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Cellus

Skalisty TvT

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This is a first attempt at mission making on my part, with gameplay based on a game I still play a lot, Insurgency: Modern Infantry Combat. So, it is team vs team, infantry only, objective based with one team attacking to capture, destroy, capture the objectives, while Opfor attempts to hold them for the duration.

The game is on the small island of Skalisty, as it was a convenient land mass that provides focused combat but with flanking opportunies, and was a place with varying cover provided by forest and terrain, rather the towns, which cause too heavy a frame drop to make it widely accessible for PvP.

The basic premise is that Bluefor, having taking air casualties assaulting from the USS Khe Sanh, have targeted a suspect civilian transmission tower. Approaching from the south, a UH-1Y is shot down and Command orders out the birds and in with the grunts. Secure a beach head, destroy the tower, then capture the enemy barracks to drive the enemy off the island.

This is a BETA, untested by any number of players (read: more then myself), so any feedback on gameplay, bugs, and what you'd like to see added is welcome and appreciated. Un-commanded AI is not yet supported.

Filefront

Edited by Cellus

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Ah yes - PUSH is the gamestyle so since you are moving up the map as a team is trying to hold them, this would be classified as a HOLD gametype map. Very nice indeed. Basically BLUFOR has to capture Bases in order - Alpha, then Bravo, then Charlie, then for the win Delta. At the start OPFOR owns all bases and can not re-take them, but before time expires OPFor must own at least 1 base or lose. This should actually be simple in nature to code, however, if you need some help maybe we can offer assistance - Urban Resistance (http://urclan.org)

I guarantee I will be giving this a go when I get home in a few hours. We are full fledged PVP gamers. This is a great mix to any Player vs Player mission and goes in line (somewhat) with Advance & Secure in some ways. If you encounter issues you may want to look at how some of those maps are scripted.

Funny, I've played INS since it came out and I've gamed with people wishing you could use vehicles. With ArmA 2 you have that and much more, lol. Take it easy and thanks for taking the initiative for this type of gameplay.

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Don't get your hopes up too much. I wouldn't want to disappoint anyone. If classic Ins is what you want, it's a fairly basic concept which I could move on over to Berezhino, push (attack/defend, zones aren't recaptured) or battle (both sides attacking, recapturable zones). What I struggle with is JIP...

Seems Big has found the thread and thrown the mission up on Armaholic. I'll update the first post.

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sorry for my english...

tryed with 20 players.

My opinion: good mission, could be excellent if you change some things:

snipers are too powerfull against normal infantry (long distance firefights, especially with the first objective...)

east medic respawn bug: we have an aksu and akm ammo, so we can't shoot...

east side make respawn kill from the north when the blue side have the beach, you have to change the respawn position on the beach

I thinks it's all I noticed :)

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Thanks, Le_CuLto. That bug is just bizarre. Doesn't seem to be my end , though. I suppose I'll make a custom weapon config for insurgent medic.

For the others, I had worried about that, but spawn protection isn't hard to add. For the snipers I figure I'll swap those they have with slower firing weapons with limited ammo, so no big deal except that my missions aren't saving properly and it's too late now to go back to it. I'll put up an updated version tomorrow if ArmA behaves itself and anybody is interested.

Ed: Sorry, getting the config working with respawn just for that unit was more difficult then I expected, and it turned out I didn't have as much time as I expected either. Probably missing something simple, but if I don't sort it this afternoon (6:30am here) I'll just turn them Russian for the mean time. Must remember to check if it is already in the BIS bugtracker. Spawn protection works a treat.

Edited by Cellus

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Ok, first post link has been updated to v1.2.

Spawn protection, snipers have slower firing weapons, medics are Russian, satchels are limited, the radar tower is now the second objective instead of the gen, and a minor detail regarding the burning wreck.

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1.2 uploaded for any needed test, etc..., on my server, 85.171.255.202

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