This is the second part of a two part mission scenario, "Dark Duty". In part one, ‘Dark Duty 1: OTC’, the team was tasked with an Abrams tank to breach the compound and get to the underground entry area. This mission picks up from there. The objectives are to eliminate the traitors Mack Sweeney, Ronk Aram and Jude Wulff. Please read the briefing for details. After any one of the objectives have been killed, an alternate entry to the compound will be available other than the sewers. It seems the game will not allow leader respawns if the leader is in the sewers. I didn't script that in there, folks, that's GRIN's doing, so yell at them, not me. You will, however, need to use the sewers to assassinate all of the objectives.
We have tested this map out with 4 players and it seemed to work OK. I don’t know how it will behave with more than four.The map is non-linear in the fact that you can use several different routes to accomplish the goals, and as a result of this I hope there are not too many enemy generated to produce a lot of lag. If this happens, please let me know. Constructive criticism is always welcome.
Thank you and good hunting…
MeanOldMan
sminnier@epix.net
Briefing for Dark Duty 2: TOG
Operation: ***Take Out the Garbage***. This is the follow-up mission for Dark Duty 1: OTC. We've breached the gates, and must gain access to the compound to take down the traitors. Survelliance places Wulff near the Com Center, Sweeney at the Maintenance shed and Aram in the Infirmary. Initially, access will be through the sewer, but a demolitions team will attempt to open a ground level entrance once you attack one of the objectives and draw away security forces.
A Blackhawk will be dispatched when intel determines the targets are neutralized. Pickup is at the compounds helipad. The Blackhawk will radio in for mortar support to help clear the way for extraction.
They're gonna be dug in deep, soldiers. Be quick and be accurate. And be careful. Good luck...
MOD TITLE : Dark Duty 2: TOG
VERSION : 1.0
CREATOR : MeanOldMan
E-MAIL : sminnier@epix.net
WEBSITE :
CREDITS : Thanks to FGFodder, SFC_Kdog, Sturdy and The OGN Gang for play testing. Special thanks to Idahobo
MOD TYPE : MISSIONS / MAPS
INSTALLATION : Extract to \custom_levels\
Webmasters : link to the page URL, not the download URL
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Posted By Amoss on 15/05/07 06:25:36
Pitty, it had a feeling but then it went. No focus
Posted By MeanOldMan on 15/05/07 07:44:30
I am sorry you did not care for the map. I am, however, a little confused on the no focus. There are three objectives to kill, then reach the extraction area. You cannot extract until the objectives are completed. I thought the focus was fairly well defined, but that is only my opinion.
Thank you for playing the map. I hope you like the next one a little more.
MOM
Posted By Beckett on 02/10/09 07:22:44
I can tell a lot of work went into this map; unfortunately we didn’t enjoy it very much.
We had trouble finding our way around and were never sure where to go to accomplish the objectives. “Start on Leader” only worked a fraction of the time. We each got stuck on the geometry at least once. And it lagged quite a bit once all the tanks showed up. The last straw was when we killed one of the tanks and the wreckage blocked the only path into where we needed to go.