time until something happened. Babysitting the AI buddy caused me to always leave him behind, somewhere far away from the enemy. I just put him behind a house or wall and killed the enemies on my own because he was instakilled a few times which resulted in mission failure. The world is quite empty apart from the enemies. Especially on the longer walkways there's not much to see. No civies, no ambient stuff. A few script errors popped up here and there. They didn't seem to cause any real problems though. No choices or non-linear design so far but if I got your post right that's more part of the second half. Share this post Link to post Share on other sites
kibot 2 Posted September 12, 2014 Hi everyone, thanks for the feedbacks ! I've been working hard these last days, and the release of part 2 is approaching. To celebrate this, I've created a little teaser for you guys: Share this post Link to post Share on other sites
zimms 22 Posted September 13, 2014 Wow :eek: Can't wait to play this. I love good story driven campaigns, especially if the voice acting is good. This is superb! Share this post Link to post Share on other sites
Electricleash 133 Posted September 20, 2014 Hi Just finished the first part of your campaign. I mostly enjoyed playing, it was of solid construct, there was nothing glaringly game breaking that I ran into, which is impressive! It has good potential, but suffers from a number of things. I'd like to reiterate and elaborate on most of the points IndeedPete already brought up. I played it through on DEV branch, I'm not sure how much of a difference this should make though. The voice acting is well done but sadly the volume is too low. Most of the time I didn't hear a word and read the subtitles instead. I agree, the VO is great, but levels are unbalanced, also found myself a little confused as to who was talking at any given moment. Large parts, especially of the first mission (after the prologue) and the last one (before the cut) are running through the fields. There's not much happening apart from getting fatigued which slows one down even more. I used to accelerate time until something happened. I would seriously consider moving the APC Insertion and Extraction locations closer to the objectives, the factory objective was the biggest culprit here. The last mission involved some serious running between objectives, and seriously drained my attention span. How about throwing in some curve balls for the player i.e. a support chopper crashes mid objective and you need to divert and secure the crash site. Not a great example but you see what I'm getting at maybe. Babysitting the AI buddy caused me to always leave him behind, somewhere far away from the enemy. I just put him behind a house or wall and killed the enemies on my own because he was instakilled a few times which resulted in mission failure. The way ARMA AI is set up IMHO one should NEVER have an objective 'X squad mate MUST survive' it causes more problems than it's worth. If the character needs to stay alive for story purposes, then make them invulnerable. The world is quite empty apart from the enemies. Especially on the longer walkways there's not much to see. No civies, no ambient stuff. Agreed, one thing I've seen in other campaigns to fill the void is create story dioramas; you don't need actual units, just a suggestion of what might have happened in a location. A civilian slumped against a wall, pistol nearby and shell casings around tells a story and generates interest, without diverting the player completely from the task at hand. This is just a very basic example but hopefully you see what I mean. A few script errors popped up here and there. They didn't seem to cause any real problems though. I caught Screens of them if that helps, I'll link to them below. http://imgbox.com/QpRaZD9v http://imgbox.com/ICG0VGUB http://imgbox.com/hCOvUXj4 http://imgbox.com/w4VF4DNY http://imgbox.com/4bGVRGua http://imgbox.com/IajcGGpK http://imgbox.com/Law3ziT2 A few other random notes: I was confused about the intro mission, was it supposed to be a flash forward in time? it seems to take place in Pyrgos... did I miss something? I hate to say it but I thought the ending was a bit ridiculous, and quite out of tone with the picture you were painting, but then that just my opinion, and maybe you have an interesting way of justifying the reasoning for it's use. Nice touch with the use of Autoturrets. There was consistently problems with the task assignment not updating, with the player having to do it manually in the journal. This may seem trivial, but leaving the player in confusion momentarily can break their interest long enough for them to reach for the escape key. I hope that doesn't come across as overwhelmingly negative? It was hoping to sound constructive. It's heading up there with the RESIST's and DELIVERANCE custom campaigns, just needs a little bit more tweaking. E Share this post Link to post Share on other sites
kibot 2 Posted September 21, 2014 @Electricleash: Thanks for the feedback ! The screenshots you gave me have allowed me to crush these bugs and those error messages ! Believe it or not, I was running without the -showscriptError because BIS has once upon a time incorporated the line by default in a patch (you didn't had to add it to the launch parameters). I didn't knew they patched it to remove it a few patches later... Well, whatever, typical BIS stuff. As for the suggestions, the campaign is done, I'm just integrating the voices into it then I'll release it, I can't do a lot of changes since nearly everything is wrapped up, but I will see what I can do. Share this post Link to post Share on other sites
Electricleash 133 Posted September 21, 2014 Good stuff Kibot, glad I could help a little. Fair enough, I've worked on enough TV shows to know when a wrap is a wrap ;) I'll certainly give part two a bash. Looking forward to it. E Share this post Link to post Share on other sites
Kydoimos 916 Posted September 22, 2014 Good luck with your entry, Kibot - it's looking brill! :) Share this post Link to post Share on other sites
kibot 2 Posted September 22, 2014 Thanks guys ! I've just finished editing the campaign and I've sent the new build for testing. If everything go smoothly, I should be able to release the campaign the 1st of October. Share this post Link to post Share on other sites
Wiki 1558 Posted September 23, 2014 Good news! Looking forward to it! Share this post Link to post Share on other sites
Bodark0614 10 Posted October 5, 2014 In the beginning of the mission "Copperhead", there is an error message "No entry 'config.bin/CfgWeapons.'." It was previous reported by Electricleash, but the issue still present in the steam workshop version. Btw, this campaign is awesome :D Share this post Link to post Share on other sites
kibot 2 Posted October 5, 2014 This issue will be solved at the part 2 release, wich is only a few days away. Thanks for the support ! Share this post Link to post Share on other sites
kibot 2 Posted October 8, 2014 (edited) Part 2 is out ! If you already have completed the first part, just select the last mission and hit the "reverse" button to play. A lot more variety in the gameplay and the storyline really kicks in hard. I hope you'll have as much fun playing the campaign as I had making it guys. Unfortunately, I haven't received as much feedbacks for the testers. So, if you find any bugs, make sure to let me now and I'll fix everything ASAP ! Again, thanks for the support everyone ! Also, right now steam workshop is being capricious as usual and won't update the .pbo, so please download the campaign manually. Install the campaign like an addon, not a campaign. Edited October 16, 2014 by kibot Share this post Link to post Share on other sites
mistyronin 1181 Posted October 25, 2014 I just wanted to say that this campaign is the SP content that I've liked the most for A3 to this moment ( besides the vanilla stuff ) :) Good job! Share this post Link to post Share on other sites
voiceofarma 24 Posted October 25, 2014 (edited) great campaign but could you please upload it as an addon in playwithsix? as many players like me have problem with arma 3 launcher and it doesn't show addons to us and so PWS inform players about updates and we can easily update it, also I think you didn't received many comments as your campaign were bug free as I played! only one thing: "in the last mission as fighting beside denny, some of denny's voice messages were in "direct channel" and player couldn't hear them as he was in top roof, so it would be better you set them as "side channel" maybe. thanks Edited October 25, 2014 by VoiceOfArmA Share this post Link to post Share on other sites