[Beta] FLO_BrokenArrow_VIP

Dodge_thisDodge_this Posts: 19Player
[Beta] -- First of all, thank you to all the regulars on the (Beer_Me) server for their feedback and enduring the bugs and issues as I've been working on this map.

FLO_BrokenArrow_VIP

This is a VIP mission. The objective is to keep your VIP alive until the Blackhawk helicopter arrives and lands in the center of the camp. The AMBUSH team must break into the camp and kill the VIP before he escapes to the helicopter.

NOTES:

1) The Blackhawk takes about 90 seconds to arrive and land in the center of the camp. The VIP can then extract by running to the Blackhawk.

2) If ESCORT feels that they are being overrun and AMBUSH is climbing over the walls into camp, they can call in an airstrike by triggering the radio on the table in the HQ Building (solid metal building next to ESCORT spawn point). The airstrike will drop bombs on key entry points on the camp and injure or kill anyone near the vicinity (including teammates if you do not let them know to clear the area).

3) There is a train car on the east side of the camp. Inside this train car is a radio. If you trigger this radio, it will reverse the direction of the Blackhawk. It is highly advantageous for AMBUSH to break in and secure the east side and turn the chopper around so that ESCORT cannot extract. ESCORT can call the Blackhawk back towards their direction if they re-trigger the radio in the train car (tug of war style).

KNOWN ISSUES:

-Blackhawk has no sound
-There is water on the hill side near AMBUSH spawn

FIXED as of 7/28/2016:

-Removed sound entirely from Blackhawk to prevent first round sound bug
-Fixed issues with airstrike not killing where they are supposed to
-Removed a floating static mesh

Check out the screenshots and subscribe here:
http://steamcommunity.com/sharedfiles/filedetails/?id=717740857

Now that I feel comfortable telling people beyond the (Beer_Me) Server about this map, I would love to hear feedback and bug reports.

Thanks so much
-Dodge

Comments

  • Dodge_thisDodge_this Posts: 19Player
    UPDATE as of 7/30/2016
    -Added F14 flyover during airstrike
    -Fixed water showing on side of hill
    -Fixed floor of medical building
    -Added green smoke at the landing zone
    -Made east train car an Objective Zulu that you can take / control which changes direction of chopper (before it was just a trigger and you had to explain to other players what to do)
    -Added rocks to assault hills
    -If chopper is sent all the way back to starting point, it will reset the objective zulu and begin returning towards the camp (was stuck at starting point previously)
  • Keebler750Keebler750 Posts: 3,607Beta Tester
    I played this last night just 2v2 and I have to say I love the thought processes you put into this map and the gameplay! Very cool!

    :)
    ______

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • EJtheKEJtheK Posts: 105Player
    Well that explains why I kept dying randomly... or so it seemed.

    Very creative, good work.
  • SacchoSaccho Posts: 1,577Player
    Haven't played it myself, so consider this post to be purely based on gameplay concepts, not your execution.

    The F14 airstrike -- are there clear visual and auditory cues that happen in advance of the bombing run to warn players that the strike will happen soon? Giving players the means to dodge that kind of event is important for preventing frustration. Good game/player communication is particularly important in a UMM since you're introducing mechanics that don't exist anywhere else in the game. (Example: the first round in which an airstrike is called could trigger a voiceover "Airstrike incoming! Danger close! Take cover!" sort of audio message for all players.)

    There are cool ideas here, all the better if they're executed well!
  • Keebler750Keebler750 Posts: 3,607Beta Tester
    edited August 2016
    What I found was that you had as much chance of randomly dying as the attacking Opfor as you did on the team that called the bombing run, so it made sense to choose wisely whether you called it at all, and defended the radio so the other team couldn't either.

    But...it was there if you wanted to mix things up a bit...

    The only way I could seem to outrun it was run to the extreme corners of the map. LOL

    :)
    ______

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • Dodge_thisDodge_this Posts: 19Player
    Thanks for the feedback guys.
    Saccho wrote: ยป

    The F14 airstrike -- are there clear visual and auditory cues that happen in advance of the bombing run to warn players that the strike will happen soon? (Example: the first round in which an airstrike is called could trigger a voiceover "Airstrike incoming! Danger close! Take cover!" sort of audio message for all players.)

    All good points @Saccho . My original version, I had recorded myself saying, "Broken Arrow, Airstrike Inbound." -- it worked, but my voice sounds weird in the context of the game so I removed it haha. If there was a properly recorded sound cue that 'sounds' like the rest of AAPG, I would include it certainly.

    For now, it just calls 'Enemy Spotted!' -- and then you can hear the airplanes coming in. You have about 7 or 8 seconds to get the [TOS Violation] out of harms way. Then you see the F14s fly over and the bombs go off.

    In a future version, I'm going to see if I can make a visual cue that if you were killed by an airstrike it tells everyone on the team.

    @Keebler750 -- playing it on Beer_Me server, it is very interesting. If someone calls it too early, the team yells at them because they end up calling the airstrike on their own teammates lol. So it is very strategic as to when to call it in.

    Cheers
  • SacchoSaccho Posts: 1,577Player
    All good points @Saccho . My original version, I had recorded myself saying, "Broken Arrow, Airstrike Inbound." -- it worked, but my voice sounds weird in the context of the game so I removed it haha. If there was a properly recorded sound cue that 'sounds' like the rest of AAPG, I would include it certainly.

    For now, it just calls 'Enemy Spotted!' -- and then you can hear the airplanes coming in. You have about 7 or 8 seconds to get the [TOS Violation] out of harms way. Then you see the F14s fly over and the bombs go off.

    Good stuff, audio design's tough. I do think you're better served having the most grizzled-sounding guy out of the clan record a clip for you than re-using a clip in the game for other purposes -- that can lead to confusion. Personally I think gameplay trumps immersion in choosing the voiceover, but that's just an opinion.

    Another thing to consider is the balance of the mechanic. Consider Battlefield 1 & the zeppelin mechanic. On some maps, one team receives a zeppelin mid-round for heavy air support. The worse the team's losing, the sooner the game lets them have the zeppelin. To some extent you achieve this balance by hitting areas where both teams will likely have players (more guys == more risk to get hit), though I wonder if more could be done. Something like only the losing team can call in support? I don't know. Just something to consider.

    In a future version, I'm going to see if I can make a visual cue that if you were killed by an airstrike it tells everyone on the team.
    Yeah, a visual notice explaining the event would be nice -- especially since the Devs didn't put in a "Killed by airstrike" death icon :chuffed: Hopefully that's potentially as 'simple' (lol) as linking a ConsoleCommand adminSay kismet event triggered by deaths caused by the appropriate actor... maybe? It gets tricky if the instigator is tough to identify properly. You probably know the kismet there better than I do.
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