Here's my (partial) BETA review of TIPTOE BOYS II - V3.
Apologies if I am repeating anything that has allready been said.
I will
update it when i get more sleep
Overview: Put a Capital E on the beginning. and a full stop after 'forces'
Good picture, short and too the point information. Overall a good, text book overview.
Intro: Good camera work here Shark, a very nice flyby of the base. One little niggle though, the time of day of the intro should, imo, match the time at which the player will be playing the mission. Good music, sets a nice atmosphere.
For me there was no distinguishment between when the objective descriptions were finished and when a story, if it were, kicked in. Maybe a black out and fade in or something here maybe nice. Over something else.....
You could add more camera work on the enemy, possibly a look at the player readying-up for the mission at hand. Something to add more flavour to the Intro. speech maybe?
Briefing: I think you should split up the first objective into 3 seperate ones. This way the player doesn't have to... well it just looks better in my eyes. The
optional objective should be at the bottom, as optional objective's are seperate from the main objectives (extraction if i remember?).
There is no need for the '(click)' text next to the
Situation Report and other link.
General Ramirez information: A good mugshot there of the General, nice short descriptive infomation too. Put a Full Stop after 'Banango' and change 'Many' to '
many' .
Notes:
Spelling errors: recovered, you're, safely, An, you're .
Put a full stop after '
system', and '
attempt' .
A few !! (Exclamation Marks) after GOOD LUCK SOLDIER would add some drama to it.
Weapon Selection: A adequate healthy weapon selection is available. Silenced weapons were not recommend.
Situation Report: put a full stop after '
agents'
Soo far so good
Missions:
A VERY nice camera piece through the bushes looking at the beach and ocean there. Was that intentional. A very nice touch. It works very well, imo, with the time of day and light.
Good voice acting.
Talkabout being thrown into the deep end, i was thrown into the mission only 150m from 2 enemy goons. Have noticed a SAVEGAME radio available to the player too. Nice touch.
I don't know why but i have a good feeling about this allready.
I crawled up behind the goon in some bushes, one shot to what i thought was his head, and BOOM. him and his fellow friend go up in a puff of smoke. NICE!, I was to later discover that there was an extra goon that was killed by the blast aswell....... should improve my recce skills
I took the hut out of action with no trouble, and the Jeep (With mounted machine gun) out aswell.
I could not get into the jeep to drive it. Disappointed but a logical move by the mission author. So i go for a run....
Oooopppss, i run into a minefield, so i stop before i get blown up and.. BOOM. im dead
bugger didnt save it.
RESTART
...........
Now im confused, im in a different position, does the mission have random starting points?
excellent.
And now i see a patrol approx 200m to my 3oclock.... bang. patrol is dead.
Oops enemy alerted. Dead. Restart.
Again i have started in a differnent place, this time to the EAST of the base. (was South first time). took care of hut.
So i sneak upto the base on all fours, quiet as a mouse, and im surprised at a goon standing no more than 10 yards away. take him out just in case. HINT : ENEMY ALERTED... bugger... now im in for it.
Sneak into base, dead. bugger
I cannot seem to get into the base without alerting the enemy! Is there a way to get into the base and tick off the first objection without killing people and alerting the enemy heli that brings reinforcments (i think thats what it does anyway, havent stayed alive long enough to find out yet)...
will put up more when i get more done.
rhys