COOP (14-46) Assault of Thirty Palms by Sasha20kpro - #553
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Mission made by Sasha20kpro
perfk
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Overall Review
Needs Changes
Please note that since this is your first mission will there be a lot of recomendations and small issues that are more for you to be aware of what can be done to make the best mission, not just one that would pass review.
Also please remember that we have 200+ missions, we play 10 every weekend. That means that it will take weeks before your mission get it's 2nd playthrough, so please do everything you can to make the 1st playthrough as good as it can.
Reviewer's Checklist:
Core Functionality:
- End conditions work as described in the briefing
- Mission loads without errors
- Setup timers work correctly
- AO Limits configured and functional
- Playable in Dedicated Server Tool
Briefing:
- Briefing is clear and understandable
- Briefing contains end conditions
- Briefing contains Callsigns and match with slotting screen
- Mission objectives are clear
- Map markers are clear and accurate
- Player spawn locations are correct
- Contains Jip Teleport information
Loadouts & Equipment:
- Mission uses mostly standard units from gc_units
- Arsenal/Crate configured correctly
Technical & Assets:
- MissionHeader name less than 50 characters
- MissionHeader does not contain a LoadingScreen (1.6 bug)
- MissionHeader points to the correct world file
- No unnecessary files included
- Weather settings appropriate
- Wind speed makes sense
- Time of day fits mission narrative
Pull Request Quality:
- PR from feature branch (not main)
- Only contains files for the reviewed mission
- No dependencies on unreleased mods/PRs
Issues:
Critical Issues:
Game-breaking bugs, crashes, or failures to meet core requirements
- Mission needs a Header .conf file to be selectable on the server. see https://docs.google.com/document/d/1yRKSkQ0XSYyxI8OqAjnzKEY8OA1gKogqq4VydXl47OY/edit?tab=t.0#heading=h.3cev1c7gxbo0 (note ONLY make changes as described, icon loading screens etc cannot be changed)
Major Issues:
Significant gameplay imbalances, broken triggers, or missing briefing intel
- Mortar Round crate does not contain any mortar rounds.
Minor Issues:
Typos, aesthetic clipping, or non-essential optimization suggestions
- The "callsign" of your groups can be improved by setting PS_GroupCallsignAssigner in each group. Your mission does have a lot of "asset groups" so maybe the standard platoon format of 1,2,3 is not what you are looking for? see https://github.com/perfk/gc-reforger-missions/wiki/How-to-add-Callsigns-to-groups for how you can change a faction name.
- The Blufor/Opfor EditableMarker.et's have different "glow" images. (you can set "none" if you couldnt find a glow value you liked), or maybe the skull is on purpose.
Recommendations:
These are the reviewer’s subjective suggestions for improvement. While they may enhance the player experience, they are not required for mission approval.
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This mission is way too easy. The five Crow M2s alone could wipe out all insurgents on the walls, and if pushed onto hill 048 014, they could just as easily kill everything else. I'd add more emplacements, MG and AT if we have them, and place more stationary units inside the tents and around the bunkers on base. The "defense" waypoints for the larger groups are fine, but those units generally just stand out in the open.
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I'd block off hill 048 014 so the US can't reach it, or add a small outpost with more insurgents there. As it stands, the US can take that hill without ever making contact with the base.
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I'd make this a standard three-rifle-platoon attack and leave out the Recon/SMAW/MMG setup.
-- There's nothing for Recon to actually recon, they're all inside the base, we already know where they are.
-- If we want a SMAW or MMG, put it in a proper weapons squad instead.
I'd remove the mortar. Thirty rounds isn't enough to justify a dedicated team, most COs will just order all rounds fired and then rejoin the assault. That also makes the Forward Observer pointless, since they'd never be in position before the rounds are gone. And if the mortar does turn out to be effective, the already limited defender force ends up even worse off. -
I'd remove the mines from the humvees' standard loadout. GC can be unreliable, and the mines aren't needed here anyway.
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Make it COTVT with a small scoped section (no sniper scopes). A mission like this can easily turn into the US just shooting from a distance, and adding defenders makes that harder. They should be forced to fight inside the base.
Dependencies:
Implemented everything Perfk said, added a few surprises and it should be ready and tested (by me)
perfk
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Overall Review
Needs Changes
Please note that some small issues we normally just fix for you to keep missions rolling in, but since this is your first mission will i sadly need to be annoying and ask you to fix them on your own, so you remember it next time.
Reviewer's Checklist:
Core Functionality:
- End conditions work as described in the briefing
- Mission loads without errors
- AO Limits configured and functional
- Playable in Dedicated Server Tool
Briefing:
- Briefing is clear and understandable
- Briefing contains end conditions
- Briefing contains Callsigns and match with slotting screen
- Mission objectives are clear
- Map markers are clear and accurate
- Player spawn locations are correct
Loadouts & Equipment:
- Mission uses mostly standard units from gc_units
- Arsenal/Crate configured correctly
Technical & Assets:
- MissionHeader name less than 50 characters
- MissionHeader does not contain a LoadingScreen (1.6 bug)
- MissionHeader points to the correct world file
- No unnecessary files included
Pull Request Quality:
- PR from feature branch (not main)
- Only contains files for the reviewed mission
- No dependencies on unreleased mods/PRs
Issues:
Critical Issues:
Game-breaking bugs, crashes, or failures to meet core requirements
- Take a look at https://docs.google.com/document/d/1yRKSkQ0XSYyxI8OqAjnzKEY8OA1gKogqq4VydXl47OY/edit?tab=t.0#heading=h.3cev1c7gxbo0 The header file needs to be inside "/Missions/Sasha20k_pro/", not "worlds/Sasha20k_pro/"
Major Issues:
Significant gameplay imbalances, broken triggers, or missing briefing intel
Minor Issues:
Typos, aesthetic clipping, or non-essential optimization suggestions
- During the briefing phase you have two "Situations" as your intitial A0_Overivew is still enabled. I suggest just changing it to be called "Overview"
Recommendations:
These are the reviewer’s subjective suggestions for improvement. While they may enhance the player experience, they are not required for mission approval.
- I would add Opfor markers on the hill, and in the forrest. Our players are not the greatest readers, so while it's clear in the briefing, it makes it easier if there is also a marker.
Overview
USAF Marine Platoon attacks the FOB of thirty palms on the Anizay map
Testing
I tested it and the only thing that does not work is the SendMissionInstructions in the TILW thingy and i have no idea why it dosent work
Have you tested the following are all working as intended?
Im still working on it a bit, Its almost done