Okay, now for a beta report.
OverviewIt's good to give the best possible first impression in the overview. Your overview needs a picture, and your sentence doesn't use correct English idiom. "NATO starts to make a foothold in malden,so time to action" should be rewritten as something like "NATO is establishing a foothold on Malden. It's time for action!" You also might want to include some subtle clue that the player is Resistance and not USSR.
BriefingThis needs a little work also.
--I thought that your third objective meant that you had to attack Goisse, as if it was known to be occupied by the enemy. Of course, there are no enemies in Goisse. Perhaps you should re-word it so it's more clear that Goisse is an extraction point and not a known enemy stronghold?
--You have two mysterious red question mark markers that aren't linked or described in the briefing.
--It would be a nice touch if your third objective had a link to the Goisse marker.
--The last sentence of your notes should say "You can save game at any time, if needed."
--Your gear selection has no handguns or binoculars, which seems odd for a group that has access to G36s and SVD sniper rifles.
--It also might be more immersive if the gear selection didn't have 3 of each kind of weapon and 15 of each magazine. Rarely would a squad have exactly 3 of everything.

Randomize it a little.
MissionI played on Veteran mode with no magic HUD crosshairs and without using 3rd person view. As said, I beat it on one try, but only after a number of nerve-wracking firefights. I won mostly by spotting targets ahead of time and letting my team do as much of the work as possible. This minimized the attention drawn to me specifically. I don't believe I myself was ever actually targeted by the enemy. Granted, this strategy took a steep toll on my squad--four of them were left by the end. I got a score of about 3000 and two stars.
Comments:
--It's not clear what radio Alpha does, though of course I knew it had to be the saveGame option. It would look better if you gave it text. Do this by filling in the "text" field of the radio trigger, or by using the setRadioMsg command.
--I don't like the idea of
unlimited radio savegames, even though I never actually had to reload. I think 3 savegames at most should be sufficient, in addition to the ones that you already have distributed throughout the mission. It should be a simple matter to limit the number of saveGames. Hint: you will need to define a number variable at the mission start, use the
+ command to increase the variable every time the radio trigger is used, and then have the radio trigger deleted (deletevehicle command) or setRadioMsg "null" once the number goes over a certain amount.
--My squad doesn't have a medic. It feels like squads this large should always have at least one medic.
--My squad begins facing the wrong way. Incorrectly assuming that I started facing south, I began marching the wrong way.
--You have the other infantry squad set to stop in the middle of the desert for 200 seconds. On my play-through they stopped just as the T55's were rolling over the mines. Safety be damned, I wasn't going to wait around for the other squad to start moving, if they started moving (they did eventually, of course). I don't know what you think the delay is needed for, but if you just need them to wait for your squad to catch up, consider simply tying their waypoint to a trigger instead.
--On several occasions, NATO soldiers were spotted in SAFE mode with guns still on their backs, even though firefights were going on close by. This makes them look pretty stupid and detracts from immersion. Perhaps you should use a "detected by" trigger and the setBehaviour command to put them on Alert or Combat when the Resistance is known to be close by.
--After trouncing the M113s and getting close to the HQ, I couldn't figure out why the "destroy M113s" objective wasn't ticked, even though no armor of any kind was audible. Eventually I realized it was because one of the M113s wasn't destroyed, merely damaged by rifle grenades to the point that its crew bailed out. I hit it with an RPG and then the objective ticked. You may wish to consider changing the "not alive" conditions for the M113 to "not canMove" conditions. This will allow the objective to be completed if the M113s are damaged to the point where they no longer move.
OutroN/A. It's not necessary, but you might wish to consider making one.
That's about it. So, hope the above comments are helpful. I've got to go for something important now.

EDIT:
I forgot to mention that some more radio dialogue would help both immersion and strategy. I have no way of knowing when the T55s or the other squad are in trouble, and without any sort of character development, I also don't have much reason to care.
I also didn't have time to mention earlier that your mission could still use something to set it apart from the crowd. Use your own creativity here, but the most fun OFP missions always have some sort of distinctive twist, something unexpected or previously untried. Mission making really can be an art form. Good luck exploring it.
