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"You are leaving the mission area" message


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Well a map needs to end somewhere. People seems to get ticked of by the voice, but it is the same as in all games. In [GR] for example, you had an invisible wall at the map edge. I find it more realistic to have a voice telling me I am leaving the misson area than removing suspense of belief by running into an invisible wall.

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I think one of the mods (think its the Jason fx mod) got rid of the boundaries of the levels, but from what i understand is that its to do with the scripting of events on each level, I know people had trouble with the embassy level not triggering certain events so people where unable to finish the level.

Regards.

Oh and if it is the jason mod, maybe a PM to him to ask what changes are needed to enable it as there was a lot of things changed that you might not want......havent seen him on here for a while tho!

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Well a map needs to end somewhere. People seems to get ticked of by the voice, but it is the same as in all games. In [GR] for example, you had an invisible wall at the map edge. I find it more realistic to have a voice telling me I am leaving the misson area than removing suspense of belief by running into an invisible wall.

The problem isn't exactly with the borders. The problem is that once you complete your first objective, the border is changed to fit your next objective, rather than having the whole map open initially.

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Yes but I really don’t think GRAW is worse than any other game in this. Often, in other games, you are teleported between the different mission maps as they are not connected (e.g. [GR]). That is fine with most people.

In GRAW you got the same scenario, except that some missions are played at parts of a bigger map, or intersecting map parts. But one are tempted to make a detour outside of mission area, as one knows there are playable map parts outside of it. The thing is still the same: a mission constructed around a certain map area. It is always that way, once can always whish that the playable map was larger (no matter if you know that a programmer has made those parts of the map or not). But when is enough enough? I am more like: “this is the mission, deal with it”.

One could of course take away the mission boundaries for the missions, blurring all the missions on the map into just one big adventure, and let the squad kill the essential guy at the end – without actually having much clue about why they should do it as they missed out those parts. Perhaps they just get the basic information and solve the "mystery" without all clues.

This would be excellent for a RPG game (or not), but for an fps game I really see no reason for this. It is better with defined missions, which you can solve in a number of ways and then proceed to the next map, or part of map.

I really would like some changes on the next map; depending on how you did the last one (more or different tangos for example). Perhaps even an additional map, or return to a previous one, if you do rather badly on a mission.

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I didn't mean to stir up an old controversy here. I was just trying to not start an entirely new thread and really was interested to hear if anyone else has had the same kind of run in with Louie as I had: "Whiskey Tango Foxtrot, interrogative."

I do agree with JASGripen, howevre, that being told to get back in the war is better than running into the [GR] invisible walls.

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