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Sentinel Slayer 1.86, Destroy the industrial complex in Austria
RedDeadSmeg
post 31 Dec 2016, 22:28
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The Russians have built a massive base in western Austria. It contains numerous industrial sites and war factories capable of mass producing the fearsome but slow Sentinel tank as well as rapidly deploying swarms of Kodiak tank divisions. They aim to use this facility to overrun Italy and France with tank hordes within a matter of weeks, and due to its location, this will be possible.

Destroying this base will be difficult. There is only one land entrance which is guarded by four Tesla Coils and Grumbles defend the skies, so a standard assault would be suicide. We will need to try and bring down the forward base defence's power plants covertly, and our best shot is 'borrowing" the transports that run as part of the supply convoy to the base. Capturing the transport will allow us to sneak commandos into the base and knock out the defence's power, only then can we call in heavier firepower to demolish the base.

Good luck General, oh... and happy new year!

Objectives:

1. Prepare to ambush on the Russian convoy. The Transports MUST survive.

2. Bomb the defence's power plants.

3. Retreat to the south-west to call for reinforcements.

4. Hold off the Russians at the village until the reinforcements arrive.

5. Destroy all Russian structures.

Hints:

You have 60 seconds to prepare an ambush, and eliminating the soldiers on the cliffs will allow you to use the barricades. (Using Guard Area is of great use here)

Make sure your commandos are in the transports when they are approaching or the mission will be a lot harder.

Where you garrison your forces during objective 4 may be key to success or failure.

Although there is only one land route to the base, exploring the map might be a good idea.
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Shiro
post 4 Jan 2017, 15:31
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Ok, review:
- the map design is alright, nothing fancy, nothing horrible, but I suggest using textures a bit more so objects, especially the western village buildings, don't look so "placed down"
- there are issues with fake difficulty, in part related to bugs:
-- at the start, when you kill the VDV units to set up the ambush, your commandos may randomly lose their stealth; this seems to depend on where they stand when the timer reaches zero and should therefore be fixable
-- the Tank Trap Barricades are not actually usable even though they are marked as civilian, it would be good if they CAN be used for the ambush (grant extra range, thus help sniping off enemy infantry)
-- during the Power Plant part, the Commandos have to destroy a certain number of Power Plants, then escape; but this is made almost impossible since there are Conscripts with IR Goggles, which turn this part into pure luck since the commandos will inevitably be killed by the Tunguskas nearby if spotted; I suggest removing the Goggles from those particular Conscripts
-- for the escape, why do the Maulers not become available again? As it stands, the commandos have to leave ON FOOT, which due to the aforementioned IR Goggle-equipped Conscripts everywhere is almost impossible

I hope you think about this input, because I can see that you are trying to make an entertaining, difficult but not unfair, mission and I would love to play that.
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RedDeadSmeg
post 4 Jan 2017, 19:03
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QUOTE (SoraZ @ 4 Jan 2017, 14:31) *
Ok, review:
- the map design is alright, nothing fancy, nothing horrible, but I suggest using textures a bit more so objects, especially the western village buildings, don't look so "placed down"
- there are issues with fake difficulty, in part related to bugs:
-- at the start, when you kill the VDV units to set up the ambush, your commandos may randomly lose their stealth; this seems to depend on where they stand when the timer reaches zero and should therefore be fixable
-- the Tank Trap Barricades are not actually usable even though they are marked as civilian, it would be good if they CAN be used for the ambush (grant extra range, thus help sniping off enemy infantry)
-- during the Power Plant part, the Commandos have to destroy a certain number of Power Plants, then escape; but this is made almost impossible since there are Conscripts with IR Goggles, which turn this part into pure luck since the commandos will inevitably be killed by the Tunguskas nearby if spotted; I suggest removing the Goggles from those particular Conscripts
-- for the escape, why do the Maulers not become available again? As it stands, the commandos have to leave ON FOOT, which due to the aforementioned IR Goggle-equipped Conscripts everywhere is almost impossible

I hope you think about this input, because I can see that you are trying to make an entertaining, difficult but not unfair, mission and I would love to play that.


Hi SoraZ

I admit that I'm not the best when it comes to map design, I tend to get frustrated when using textures especially for rural areas, but I will try harder in the update.
I scripted the commandos to lose the stealth ability during the ambush because I felt it would be too easy to take out the convoy since it doesn't have any stealth detectors and commandos can stay clocked and fire (minus the rocket launcher), I will increase the timer to set up the ambush and use the barricades.
Speaking of which, the barricades are meant to change to your side after you take out all VDV units so you can use them, this may be a scripting issue which I will definitely check.
I agree about the conscript IR goggle problem, that will be changed.
The issue with controlling the Maulers after bombing the power plants is that if you are unlucky enough to encounter a Sentinel patrolling the base it will easily destroy them, or if that doesn't get them the active tesla coil by the supply warehouse will, I may play around and see how the commandos can escape with the Maulers.

What are your thoughts about the rest of the mission? I would like feed back on defending the village section as I'm not sure whether that part is too difficult as well.

Thanks for the feedback I feel it will greatly improve this mission.
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Posts in this topic
- RedDeadSmeg   Sentinel Slayer 1.86   31 Dec 2016, 22:28
- - SoraZ   Sounds promising, I'll try it later.   31 Dec 2016, 23:13
- - SoraZ   Ok, review: - the map design is alright, nothing f...   4 Jan 2017, 15:31
|- - RedDeadSmeg   QUOTE (SoraZ @ 4 Jan 2017, 14:31) Ok, rev...   4 Jan 2017, 19:03
- - XCABAL   I think giving out two Manticores with two Dozers ...   8 Jan 2017, 15:50
- - RedDeadSmeg   Ok, I've updated the mission after the suggest...   23 Jan 2017, 21:26
|- - five star general   Here is how i saw this mission I played version 2...   3 Mar 2017, 19:24
- - RedDeadSmeg   Ok, here it is, Sentinel Slayer for 1.87. Just so...   15 May 2017, 21:09
- - jl319   This was fun. I came across a bug or two- nothing ...   9 Oct 2017, 15:26
|- - jl319   whoops, I meant I "preferred it to the *Pando...   9 Oct 2017, 15:31
|- - RedDeadSmeg   QUOTE (jl319 @ 9 Oct 2017, 15:26) This wa...   9 Oct 2017, 16:25
|- - Hailstone11   What about that Venom Spec Ops infiltration in Sc...   11 Oct 2017, 10:45
|- - RedDeadSmeg   QUOTE (Hailstone11 @ 11 Oct 2017, 10:45) ...   12 Oct 2017, 20:49
|- - Admiral FCS   QUOTE (RedDeadSmeg @ 12 Oct 2017, 12:49) ...   13 Oct 2017, 4:35
|- - Hailstone11   You nailed it   13 Oct 2017, 7:10
- - UnseenMaDaFaKa   Sounds Cool! I'm new so I don't know ...   5 Jul 2018, 20:42
|- - jl319   QUOTE (UnseenMaDaFaKa @ 6 Jul 2018, 3:42)...   6 Jul 2018, 12:46
- - RedDeadSmeg   This link is to all my old missions, including Sen...   6 Jul 2018, 17:14
- - UnseenMaDaFaKa   Thanks for replying. Is it normal that I can't...   10 Jul 2018, 15:24


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