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The moment you've been waiting for...
RedDeadSmeg
post 2 Aug 2018, 19:52
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Chinese Covert Mission 5 is finally here!

As it's my biggest map to date, there is a good chance of bugs and glitches popping up. Any issues please comment below or on the Mod DB page.


https://www.moddb.com/mods/rise-of-the-reds...overt-mission-5

After a quick VDV mission before my next big project, the next campaign will be (of course)...USA.

Good luck General.
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NclingROTR
post 3 Aug 2018, 0:54
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Played the mission, it was quite fun, have everything on it. From Unit micro, base building, Fortress siege.
My Opinion: The only 1 downside is The Russian AI is too defensive., making the final mission a bit less intense. (Spoiler) Only the VDV sent several choppers and they can be dealt easily with several anti-airs.

Is it me or this reminds me of the final mission from CoD: MW1?

"Can't you make the door open faster?"
"Negative sir, but you can try pull it with your hands if it make you feel better."
"Cheeky bastard."


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XAttus
post 3 Aug 2018, 9:46
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dat clickbait title... biggrin.gif I thought 2.0 is out or something.

Sounds interesting though, I will give this a go and update this post with my feedback.

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...I got to the point where I'm "underground" and was supposed to locate something in a maze of corridors... I found a nuclear bunker, destroyed it -> mission failed. I guess I missed a caption somewhere.
Tried it once more, crashed when I got to the "underground" part sad.gif

So, here is what I noted so far:

- It feels challenging, the russians attack with land and air and the nuke missile timer gives a major motivation to push in instead of turtling down and building sec-eco. I haven't seen a MSTA fire though, so that's worth checking.
- I like your creativity with the "underground area" but the map boundaries should have been set so it's not a "body of sea with underwater grumbles in it" but rather off-map entirely until it's time.
- The mission objectives need to be more clear and specific, like highlighting what to do and what not to do. Making the building flash when units are near it is also helpful. (I didn't destroy the radar outpost that's supposed to be captured but it wasn't obvious that I need to capture it)
- When the nuke silo appears and you write "we have given you access to our nuclear arsenal" when it actually belongs to the Russians, I laughed. There are several other small inconsistencies like this. BUT, I got full tech at that point, so I guess that's what you wanted to write.
- Listening posts and hackvans are disabled, why? Feels more annoying rather than challenging.
- propaganda upgrade and TC kit upgrade is also disabled, again for no apparent reason. That pissed me off. xD
- The map's level of detail is below what I'd consider acceptable for Reds, we have made several maps that are much better looking.

Final thoughts:

Consider disabling sec-eco if you wish to increase the challenge / difficulty of the mission. Disabling upgrades that would be nice to have for convenience and would otherwise not break the mission is not a good idea.
Make use of the various tech buildings and even single-player specific assets to further enhance the game-play.






This post has been edited by XAttus: 3 Aug 2018, 16:11


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XAttus
-game anyone?

The Hunter
- Nobody wants to play bombtruck simulator with you
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RedDeadSmeg
post 3 Aug 2018, 18:06
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QUOTE (XAttus @ 3 Aug 2018, 9:46) *
dat clickbait title... biggrin.gif I thought 2.0 is out or something.

Sounds interesting though, I will give this a go and update this post with my feedback.

-------------------------

...I got to the point where I'm "underground" and was supposed to locate something in a maze of corridors... I found a nuclear bunker, destroyed it -> mission failed. I guess I missed a caption somewhere.
Tried it once more, crashed when I got to the "underground" part sad.gif

So, here is what I noted so far:

- It feels challenging, the russians attack with land and air and the nuke missile timer gives a major motivation to push in instead of turtling down and building sec-eco. I haven't seen a MSTA fire though, so that's worth checking.
- I like your creativity with the "underground area" but the map boundaries should have been set so it's not a "body of sea with underwater grumbles in it" but rather off-map entirely until it's time.
- The mission objectives need to be more clear and specific, like highlighting what to do and what not to do. Making the building flash when units are near it is also helpful. (I didn't destroy the radar outpost that's supposed to be captured but it wasn't obvious that I need to capture it)
- When the nuke silo appears and you write "we have given you access to our nuclear arsenal" when it actually belongs to the Russians, I laughed. There are several other small inconsistencies like this. BUT, I got full tech at that point, so I guess that's what you wanted to write.
- Listening posts and hackvans are disabled, why? Feels more annoying rather than challenging.
- propaganda upgrade and TC kit upgrade is also disabled, again for no apparent reason. That pissed me off. xD
- The map's level of detail is below what I'd consider acceptable for Reds, we have made several maps that are much better looking.

Final thoughts:

Consider disabling sec-eco if you wish to increase the challenge / difficulty of the mission. Disabling upgrades that would be nice to have for convenience and would otherwise not break the mission is not a good idea.
Make use of the various tech buildings and even single-player specific assets to further enhance the game-play.



First off thanks for the feedback, it seems you've spend considerable time writing it.

In response to some of the comments.

I wanted to make the underground section completely off-screen. The problem is the bottom-left boundary corner is always fixed in place, meaning you cannot create entirely separate areas of the map, only expand from the south-west section. I had to choose between removing the underground section completely or find a way around it. the sea is the only solution I could come up with.

I use objective captions and the script boxes on the left hand side of the screen, there is no other way to make the objectives more clear. I wish I had the means to do voice-overs in missions because that would solve some of the issues. But aside from trying to write the objectives more clearly I really don't know what to do.

Granting the player access to nuclear weapons was a response to the Russians deploying tactical nukes. looking back you are granted them earlier so fair enough that needs to be looked at.

The locked tech is to make the player have access to only specialised units (exotic weapons) as opposed to the generic Chinese tech. I understand that means stripping a lot of tech away, but I have done the same thing with Aleksandr's campaign as well as the VDV campaign.

I feel the map detail comment is harsh. I know I'm not the best at making maps look amazing but I do try, I swear.

Overall, it seems like I don't have the ability to create up to scratch big maps. I'm going to take a break for a while and consider my options.
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Skitt
post 4 Aug 2018, 1:57
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tried the mission, its decent.

the nuke silo was a bit odd, a tremor would of looked better.
the troop crawler upgrade being missing was a bit of an issue.
on the map detail front the layout is perfectly fine just needs a full texture go over if you ever need help with such feel free to ask.

overall though for the mission ignoring the bugs/issues solid 8/10.


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XAttus
post 4 Aug 2018, 10:50
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QUOTE (RedDeadSmeg @ 3 Aug 2018, 19:06) *
I use objective captions and the script boxes on the left hand side of the screen, there is no other way to make the objectives more clear. I wish I had the means to do voice-overs in missions because that would solve some of the issues. But aside from trying to write the objectives more clearly I really don't know what to do.


There is, like I mentioned, make the objective asset flash for example. But what I really meant was changing the wording a bit to make it dread clear what needs to be done as well as adding lines that say "Do not do X or the mission fails"

QUOTE (RedDeadSmeg @ 3 Aug 2018, 19:06) *
The locked tech is to make the player have access to only specialised units (exotic weapons) as opposed to the generic Chinese tech. I understand that means stripping a lot of tech away, but I have done the same thing with Aleksandr's campaign as well as the VDV campaign.


Yeah I get the intention that you want to limit access to stuff, but I feel like you did it in a way that makes very little sense. For example, sec-eco is still available and that makes the whole mission easy by allowing the player to spam units in an uncontrolled way. TC scans would be really useful to scout on the other hand, not to mention the propaganda.

QUOTE (RedDeadSmeg @ 3 Aug 2018, 19:06) *
I feel the map detail comment is harsh. I know I'm not the best at making maps look amazing but I do try, I swear.


Sorry if I sounded harsh, don't get me wrong, the map looks decent, but I feel like there would be room to improve on things that are more basic. For example smoothing the rough mountain / slope edges, making the small lakes blend in a bit more, making the ramps blend into the surrounding terrain...

QUOTE (RedDeadSmeg @ 3 Aug 2018, 19:06) *
Overall, it seems like I don't have the ability to create up to scratch big maps. I'm going to take a break for a while and consider my options.


No, you do... it's a unique thing that not many people bother with these days, consider yourself a bit special for putting the time and the effort into it. I'm not trying to discourage you by any means, I also made some maps, good and bad as well, I know how time consuming and delicate of a work it is, and I'm just trying to give some constructive feedback that you can perhaps find useful to further improve the work you do. Take as much or as few away from it as you wish smile.gif


--------------------
XAttus
-game anyone?

The Hunter
- Nobody wants to play bombtruck simulator with you
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Calvin
post 4 Aug 2018, 13:53
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Played a bit then crashed at the underground part, might i suggest adding more Anti-Air at the beginning?
I managed to kill the guards using just one EMP Han and the Shenlong for anti-garrison purposes, also I was wondering why there weren't any scouting units that I can use for targeting some units to kill with the artillery also one of the bunkers in that outpost can apparently kill units that attempt to leave it not sure if the others could

This post has been edited by Calvin: 4 Aug 2018, 13:58
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