Okay, played the third version through, so here it goes:
Airfield ablaze.. hmm.. could be worse.
Shilka: Nothing unusual, worked well and without any bugs. After clearing the village my squad, for some unknown reason, didn't board the M113 as quickly as it should have, and beta was a 200-300 meters ahead of us (with their M113). When nearing the spetz camp, our M113 halted to wait for beta, who, infact, would soon engage the spetzes alone.. But at least beta had some brains and they waited for us before the camp.
Camp: Engaged the patrol, killed them, having the camping spetzes to engage us. They got killed, and when the last of 'em hit the ground, someone said that they were all killed, and the objective was marked as done. Again, anyone couldn't see into the camp. At least my squad checked the camp, reporting it as clear. Here you should have the objective marked after checking the camp, not before it.
Valley: Nothing new (atleast didn't spot anything), just killing some ruskies, followed by some killing of running ruskies.
Closing on the Airport: A few crewmen (or pilots) (
) were apparently sent to intercept us with the infantry squad. The crewmen got killed and half of the infantry squad, followed by some killing of running ruskies. About half of them got away, never to be seen again.
You could do something about the running ruskies, as they are quite easy targets, and after they start running you will never see them again. For example, use the allowfleeing command to make them stay and fight or have them fall back to some point, regroup and giving the player a nasty surprise. ;D
Airport: Worked fine, though this time bravo survived to the airport, making sweeping the hangar way too easy (although I have to admit that some bastard some me three times in the airport, again.). It wouldn't bother if the fight before the airport wouldn't had been just shooting a couple of back-fighting ruskies and then killing the rest, not-anymore-fighting ruskies, while they ran away. But my opinion about the difficulty is just my opinion, it just could be that I'm just so damn good ;D (though I sincerely doubt that).
After the place was sweeped we got to the helos, which didn't seem to land. But after a while, (not a long delay standing under the chopper, but delay nonetheless. I would kinda like my extraction swift, without just hovering 5 metres above us and laughing
) they landed as squad leader told us to board the helos. And there was an error, I think it was about the same time as the airport clear-trigger fired: "player == leader group #player: unkonwn operator player" or something similar. Don't know what caused it, but it didn't ruin the mission.
Now the mission ended as it should. Perhaps have a fode out at the end, and some music after the helos take off.
The Other Stuff: Briefing and markers were now much clearer. You could still get rid of some arrows (at least the ones pointing to charlies and deltas extraction points, they overlap with the pick up-markers.) and the other of charlies/deltas drop off-crosses, with only one series of arrows it would look neater to have only one cross. The same goes for their extr. points.
The radio chatter had much more sense with the messages coming from their senders, though they sounded kinda weird: Kilo 1: "
Kilo has received a msg etc.". would sound better if they were something like: Kilo 1: "Kilo here, we have received...." etc. And you know what would really rock? two words: Sound acting
(I had to put it in here, no need to do this, it's just that I got started and now can't stop giving suggestions ;D.. But while it would be quite tedious, it really
would rock.)
Some other suggestions:Replayability.
Randomness. I'm not saying that you should try and make this something like LoJack, or Impossible mission, but only to add a few random soldiers into some places where player wouldn't expect them to be. What if Romeo would fall, or drive into an ambush, leaving player's six open for enemy counter-attack? What if charlie and delta would fail? That sort of thing. Again, no need to do those, only a couple of soldiers to keep the player on his toes would add some replayability.
P.S.
INTRO - the intro isn't a scripted one just an editor driven one so I presume that you will always see the man before it starts. I will be adding some music into the next version, i just put that together quickly.
Player doesn't only show before the intro starts, but he's part of it as a resistance soldier (
).