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Major Fubar

Picasso Trigger (work in progress)

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Hi all,

I'm working on my first serious mission: Picasso Trigger (12 player coop, FDF mod required).

The basic rundown is this - A twelve man Finnish spec-ops squad has to clear a town seized by rebel paramilitary forces, whilst minimizing civilian casualties. They are heli-dropped at a safe distance from the town.

After this town is clear, the squad discovers a prominent VIP has been kidnapped from his home, and must track the rebel forces to their base of operations and rescue the VIP.

(All pretty plain vanilla, I know).

wink_o.gif

Here's some things I want feedback on, as well as any suggestions you might have:

- Respawn: I am generally against respawn, but I was considering possibly including a "revive" script.

- Weapons loadout: I have already customized the team's weapons loadout, but should I also include the ability for the oggicer to assign weapons in the briefing screen?

- Mission endings: 1.) Team allows too many civvies to get killed and fails; 2.) Team allows VIP to be killed and fails; 3.) Team successfully completes objectives and escorts to VIP to an extraction point, where the original chopper returns to collect the team + VIP. I want either of the losing endings to result in the team members getting chewed out by their CO.

- Scripting: Scripting is a total and utter mystery to me. I'm reading up on it, but I'd like to have as much as possible occur without the use of scripts.

- Cutscenes: See scripting (cutscenes are another of my ME weak points).

- Addons: Nothing that doesn't come with FDF 1.3

- Custom Intro Music: I'm considering some custom intro and outro music (Picasso Trigger by Screw, outro as yet undecided). I know this bulks up the size of the mission, so I might do one version with, and one version without.

- Miscellaneous: Anything else you might want to suggest. Let me know what you like to see in a mission.

The mission is mainly for my LAN group to use, but after it's complete and been fully tested, I will do a full release, and hopefully get it up on the CiA server. I will also probably release a single player version. I've already got about 40% of the mission done (about 12 hours work or so)...

All input and suggestions very welcome! smile_o.gif

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Here's some things I want feedback on, as well as any suggestions you might have:.....yada....yada...bla...bla....very welcome!  smile_o.gif

Hello  smile_o.gif

Here's some suggestions:

1) Respawn:

If you built in respawn people tend to not play the mission a bit more seriously and tend to do 'rambo' style actions. You spawn anyway so why not go in guns blazing and die a hero's death.....1000 times. One way to prevent this is a waiting penalty for respawning or spawn people far away, so they have to get back to action. The other way is not have respawn at all.

2) Weapons loadout:

To let the officer assign weapons would take a lot of time in briefing and that's where many people tend to get frustrated. They want action and quick. So a suggestion would be to drop a crate of weaponry and ammo along with the troops at the LZ if needed.

3) Mission endings:

Sounds fine to me, i would like the team to get a kick in the ass from the CO when they fail  biggrin_o.gif

4) Scripting:

Yer ok ...no comment i'm a newbie myself on that one  tounge2.gif

5) Cutscenes:

Good tutorial is on OFPEC in editors depot/tutorials/browse tutorials/page 4/Intro to camera scripting tutorial by Snyper.

Read it and you'll be ready to make cutscene's. Practice makes perfect as they say.

6) Addons:

Stick with FDF it will do just fine. It's big enough to do stuff with.

7) Custom Intro music:

Good plan to make one with and one without. Just a matter of remove music add music from the files. 2 min work tops when the music is in there.

8) Miscellaneous:

Well some sound effects always do good in a mission i think. And a good storyline.

There ya go. I hope it's any good to ya. Happy editing!

Greetings,

Warrior Xâ„¢ [Zeus]

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along the lines of the respawn you should have to earn it

eg

if the town is secure you can respawn there if its not secure no respawn point

no custom weapons have what you get given more realistic unless you are the officer and still in that case in real life you cant chose what weapons your squad gets

Quote[/b] ]i would like the team to get a kick in the ass from the CO when they fail

is that a spoiler WHEN THEY FAIL persuming they cant win ?

Edit looking at wrong post on that one ignore

on behalf of cutscenes keep to a minimum

you dont want to be interupted by cutscenes

all by radio chatter thats what i usually do i have an intro and outro no mid mission cut scenes

(but just my opinion)

Addons

yep stick to stricly FDF apart from things like the winter FDF or desert if there used ?

i do like desert missions winter are quite good but the winter models dont look as good as the others

Music

i dont have a clue depends what the intro is ?

sound effects good

voice actors good

but no ambident sounds they dont seem to go to well unless its just rain sounds or ocean etc etc

but no combat ambidence

hope it helps

and good luck on the mission

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along the lines of the respawn you should have to earn it

eg

if the town is secure you can respawn there if its not secure no respawn point

Something like this would be cool, having every dead soldier to respawn when an objective is met, so if they do die, instead of giving up hope and leaving they just have to wait and pray the rest of their team finishes the current objective thumbs-up.gif

I could help you with the scripts, if you want

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Thanks for the replies.

Korax, I might take you up on that offer, I'll let you know wink_o.gif

As for their weapons, the custom loadout isn't all that outrageous for a special-forces squad - sniper rifles, rifle grenades, suppressed weapons etc.

I like the idea of a single respawn once an objective has been completed smile_o.gif

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