Hi Ironman.
Just played the mission and I think it has a really good potential. I like that it's based on a real event and also the checkpoint idea. Hostage rescue is also great intense fun. The briefing was good in my opinion. However, I did find a lot of bugs in it, that must be fixed. I decrypted it and looked in the editor to see what was wrong. This is how I played the mission:
1. I ignored the checkpoint, since I didn't see a point in risking detection and moved directly towards the hostages. The result was that I was never setcaptive false and I took out every enemy by myself. I would suggest that you force the player to move through the checkpoint by punishing him - setcaptive false if not entering through checkpoint, groups moving towards him, all hell breaking loose. You can also make a random thing where you sometimes don't get pass the checkpoint without trouble, to add tension.
2. When I got to the barn which was well setup, like rest of the camp, the hostages were already killed, but I didn't get a mission failed message.
3. I then went towards the checkpoint and the checkpoint routine started backwards, because of my way in. Maybe add a variable in the checkpoint triggers that can be deactivated, so that doesn't happen.
Further Suggestions:
Add an overview pic.
Try to make the camera work smoother - less superquick panning.
Maybe have the team armed from the start, but make them setcaptive false if not in car going through the checkpoint.
Instead of that civilian addon you can also just group normal civilians with a BLUFOR leader that is deleted at the beginning. You can also change side of the civilians by editing the mission.sqm text.
Like I said. I really like the setup and it has lots of potential, but it still needs more work.
Cheers
Laggy