Friday, November 18, 2005

Custome Missions, Entry 1

I have 1 single player mission so far, and 2 multiplayer missions.

The single player mission;
Flight Training
This is really a training ground for my flying skills. Its based off of the destination template. It takes place on Malden. Your insertion point is by the barracks in the airport on the main island. The final destination is placed at the North West most island that has a small airport. Its realy just a nearly barren island standing high out of the water with just an air strip, a hangar and some trees. At the Malden airport is a Mi-17 HIP, Mi-24 Hind, V-80 Kamov (prototype), and 2 Su-25 Frogfoots (Frogfeet?). You start out right next to a UAZ so you can drive to the aircraft. If you manage to loose your aircraft over land some how, in almost every town is some sort of empty vehicle. So if you bail out, you can run (or crawl if you messed up on the bail out) to a vehicle and drive it back to the airport and get into a different aircraft. There is also a bus I put in that circles the island's outer roads. South East of the airport are a group of desert islands. One the closest island, which happens to be long, I put dummy targets (wooden tanks). That island is used for target practice. I am considering replacing them with actual American tanks with their AI set to never open fire. I mostly spend my time practicing in the Su-25, its a real pain in the ass to master. I am really considering remaking this into a multiplayer map, so I can practice with a gunner (or as a gunner) or with a wingman. Its a pain in the ass because its not as simple as putting in another unite and making it open to human control, you have to reconstruct the entire thing in the multiplayer editor instead of the single mission editor!

The two multiplayer missions are as follows;
Red Tide
Its built on the Team Deathmatch template. The Americans start out a the vehicle pool North West of the Malden airport. They are a mechanized infantry unit, which unfortunately is in a M113A2 Gavin. I wish there were some way they would still be a mechanized infantry unit, but in a M2A2 Bradley. At that base are support trucks, weapons crates, a Jeep with a machine gun. They can always go to the airport and use the Blackhawk (w/rocket pods), or try their luck with the A10 Thunderbolt II. The base has minimal defenses.

The Soviets start out on the North Western most island with the air strip. You are part of a Spetsnaz team. On your base you have access to weapons crates and 1 Hind, 1 Hip, 1 Frogfoot. The conflict is designated to take place in the Northern most settlement. That hamlet is already fortified by a Soviet heavy infantry group (AI). There is a empty BMP2 and a ambulance in the northern tree line. Down that road is an enemy M60A3 Patton (AI). Because this mission is based on a Team Deathmatch, which ever side with living players wins. But there is a back story to this mission.

The story behind this is that the Soviets are encroaching on the Malden island. Their foot hold on the NW island is just the begining. To the Soviets its imperative to establish a beachead. The Soviets taking that NW hamlet on the main island is completly unacceptible to the Americans. With little details about the amount of Soviets in that hamlet, a mechanical infantry unit is deployed to take it back. A Patton stands by to assist. The Spetsnaz team is scrambled from the island to help hold the island.

The Americans don't have to just rush the settlment, they can get the chopper, or the jet, or even the boat and head to the NW island and try to take it. But the Soviets are well aware of the US Airbase, so their little island is crawling with anti air. So the jet or boat are the best ways in. But you have to keep in mind, it not about capturing the base, or destroying equipment, its only won if the other humans are all killed. If the West wins Red Tide, next we play Tidebreakers.

Tidebreakers
was a night time mission based on the cooperative reach destination template. I was going to re-do it on a different template, so I deleted it. When I re-do it, it will still work like this;
Having pushed the Red Tide back into the sea, a special forces group will go out to sea and finish the job. You start in the motor pool NW of the airport, you board the 5 tone truck and the AI drives you through the hamlet you took over, and to the beach, where 2 PBR Mk. IIs await you. Before the team boards, they pick a load out from the crates on the beach. You are to invade the NW Soviet island. It has beefed up its AA in an inticipation of a full air assault from the US air base on Malden. That is why you are going in on boat. Once you get to shore, you should destroy as much of the AA as possible to call in air support, or for stragglers to fly in on a Blackhawk. The island will be crawling with troops, you should destory as many of their equipment as possible. Bring lots of rockets, it is an air base, things will be taking off and circling the island. I will probably be remaking this on a team death match templat, so the goal will really be to kill all the human enemies, but there will be lots of hostiles and equipment at their disposal.

As far as the story goes, once this island is taken by US forces, the Soviets counter the only way the know how, with a overwhelming force.

Red Bulls
You start out as pilots at the US Air Base on malden. You have to scramble to your aircraft because the alarms are going off. Soviets have landed on the beaches to the South and North, mechanized forces are moving in. There are 3 Cobras and a Blackhawk waiting in front of you. Farther down the runway are 2 A10s. A mechanized infantry group is called in from the motor pool. But the Soviets are moving in quickly. Infantry could have landed too. You must get into the air ASAP and start taking out the enemy. The problem is, this is built on the co-op destination template, so you can just take off and fly to the base on the South island and win. So I am probably going to switch this into a team death match template, maybe the East will be a mechanized infantry or special team. Yeah, that sounds good.

I wish they hadn't dumbed down the editor for the port. I am hoping that in the downloadable content, they will also have a new editor! More like the old one. OK, I'm going to go try to get some action.

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