[flash=http://200,200]Overview:[/flash]
none really.
Nice pic, clear, not fuzzy, and for once, I recognised it was St Pierre. You dun good.
Dont forget
briefingName= removes that irritating.title.noe.pbo stuff.
And, pictures are ok for missions but aren't that useful for campaigns (players won't see them)
Intro:
good. I always marvel at how authors manage to use the limited range of music best.
showstopper:
damn thing stalled in blackout at end, with chopper noise. Needed spacebar to continue.
PLEASE DONT SHOUT AT ME
Upper case titletext is pretty awful stuff.
The two sentences flashed by so fast I couldn't read them. but, i got the gist of wrongness.
"While we were attacking Malden, the Russians.....
I've probably got the above wrong, but it's how it read for me.
Breifing:
There's more important things in life than whacking you over the head about sentence structure, it's "ok", i get the gist. A bit of nastiness with split objectives page, which I'm sure you can fix up.
Sugggestion: don't use "here" and "here" they aren't necessary. You don't need to replace them with another word, you just hyperlink what's already there without them. You did this with 'town' in objectives. 'disembark' is the other one (eg)
"at all / any cost"
this is a personal, deeply felt, niggle. I loathe that phrase. I absolutely loathe it. It grates so hard I dont play missions that use it, (beta testing exceptions)
The only cost I'll have is I'm gonna die. What other cost were you thinking of? Please consider getting rid of it.
Misson:
Nice lead in, good visuals (orientation) nice chopper shots, good use of mortars on beach.
Feeling I've played this before against resistance troops?
Nice savegame, I appreciate authors who do this, I dont want the interactive cutscene again.
Splat, I'm dead, retry on beach
slomo death scene with added whiteout. Good. As beta tester I hate them, this is quite ok tho. More on this, slomos are flavour of the month and ridicluous in some missions. This is not one of them. Where you were shot, why you were shot works for this mission.
HA! I can't get off the bloody beach, this is realistic. I would however keep the mortar rounds going up into town, more smoke, more chaos. Target mortars at this point where you know enemy ai is NOT. We want smoke and chaos not dead enemy.
Chopper goes down in a spectacular visual direct in front of me first buildings. BUT something is wrong, it looks more like it's trying to land, there's a sound of rotors starting up again.
I avoid / ignore center beach stuff and leap around right side of buildings / town. Lots of callouts about enemy spotted, but my leader appears to be dealing with them. A few radio messages I miss about a lost chopper and stuff, too chaotic to take notice of them.
Great visuals of failed parachute drops.
Plenty of 'just right' Armour. I'm no sooner targeting them, than someone else blows them up, or, I get blown up, or, enemy ai gets me. Lots of retries at this point. Realise I took on the armour far too soon (but I am a Law after all)
Decide to sidestep into building centre where ammo boxes are. Plenty of nasties, being nasty.
Get myself into a hopeless pickle. Retry from beginning. This suits me, I wanna check that chopper again.
---
I decide to go center of beach instead (just to test it). The chopper visual is more dramatic, it's quite obvious now, that it's getting clobbered right when it wanted to unload paratroopers. The effect is brilliant.
The rotor restart buisiness is missing here, it's not apparent this time. But, spectacular shot of chopper smacking into building skyline.
The radio messages are cleverly do..
Smack, zap. retry.
Next time, same visual, there's now another chopper that I finally notice, is able to drop it's troops. This is the best paradrop I've ever seen done (as spectator). It's the very best, and OF COURSE one goes down. It's called balance. If it did not get wrecked, this mission would have been all finished in 2 or three minutes.
Please consider moving me to fuel station side where effect is best, where I landed does not have same mountain backdrop.
I now follow along why there were boats and choppers in the intro, i tought it was eye candy. Silly me.
Gunners in boats may as well not be there. Hard to decide if they're dumbed down, or they really can't target very much. It's chaotic, marvellous.
Next retry, I end up with about 4 in a squad of my own. Some are wounded, and, it's apparent to me now with the spread of paratroopers that I'm shooting THEM!!!! I decide to lie low with squad and let paras die or regroup, whatever it is they have to do, I can't help them, they are all over the place.
I think my position, there's nasty stuff going on right side, so I head for fuel station, left side. I'm no coward, I want to see what my squad can / can't do in a quiet place, and how many there really are. all, report status.
Lots of AT, good, sounds of Armour up ahead. Still some straggly paratroopers getting in way, a few enemy singles, not getting in the way much longer.
Various retries around here among which,
#5 does / doesn't get shot first.
#5 does / doesn't get BMP first.
we all get T72, first.
Getting quite dark, no further sounds of enemy or paras.
Heal #5 at mash, this, I appreciate. Of course there has to be one, how many times is this detail forgotten in a slugfest?
And then the show stopper kicks in. The dreaded, hunt the last @#*_#@_$@# bad guy syndrome.
I stop the mission there. Sound of chopper in sky, one of me dies, still cant find him. Not interested in finding him. This is fixed by a simple, flee, script.
Think I've played this before, but with resistance troops and an ending mortar exchange from the castle.
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Overall.
Chaotic and marvellous..
More smoke please, much more grenade and things that go bang.
Nothing wrong with blowing up boats, they've served their purpose.
One more bit of armour would be ok, we are, very heavily armed.
Two showstoppers that need fixing.