EDIT: I was so tired when I wrote this feedback, I probably deserve the idiot of the year award. Anyhow, I'm making some changes to it to explain myself better.
I began running through this updated version today.
Mission 1 was a fantastic start, Not sure if you adjusted the weather or the time of operation but it seemed different sowehow. I enjoyed this mission.
Mission 2
What can I say? I hated this one. My AI buddies had no nvg's, they could not navigate the land to save their lives and it was like babysitting(and I hate babysitting). You had land, air and sea patrols woven throughout the area as though they knew exactly where I was. Well, I headed north, straight over the ridge and evaded the chopper, boat and ground patrols on the valley floor and did not encounter any enemy until we closed in on the sentries area, where I lost all of my men because they are so darn stupid. I made it to the camp and it ended.
You gave me no way to save progress after a hard fought battle(savegames make difficult missions more enjoyable and tolerable) I did not have gps to navigate the terrain. You overwhelmed the player with way too much resistance I think but it is still a good mission. At the very beginning, you printed the text "lets grab some weapons and get out of here" I think that was from the first mission and since there are no weapons to grab, you may want to consider removing it. You may also want to have only one group respond to the player and his group approaching the camp's hill base. You could also provide an audible warning to the player that there are approaching units by having the leader of the group barking orders through the effects tab of various waypoints.
Mission3
camp link does not work in the brief
This mission went well but with no help from my dead buddies, It proved time consuming to clear(but thats okay) I noticed the lock on all vehicles I tried except for the patrolling uazmg. On the way to the exit, I was running down patrols in the road without them reacting and once I hit the roadblock, I plowed right through that sucker, taking out the roadside guard and a power pole while his buddy peppered my ride with bullets(I'm actually surprised the truck didn't blow). I made it to the intersection with no other problems and the mission ended.
Mission4
Since I lost all of my guys,it was nearly impossible to take that compound. I did not have a sniper rifle, and I could not sneak in with all of the lookouts that you had overlooking every inch of dry soil. I suppose that's my fault for rushing through the last mission and not grabbing a sniper rifle or launchers. I was just trying to get through it.
The mission played through well enough despite my neglect for building a surplus in the truck.
Mission 5 played through well enough and ended. Although the cinematic where he radios back contains some text that the rest of the guys would like to continue with the mission. The problem is that the rest of the guys are dead. You may want to rewrite this area to take their deaths into consideration.
Mission6
@mission start this pops up...
'burst/' is not a class ('dispalyName ' accessed)
AFter the cutscene at the camp in the woods after getting my resuply from the boats, I get this error.............
No entry 'bin\config.bin/CfgMarkers.Objective'
At the close of that cutscene was this error...
waituntil camcommitted _camera generic expression
with this one...SQF syntax does not work with camera scripts so you must use the ~ symbol for delays.
Not done with it yet though.............................