Arma 3
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[SP/CO12]~Operation Mountain Lion
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer
Scenario Type: Infantry
Scenario Map: Altis
File Size
Posted
Updated
54.850 KB
5 Mar, 2014 @ 4:32pm
20 Apr, 2014 @ 7:26pm
3 Change Notes ( view )

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[SP/CO12]~Operation Mountain Lion

Description
This mission was made by Tristan. CSAT has control of Altis' North-Western mountains. They are using Oreokastro and its nearby castle as a hub of operations. We must move in and secure the region.

This mission involves two 6 man teams. A FIA team and a NATO team. The FIA will be inserted by helo and the NATO team will HALO in from 5000 meters up. Each team has their own objectives to contribute to the capturing of Oreokastro. Both teams will converge on the town to secure it and the mission will end. Expect heavy enemy presence in the town and the surrounding area. Good luck!


Feedback would be greatly appreciated. I if enough people request that I add certain elements or addons, I will certainly do so. Enjoy the mission.

__CHANGELOG__

*v 1.1
-Changed intro music
-Decreased the number of enemies in Oreokastro

* v 1.01
-Singleplayer support added.

* v1.00 Initial Release
Popular Discussions View All (2)
0
6 Mar, 2014 @ 10:33pm
Feedback
Snakedoctor
0
6 Mar, 2014 @ 10:32pm
Mission Requests
Snakedoctor
28 Comments
Snakedoctor  [author] 26 Apr, 2015 @ 10:47am 
Thank you for playing the mission ALX05!
ALX05 26 Apr, 2015 @ 10:08am 
Nice mission !! Thanks !!
Snakedoctor  [author] 22 Apr, 2014 @ 6:55am 
In other news, I have a mission designed specially for singleplayer in the works. A detailed mission that everyone can enjoy!
Snakedoctor  [author] 22 Apr, 2014 @ 6:54am 
I will look at the weather next time I have time.
Heto 21 Apr, 2014 @ 7:20pm 
No need to apologize at all. I played through it. I just couldn't take over the village, either there was someone of the enemy force remaining, or the trigger didn't work.

12 players would be more than enough to rip apart the whole village.

But about the stormy night, I think it would be a good setting, if only there wasn't the stupid rainfall that looks like laser beams through the NVG. It really makes playing the mission painful.

If you like a unique setting, how about using foggy dawn instead?
Snakedoctor  [author] 21 Apr, 2014 @ 6:45pm 
I won't decrease the number of enemies any more because honestly, there are only around 12-15 guys in the town. With two, six man squads, that isn't two difficult.

I would like to appologize for the misconception that this mission may be optimized for SP. The mission was intended to be played with 12 guys attacking the town. Nothing to complicated.
Snakedoctor  [author] 21 Apr, 2014 @ 6:45pm 
@hepary
First off I would like to thank you for playing the mission and for giving feedback.
Now let me explain the purpose of the mission from my standpoint.
The mission was designed to be played with 12 total players and no AI. The mission has SP support just so people who don't have the ability to play with that number of friends can play it. This mission isn't optimized to SP. I am sorry but that is how I devoloped the mission.
Also, once again there is little story to the mission because it is not meant to be played in singleplayer. To create a mission with a dynamic story to go with it for even a small number of players like 12 would be very difficult.
Lastly, the setting of the mission is a stormy night. I am sorry but I won't change the setting of the mission. I beleive that the stormy weather and nightfall create a unique feel to the mission. I mean, how many other mission are in day? I wanted to create a mission that was different from other missions.
Heto 21 Apr, 2014 @ 9:28am 
I can't describe the infil via heli, then the walk to the supply drop as 'exposition' or 'rising action'. They are just actions with no real meaning behind. Then suddenly, the crazy firefight begins that I haven't had in any missions so far, with 100 guns blazing non-stop.
Then it stops (according to the scenario description) abruptly, when you secure the village.
Heto 21 Apr, 2014 @ 9:28am 
1. Take another time of the day that isn't just pitch black night everywhere. Or place more lights. And please kill the rain, when the player approach the village, at the latest.

2. Still too many enemies. It doesn't have to be realistic as hell, but give the players an illusion of authenticity, at least. Actually, the town is too small to be a good place for an immersive mission.

3. Every mission needs a plot, if it wants to give the players more than just a big shooting range. You could argue that you were gonna make a short mission, thus having no need for a plot at all, but frankly, where is the fun in such a mission?
Ever heard about dramatic structure? If you analyse your mission by dramatic arc, it has only one single climax.
Heto 21 Apr, 2014 @ 9:28am 
All teammates went down in the first 1 minute of firefight. Upon opening fire, every single enemy in the area is alerted.
I ran around like Rambo, gunning down all of the enemies myself.
Had to reload, like, 8 times because the enemy presence was still overwhelming.

Then I couldn't find the remaining last one, ran around the village and tried to draw attention by shooting in every direction. After 20 minutes I gave up.

It didn't help either that it was dark as hell, and NVG was blocked by heavy rain that glows like fucking laser beams.

I don't know if you could clear it yourself, with all the teammates alive, but for me, it was an awful experience. I haven't been able to build a mission because I'm too stupid for that 2D mission editor, but if you would allow me to give you some advices...