Kyllikki 10 Posted November 27, 2009 Updated: co 14 csar jolly green 28 by Shuko Trigger tweaking and added NVG to the 2nd corpsman. Added: co 12 gendarme by Shuko MVD is sent to deal with rebels who have taken over Stary Sobor. Share this post Link to post Share on other sites
Kyllikki 10 Posted December 10, 2009 Added: co 08 mujahideen nights 2 by EiZei Death to the Russian infidels! Added: co 06 chernarus five-o by EiZei Restore law and order in Chernarus. Share this post Link to post Share on other sites
Kyllikki 10 Posted December 17, 2009 (edited) Updated: co 14 csar jolly green 28 by Shuko Added AI choppers and paratroops Added: co 21 weygand by Shuko Highly customizable defense mission Edited December 17, 2009 by Kyllikki Share this post Link to post Share on other sites
Kyllikki 10 Posted December 19, 2009 (edited) Added: co 08 provocation by Shuko Filthy american infidels have invaded your country and your town. Fight back! co 12 lusty by Shuko 2 groups of Force Recon HALO into Chernogorsk to disable communications and blow up ammunition supply train. Edited December 19, 2009 by Kyllikki Share this post Link to post Share on other sites
Kyllikki 10 Posted December 20, 2009 Updated: (A version for the FDF Podagorsk -island) co 21 weygand by Shuko Highly customizable defense mission Added: co 14 foxley by Shuko Prototype plane is being prepared to be tested, destroy it and kill the general who came to oversee the testing. Share this post Link to post Share on other sites
Kyllikki 10 Posted December 22, 2009 Updated: (A version for the FDF Podagorsk -island) co 12 gendarme by Shuko MVD is sent to deal with rebels who have taken over a town. co 14 csar jolly green 28 by Shuko Combat Search and Rescue, a group of a downed chopper needs to survive until another chopper finds them. Added: co 10 can opener by Shuko Laser marker "practice" mission. Two Force Recon groups will point enemy armor targets for Close Air Support. Contains Chernarus and Podagorsk versions. Share this post Link to post Share on other sites
shuko 59 Posted December 22, 2009 Following missions have been hotfixed for 1.05. Meaning, spectator script was removed as the patch broke it. co 08 provocation co 10 can opener co 12 gendarme co 12 lusty co 14 csar jolly green 28 co 14 foxley co 21 weygand Share this post Link to post Share on other sites
Kyllikki 10 Posted December 31, 2009 (edited) Added: co 12 guitar heroes (Podagorsk) by Blake Podagorsk Rockers doing a heist to a local bank have been betrayed by Chernarussian gangsters. Escape the prison and give some payback to the traitors. Edited December 31, 2009 by Kyllikki Share this post Link to post Share on other sites
Kyllikki 10 Posted March 24, 2010 Added: co 18 escort (Thirsk) by Shuko Escort a supply truck to a Forward Operation Base. Share this post Link to post Share on other sites
gnarly_rider 0 Posted April 22, 2010 Grabbed CSAR Jolly Green after listening to the ARAM2 podcast. Holey cow batman, frantic, intense, requires solid nav/map reading skills, chopper extraction under fire! AWESOME! One hell of an intense sub-10 minute (and in most cases sub 5-minute) mission..... Nice work Shuko, think we've just found our new server favourite, i'll be coming back here for more! Share this post Link to post Share on other sites
shuko 59 Posted April 23, 2010 (edited) Good to hear you like it as well. :) It's more or less totally random, so each time it's a bit different. It's not perfect; AIs are stupid, chopper can very rarely spawn at a bad spot, AI spawning is problematic near water etc. However, most of the time, it's great chaotic fun. Here are few video from it for those who haven't tried it. Chatter is in finnish, but I doubt it takes away too much from it. http://www.youtube.com/watch?v=_OaZS18R2qc Edited April 23, 2010 by Shuko Share this post Link to post Share on other sites
gnarly_rider 0 Posted May 2, 2010 Good to hear you like it as well. :)It's more or less totally random, so each time it's a bit different. It's not perfect; AIs are stupid, chopper can very rarely spawn at a bad spot, AI spawning is problematic near water etc. However, most of the time, it's great chaotic fun. Here are few video from it for those who haven't tried it. Chatter is in finnish, but I doubt it takes away too much from it. Here are some of our first efforts on Jolly Green with only a small crew... Share this post Link to post Share on other sites
shuko 59 Posted May 3, 2010 Seems like you guys are enjoying it. :) If any of you think of something that would improve it, I'm open for suggestions. Share this post Link to post Share on other sites
gnarly_rider 0 Posted May 9, 2010 Seems like you guys are enjoying it. :)If any of you think of something that would improve it, I'm open for suggestions. We are pretty stoked with it mate, though some comments have been made that the Vodniks seem a little easy to kill with MG fire, and the BlackHawk seems a mite too resistant to enemy fire (bullets and RPGS)? Some of the fottage shows the bird taking 1 or 2 RPG explostion in close proximity, with negligible impact). Not too fussed, but have you tinkered with these or are they standard (to settle the discussions in our group)? We also had one absolutely hilarious mission, where we spawned near a hangar, and heard a chopper starting up. Someone called "enemy chopper' and we sprinted to find........ the Blackhawk spooling up 100m away. I kid you not!! Awesomely funny! Shuko, can you recommend any other of your missions (or other designers in Kyllikki) of the same ilk/intensity, that have high replayability, short game time and FUN? we normally run Norrin's revive for our mission nights, but have been happily using this as an after-mission filler for remaining players, and would be interested in anything else you or others in your group have that fits this mould? Some more vids (you lads are getting great product placement from me!!!!):yay: <object width="660" height="405"><param name="movie" value="http://www.youtube.com/watch?v=Xn1MKc4g2Z4&hl=en_US&fs=1&rel=0&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=Xn1MKc4g2Z4&hl=en_US&fs=1&rel=0&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="405"></embed></object> <object width="660" height="405"><param name="movie" value="http://www.youtube.com/watch?v=R5S1_5GN1b0&hl=en_US&fs=1&rel=0&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=R5S1_5GN1b0&hl=en_US&fs=1&rel=0&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="405"></embed></object> Share this post Link to post Share on other sites
shuko 59 Posted May 9, 2010 have you tinkered with these or are they standard All the units are standard Arma 2 units. The hardest (might be 2 hardest) difficulty settings have a chance to also spawn BMPs. Mostly I used Vodnik, because they can be taken out without having a lot of AT, since it's kind of limited on the player group. Having a lot of BMPs spawning might not be fun in a mission without time limit and endless spawns. Shuko, can you recommend any other of your missions (or other designers in Kyllikki) of the same ilk/intensity, that have high replayability, short game time and FUN? Unfortunately, this mission is probably only one that fills all three criterias. However, I'd like feedback from co 18 escort. Anything from minor fixes to bigger things, I haven't had a chance to play it much myself. Share this post Link to post Share on other sites
Kyllikki 10 Posted May 31, 2010 Updated: co 14 csar jolly green 28 ACE version for Chernarus, Podagorsk and Thirsk. Spectator script readded. co 18 escort ACE version for both versions of Thirsk. Spectator script added. Share this post Link to post Share on other sites
Kyllikki 10 Posted July 3, 2010 Added: co 09 outpost by metsäpeikko Defend an outpost. co 12 oi! an ambush by Shuko Takis ambush a convoy. co 15 OP Takistan Freedom by Winters Take control of villages and make sure there are no hostiles anywhere. Share this post Link to post Share on other sites
shuko 59 Posted July 5, 2010 Updated co 12 oi! an ambush. Detonation action is now available inside the car as well and since backpacks dont work on dedi, mines were moved. Share this post Link to post Share on other sites
Kyllikki 10 Posted July 6, 2010 Added: misc 16 lee-enfield by Raunhofer Multipurpose mission which includes two game modes: Deathmatch and defend the hill. Create a huge battle against one thousand US soldiers or just take a quick deathmatch with your friends. Share this post Link to post Share on other sites
Kyllikki 10 Posted July 13, 2010 Updated co 12 oi! an ambush by Shuko Tweaked difficulty. Added: co 08 Tears of Allah by Shuko The infidels have taken over the old governor's Villa. Praise be to Allah for he has sent us holy tubes that we can use to rain havoc on the unbelievers! co 18 Shahi Tandar by Shuko Execute a raid to an IED factory and destroy possible IED components and materials. Share this post Link to post Share on other sites
Vegabond 0 Posted July 13, 2010 Tears of allah, checking that out and thank you for the great missions :D Share this post Link to post Share on other sites
Kyllikki 10 Posted July 19, 2010 (edited) Added co 16 daarrem by Shuko Motorized patrol was ambushed in the village of Sakhe. Help is on the way. co 20 oqab tsuka by Shuko Your platoon will escort a truck loaded with spare parts and a new transformer for the Ab-e Shur dam. Updated co 12 oi! an ambush by Shuko Minor tweaking. co 18 shahi tandar by Shuko Now it's possible to finish the mission even without any counter-IED units, or if they die before completing the destroy task. Edited July 24, 2010 by Kyllikki Share this post Link to post Share on other sites
TheScar 0 Posted July 21, 2010 played two of your missions yesterday,some feedback: Tears of Allah played it with 5 players on two teams and best we could do is get a few shots on the villa by luck - no clue how to properly work those mortars,even my AI does have no luck in firing em Ended with inserting the villa and taking the infidels out by being sneaky Still,nice mission oqab tsuka by god,i guess we didnt moved more than 150m then 50% of the team was down - fine,restarted it and this time we got nearly 70% of the way done till we got obligerated by pesky RPGfire ... got some nice screens of the whole team crying for help lol Entertaining mission keeping you on your toes Well done Share this post Link to post Share on other sites
shuko 59 Posted July 21, 2010 Tears of Allah started just as a mortar test mission. Since insurgents don't have satellite mapping GPS targeting systems, adding the default artillery targeting module seemed silly. Thus, I added azimuth/elevation display. I have a new version of it already in the works, it has more accurate ballistics tables and elevation display. Should be easier to actually hit something. I'll upload it once I've tested couple of other things I added to it. Yeah, even though Oqab Tsuka is not very random or dynamic mission, at least it's challenging. For the first few times anyway. :) Daarrem is getting an update as well. I would like to hear feedback about Shahi Tandar, about difficulty and so on. It might need to be made a bit more difficult. Share this post Link to post Share on other sites