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H-Hours Coop Missions 2.0


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H-Hour's Coop Missions 2.0

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hhcm2.0.zip 282 kb

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(note: required mods/maps are not included in this download, please see Requirements section)

What is it?

A package of 17 coop missions that are essentially server-sided (see "Requirements" below). These missions were designed for Coop play on the Tactical Gamer servers, which use voice comms and SOPs in their gameplay. The package includes five missions designed on the custom maps December, TG 1 - The Outpost, and The Mosque, and one on a Frostbite map.

What's New?

Seven brand new missions. In addition, two missions that were previously unplayable have been edited or remade from scratch, for a total of nine new missions.

Requirements

All missions require Ghost Recon and the two expansion packs: Desert Siege and Island Thunder. In addition, four of the missions require the following community mods/maps: Frostbite, December, TG 1 - The Outpost and The Mosque.

These missions are designed to be server-sided. If you have the map required by any individual mission, you should be able to simply drop that mission into your server's "Mission" folder and play without requiring the players to download anything on their side. The four missions that require community mods/maps, however, will require that you have these mods/maps active either as the mods they were originally packaged as or as part of your own mod.

Because so many people running a coop server run their own "package" of community mods, I've presented the following list of the missions with their corresponding requirements. This way, if you run just some mods, or a custom mod that packages certain maps, you can easily distinguish which missions are server-sided for you:

hh02_monochrome_trails				  GR/DS/IT

hh03_angles_of_neutrality			   GR/DS/IT

hh05_xerxes							 GR/DS/IT

hh06_pixie_dust_like_stairway_rust	  GR/DS/IT

hh07_nightingale						GR/DS/IT

hh10_asset_security					 GR/DS/IT

hh11_you_need_your_mommy				GR/DS/IT

hh12_diamondback						GR/DS/IT/Frostbite*

hh13_hear_me_now						GR/DS/IT/Frostbite*/December

hh15_take_me_home					   GR/DS/IT/TG 1 - The Outpost

hh16_to_cross_these_sands			   GR/DS/IT/The Mosque

hh17_intelligence_wars				  GR/DS/IT

hh18_tijuana_dream_columbia_sunrise	 GR/DS/IT

hh19_interdiction					   GR/DS/IT

hh20_scion_taming					   GR/DS/IT

hh22_hellfire						   GR/DS/IT/TG 1 - The Outpost

hh23_black_sands						GR/DS/IT/The Mosque


* Maps that require Frostbite will require the whole mod, not just the maps, as player skins and enemy actors from the mod are used.
Mission Style Everyone tends to play Ghost Recon in their own way, favoring certain types of missions. To help point server hosts to the missions they'll most enjoy, here is a list of the missions indicating what kind of gameplay you can expect:
hh02_monochrome_trails				  Traditional

hh03_angles_of_neutrality			   Traditional

hh05_xerxes							 Special

hh06_pixie_dust_like_stairway_rust	  Traditional

hh07_nightingale						Firefight

hh10_asset_security					 Traditional

hh11_you_need_your_mommy				Firefight

hh12_diamondback						CQB/Mout

hh13_hear_me_now						Traditional

hh15_take_me_home					   Traditional

hh16_to_cross_these_sands			   Traditional

hh17_intelligence_wars				  CQB/Mout

hh18_tijuana_dream_columbia_sunrise	 Firefight

hh19_interdiction					   Firefight

hh20_scion_taming					   Traditional

hh22_hellfire						   Traditional

hh23_black_sands						Special


Traditional = A mix of stealth and firefight, similar to the original missions. Open to several gaming styles.


Special = Special objectives or scripting in this mission may require a high level of communication or unique planning to complete.


Firefight = Expect a significant amount of tough firefights.


CQB/Mout = This mission is designed to emphasize building clearing.

Edited by H-Hour
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Has anyone had an opportunity to try these missions and, if so, has anyone had any problems? I'd like to get any problems resolved in the next week or so if possible.

Hi, I had a few CTD's with several missions, though I had so many mods loaded up at the time it could have been due to a number of reasons. I can't remember which missions worked and which caused the problems ( and I've removed the mod until the rest of my mods are cleared up). Sorry, that's much help is it!

I really enjoyed one of the missions in particular -again the name escapes me. perhaps I'd better stop rambling now.

Cheers

CMH

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When we played the one on the Farm Day map, where one is captive in the house, at the end at the mission, I heard comments like "This was too easy". Most of us, if not all, were seeing it for the first time. We made it out without KIA. The fact that it was a FTI and no KIA led to that conclusion I guess. Perhaps increase difficulty/number of tanogs for coop ?

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When we played the one on the Farm Day map, where one is captive in the house, at the end at the mission, I heard comments like "This was too easy". Most of us, if not all, were seeing it for the first time. We made it out without KIA. The fact that it was a FTI and no KIA led to that conclusion I guess. Perhaps increase difficulty/number of tanogs for coop ?

I've noticed the same thing when playing on your server. Where I usually play we have no tangos on map and we're often playing with a 4-6 man squad. So that's what I tend to script towards. Most of the missions will probably be a walk in the park for a full Alpha server. If I get the time, I'll look into updating some of the missions with more tangos for Alpha's server.

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Awesome work H-Hour! I like your break down of what the mission styles are. That helps out a lot when it comes to those who only play a particular style of game. Or are in the mood for something specific. I'd like to see that become more common place as a feature for all new mods

Keep up the great work HH! I look forward to playing this frequently.

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