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[TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

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  • [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

    I'm happy to proudly present you my postapocalyptic Fallout mission, that I was working on for almost two months.

    Your gameplay feeling will be slightly different than in other TG missions. Everyone will find here something that they like.

    You want to play in strictly tactical way, choose Raiders, Regulators or Enclave.


    Wasteland loners, people who like to have free world of choice and scavening for equipment and weapons can join to Civilians side.


    STORY:

    Mission is set several decades after a worldwide conflict brought on by global petroleum shortage. United Nations disband. China invades Alaska in the winter of 2032, causing the United States to go to war with China and using Canadian resources to supply their war efforts, despite Canadian complaints. Then war moves to U.S. and Americans are forced to fight on their soil.

    After years of conflict, on October 23, 2052, a global nuclear attack occurs. Nobody knows who strikes first, but in less than two hours most major cities are destroyed.

    You are survivors of atomic apocalypse that changed East Coast into wasteland. You will have to scavenge cars and places for weapons in order to survive. Don't trust anyone, someone who seems to be a friend may shoot you in the back.




    Features:


    * 4 x 2 km of detailed postapocalyptic world with settlements

    * ruins of big city

    * abandoned military bases

    * remainings of elevated highways (yes, there are collapsed parts, so you can get on the top and walk there)

    * cars that need to be searched in order to find weapons

    * ambient sounds

    * 4 playable sides

    * script changing game colors for more postapocalyptic feeling

    * absolutely freedom

    * 2 min respawn/JIP

    * Fallout feeling

    * and more
    I tried push it to the limit and see what its possible to be done on Arma engine. I created pretty much Fallout 3 in Arma 2. In future versions money, buying scripts, etc, will be added.


    Briefing is different for each side. It is important to read briefing, especially is you are playing as civilian.

    DOWNLOAD: http://www.speedyshare.com/data/5886....aiaktalik.pbo

    I made quick update to version 1.5. or just 1A Just to keep it more interesting. It will take more time for version 2.0 to come out that will have lots of changes.


    * added crates with medications (for test, let's see how it will work)

    * added 3 more trucks

    * now, after all trucks are destroyed, game will end

    * fixed briefing (changed) for JIP's

    * added few more vehicles for Enclave
    DOWNLOAD update v1A:

    http://www.megaupload.com/?d=1024SO4Z.














    Last edited by Mikee; 12-27-2009, 11:48 PM.

  • #2
    Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

    Feedback would be appreciated.

    Comment


    • #3
      Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

      You made This?!

      AWESOME

      where can I Download it???
      And when he get to heaven,
      To Saint Peter he will tell;
      One more soldier reporting sir
      I've serve my time in hell

      Comment


      • #4
        Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

        Originally posted by Benjamin385 View Post
        You made This?!

        AWESOME

        where can I Download it???
        The download link is right above the top of the first picture.

        Hey mikee are you getting this uploaded to the server today? WOuldnt mind having a bash off it later!

        Good work, it looks really good.
        Nihility

        Comment


        • #5
          Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

          The way you described it, this mission looks pretty cool and the fact that you want to add more "roleplay-y" stuff helps improving it. You know, I wouldn't mind if there where some possible side-mission for each side, like "find a water purification chip in less than x time", or "we are dying, so go and get us a G.E.C.K.", or "Welcome to inserttownname, how about you become a porn star?" :p
          sigpic

          Now with 200% more content!

          Comment


          • #6
            Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

            Originally posted by Merula View Post
            The way you described it, this mission looks pretty cool and the fact that you want to add more "roleplay-y" stuff helps improving it. You know, I wouldn't mind if there where some possible side-mission for each side, like "find a water purification chip in less than x time", or "we are dying, so go and get us a G.E.C.K.", or "Welcome to inserttownname, how about you become a porn star?" :p
            All this and more will be implemented in future versions :). I need to get feedback first in order to be able to work on adding/deleting things.

            Comment


            • #7
              Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

              Really bad for blufor. Civis always go with opfor, blufor runs out of ammo and trucks.

              I find RP missions go very bad with our group, Poppy did not do well because of it. Also, the mission is very open ended and that leads to some... odd... play style.
              |TG|Ghost02
              TG Pathfinder



              "I travel alone through the valley of the shadow of death, yet in my heart I carry no fear, for Gods hands will guide me to Truth and Honor."

              Comment


              • #8
                Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                Very enjoyable mission/map. We played it for several hours 12/27/2009. I write this as participant .. credit goes largely to Dredge for his intuitive and unexpected plan for taking back our country.

                We treated BlueFor as the Federals, Independants as sort of Texas Ranger types .. law enforcement. Opfor was kind of a bunch of Road Warrior types to be "dealt with."

                Civilians were seen as the "oppressed". We essentially decided to take the country back into the peoples hands. This involved Civilian v everyone else approach. Remember as civilians you start out with no weapons at all and no vehicles .. you are just target practice for the armed factions.

                Civilians actually won. With Dredge as leader, they waited for Opfor to vacate their base and attack BlueForce. Then we took over their weapons cache armed ourselves set a five minute sathchel and returned to the Farm House.

                When Opfor began respawning, the five minute timer went off. They thought someone was base killing but we were back at our own base. They did not notice the demo charge. We left an observer just to see if it would go off. Destroyed weapons cache. All they could do was respawn with the weapons they already had.

                We then received a delegation from Bluforce (had to hide all our weapons so they would not know we were armed.) Sent an observer to Bluefor camp with demos. Blue force notices we had technical (read armed vehicles as civilians) they tried to disarm. They were assaulted and "negotiations" broke down at their base.

                We eventually were able to destroy Blue force weapons cache as well with satchels from original OpForce cache.

                Civilians also seized (stole) captured fuel trucks denying other teams a victory thru accumulation of fuel.

                Suggestions: Probably need to limit civilian use of communications unless they take if from the enemy caches. We used TS freely as there was not rule that said we couldn't (call it HAM radio).

                Since it is TvT, please make it playable only in veteran or expert so no map indicators help any faction see a full battle map ... I could see myself and blue force movements when I was independent suggesting a link between the two forces.

                Should civilians have maps? Would they in real life? Compass, Radio, GPS?

                THIS IS A GREAT MISSION ... THESE ARE SUGGESTIONS ONLY ... OH. ..the briefing dies not suggest quite enough to give new players especially JIPs any idea of how they are to behave .. maybe that is appropriate, don't know. But the first time I played this I was totally lost as I joined after the briefing. Wandered around learning the map and factions .. next game was much better cause I now knew the map at least. I switched sides and had a great tiem with Dredge et al.
                "The unexamined life is not worth living". Socrates. "The unlived life is not worth examining". |TG| tiggr

                Comment


                • #9
                  Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                  all i can say is wow! that looks awesome!
                  ill download it tomorrow when i have some free time and ill post some feedback!
                  sigpic
                  excuse my poor english, im australian

                  Comment


                  • #10
                    Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                    One suggestion, if it is possible could you add in the ACE medical system. That way there are more resources for people to hunt for and allows for the civilians to heal themselves without the aid of the other sides.
                    Aliases: ROD5RIG, CitizenAlias

                    Comment


                    • #11
                      Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                      Originally posted by ROD5RIG View Post
                      One suggestion, if it is possible could you add in the ACE medical system. That way there are more resources for people to hunt for and allows for the civilians to heal themselves without the aid of the other sides.
                      I would love to.. How do I add this? Using ammo crates?

                      Comment


                      • #12
                        Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                        First of all its a great mission Mikee.

                        Played it twice now, both for a couple of hours. I will make a list of the things I feel should be worked on or improved and well as suggestions. Please note I have never played Fallout so my ideas will be based purely on gameplay.
                        • Get the civilian side sorted out - I suggest making them in groups of 10 and make them wasteland gangs. They would have a gang leader and if the leader sided with another faction they would all side with this faction. These gangs could also go renegade or be peace loving and join no faction. (This solves the problem of different sided civi's fighting each other at their spawn)
                        • Sort the Ammo & Weapon issues - I would make the ammo boxes local and only accessible to the faction that owns them. Ofcourse you can keep some random caches global and avalible to everyone.
                        • Quests - The fuel trucks... It seems like a good idea for a map like this but in the attempts ive played - the mission never ends because the fuel trucks get damaged or destroyed. I would make the trucks either respawn or make them indestructible just to keep gameplay flowing.
                        • General tweaks - I would remove the ACE unit tracking markers, I would perhaps change the long music to a clip for the intro and then have some kind of ambience music track running through the mission while you play, Like desert winds or something.
                        • The Future - There is a lot of scripted stuff you could do with this mission. Some I could help with and some I would know nothing about. Things like adding an action to the leaders of each faction (OP,BLU,IND) that let civilians activate a script that moves them into the group of that faction. Also other scripts like one for picking up spare parts that let you repair a vehicle etc

                        Thats my quick list. Im now sleepy and cant think of anything else to add.

                        So once again gz on the mission and im looking forward to playing a new version.

                        Comment


                        • #13
                          Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                          Originally posted by Mikee View Post
                          I would love to.. How do I add this? Using ammo crates?
                          Don't add it, It breaks after a few respawns. People become instant kill if you shoot them in the hand or the foot etc

                          Comment


                          • #14
                            Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                            I made quick update to version 1.5. or just 1A Just to keep it more interesting. It will take more time for version 2.0 to come out that will have lots of changes.


                            * added crates with medications (for test, let's see how it will work)

                            * added 3 more trucks

                            * now, after all trucks are destroyed, game will end

                            * fixed briefing (changed) for JIP's

                            * added few more vehicles for Enclave
                            http://www.megaupload.com/?d=1024SO4Z.
                            Last edited by Mikee; 12-27-2009, 11:47 PM.

                            Comment


                            • #15
                              Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

                              As the sheriff of Megaton, I would suggest the following improvements be made:

                              -remove everything but a map from all respawns, including compasses, watches, and radios

                              -create random caches that include more diverse equipment, like claymores, smoke grenades, chemlights, batteries, or binoculars

                              -introduce the ACE medical system, and add medical supplies to caches

                              -remove the fuel truck objective and instead make something that's a little more passive -- ie. an objective in which there is no "set" way to accomplish it. I could recommend making each outpost/camp/city worth a certain number of points to the team holding it. To hold an objective, you need to approach X building and toggle its state from civilian to one of the three factions. Think of it like a big light switch. I would suggest this method so that civilians could choose to independently inhabit (and thus impede) faction progress, choose to surrender, or operate under any particular faction

                              -remove looping audio

                              -give us some way to repair vehicles, for the love of God

                              Comment

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