Arma 3
[SP/MP] Welcome to Malden
16 Comments
Ceb  [author] 12 Nov, 2024 @ 3:30pm 
Hey again! I didn't design the mission with driving back and forth as the main transport in mind. Thats why you do not run into any contact. The helicopter from the support module is the main transport. I will take it to heart and add random contact spawns to and from the bases.
Mallekip 10 Nov, 2024 @ 11:52am 
Thanks for improving the mission Ceb! I replayed it and have more notes (read: complaints)…

Appreciate the clarified briefing, and the user action at the OP for the transition.

But having now played the mission start to finish, I think there’s a design element that perhaps needs to be changed.
Mallekip 10 Nov, 2024 @ 11:52am 
You see I drove the MRAP car to OP California, and met 0 (zero) enemies. So those 5 minutes weren’t very exciting. The next part was grand: waiting for the car, ambushing the camp by crawling down the hill, carefully finding the enemies. However, there was no time pressure, so I ‘cheated’ by switching from UAV turret camera and moving AI teammates instead of looking. Still fun.
But after freeing the prisoner, I am told to wait. Except of course that I have the MRAP parked nearby. So I drove it back to base. And met 0 (zero?!) enemies. Ordered the prisoner to stand in briefing room, but the mission did not end.
Mallekip 10 Nov, 2024 @ 11:51am 
So now my main critique is: does this mission need vehicle transport across the island? \

I understand that Arma lets you do this, but it is very difficult to place or script enemies on the entire island (with good performance and challenge). The driving parts create dead “space” and dead “time” within the scenario.

Many options here. Use cutscenes? Split up the mission into several smaller ones? Minefields? Twenty triggers that spawn enemies with “seek and destroy” waypoints? I don’t have a simple suggestion.

I had fun. Happy missionmaking!
Ceb  [author] 4 Nov, 2024 @ 7:22am 
All the issues from Mallekip should now be adressed.
onestar 30 Oct, 2024 @ 1:21am 
I jumped in for a minute and it looked really well developed, I liked the small checkpoint scene and reasonably realistic briefing/intel. The concept of saving one guy IS real, btw, so thanks for keeping it "low-key". I would recommend a smoother intro/cinematic for an SP experience, and maybe some more indication on enemy forces since I was a bit confused where and how many enemies are to be expected on the way TO the OP.
Ceb  [author] 27 Oct, 2024 @ 10:42am 
Thanks for the great reply Mallekip! I appreciate the feedback greatly! It's always difficult from the mission makers perspective to safe proof all the aspects of the mission, but this help a lot :) I will adress these issues this week
Mallekip 27 Oct, 2024 @ 2:23am 
A lot of love went into this mission. But, it looks like you didn't have the chance to have many people playtest it. So if this comes across as mean: I don't intend it that way.

Overall this mission has presentation, interactivity, variety, scale, suspense, and teamplay(!). But it als has bugs and a lack of clarity which may frustrate players.

Comments are short, so just the bugs for now:
1) After the briefing was over, a scripting error for a marker popped up on my screen. I have a screenshot
2)The radio blackhack transport is only for return, apparently. This is not explained. Also, it will automatically RTB when the player is inside, leaving the AI teammates.
Mallekip 27 Oct, 2024 @ 2:23am 
3)The Pawnee helicopter at the end of the runway can be piloted. I used this to skip over the initial travel to the Observation Points, leaving my teammates behind.
3)There was apparently a repeating trigger for a Geiger counter sound effect at OP California which confused the heck out of me.
4)The briefing and the triggered dialogue emphasizes that after reaching an OP you need to report to HQ. But you have to read and check all the briefing texts to find the callsign ( 0-0-1 ), then Google how the callsign system works in Arma 3, then find the keybindings in the game options. In other words, I had to stop playing and start *troubleshooting* your mission in order to continue. Totally stopped the fun for me, and after triggering the "2 hours later" while standing in the wrong part of the map, I simply quit.
Mallekip 27 Oct, 2024 @ 2:22am 
Even though I didn't get to do any shooting (yet), this is shaping up to be a great mission.
Most bugs can be fixed with an hour or two in the editor. Concerning the "callsign"; I would either very clearly communicate to players how it works using the (Advanced) Hints system, or simplify it by either giving the team leader a User (Hold) Action or have the trigger automatically execute by timer.

I hope you find the time and motivation to streamline this. Well made narrative COOP(!) missions are the most difficult to make.
Ceb  [author] 23 Oct, 2024 @ 10:42pm 
Hey bboy! Thank you. I will take a look :)
bboy 23 Oct, 2024 @ 2:30am 
Very good mission! Thank you for this one! You should try my first SP mission and give me your opinion!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3340574094
[Λ]Farsight 21 Oct, 2024 @ 10:40pm 
Could do with some task markers so people know where to go. I can read so no issue for me but to others they could get lost or have no idea where to go

When everyone finally was loaded in the heli took a really long time to take off and when we did land had no idea what to do after so I had to end the scenario myself.

Loved the easter eggs!

7-10 Would play again!
Ceb  [author] 21 Oct, 2024 @ 4:01am 
Thanks TPM! Appreciate it!
TPM 21 Oct, 2024 @ 2:17am 
I don't play A3 any more as I have moved over to Arma Reforger, however just wanted to stop by and say congrats on your first mission release :steamthumbsup:
Ceb  [author] 21 Oct, 2024 @ 1:36am 
Hello! this is my first SP mission for the workshop. Please leave constructive feedback if you encounter any game breaking issues. Thank you!