OFP1.96 vetmode no superai
Readme:
nice. informative.
Overview:
different.
1st picture is too hazy (you know that)
The 'polically correct' don't use more than one, in your face, page. That said, I like this, it's informative, interesting. Just bear in mind that people DONT READ OVERVIEWS!!!!
The entire point behind an overview is a memory jog of what has been PLAYED, past tense. People's favorites' oh yes, I remember.
I like what you've done, but, it's in advertising territory, you're appealing to the player to play it. S/he is already going to!
to steal a jewlery = to steal jewelry
owners opposed resistance = owners were against the Resistance, ... anti-Resistance.
in the firefight = in the ensuing firefight.
(a) few months later.
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bloody, bloody nice mandoble. I have not seen this 'technique' done as well as this before. No one, so far as I recall has done it this well. It's very, very good.
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Intro:
best I have seen by a country mile. Technically, amazing. I've seen _plenty_ of more spectacular intros, more thump and grunt, but this is technically superb. It even beats Thobson, and (Student) Pilot. The care to timing and detail is amazing.
Suggestion: provide a stringtable.csv for others to help you with English grammar.
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Briefing:
oooh ah!
nice presentation, grabs you, grips you, you just want to know more, don't you. (notes, excellent)
Mission:
I absolutely love this. Love it love it love it. It is sooo god-damn professional.
I'm stopping my review here so I can concentrate and play this mission.....
(one quick tip, drop the private collins said business. it's obvious who is saying what, and not necessary)
edit:
ok, i've now played this technical masterpiece. It is a superb piece of script-crafting.
However, there are a few niggles. First and mostly, you have played this mission before, and you know what is, where is, I do not.
I agree with Mathiias that the frequency of sickness is too much. Two reasons.
it kicks in very quickly, while the impression is there's a bug-stall in the mission. Because there are still plenty of environment sounds, it is not apparent for some time that i'm vomiting (an important audio clue)
secondly, the need to use solid-forest means player is often coming up against walls, being stuck in them, and, being stalled is frustrating enough.
as for the solid forests, you should think about replacing any of the see-thru ones, they are extremely frustrating. After all, i don't know initiially that the answer to everything is in fact anywhere else but south (in the southern forest). I spent a frustrating time running into _all_ of these transparent walls.
Finally, the body, most most definately is an I've played this before bug. The trigger area is (of course) too small. You need to put a dirt pile (grave?) in there, or, slightly illuminate that area, make me go to the right spot, or, at the very least make me keep coming back around in over that house.
The dawn lighting of the escape was best I've seen. There is however, no, run for your life, and I accidentally shot one of the black ops as a result (perhaps your intention). I think at that point in the mission, you need to say, get back to base for medical attention / help, whatever, but not, run for your life,
All music was brilliantly casted. Every one, set a mood theme.
Oh and before I start recieving undeserved credit for Mikero's editor103. No folk's not one of those special effects have been done by me.
This is a technically superb mission, slightly frustating for reasons mentioned above, but I rate this a hard earned 9.
Outro:
Not _quite_ as exceptional as the Intro, it is after all, the outro, not the wham bam beginning of everything, but its damn good and in the same technical wonderpiece as the rest of the mission and intro.
If I could offer any advice, this mission deserves some English grammare editing.
Well bloody done.