@MiGThanks for stopping by MiG.

The overall initial lag will be reduced in the next version, but I can see no way to get rid of the heavy 1sec freeze. (at least it lasts only a second)
I encourage everyone to listen his favourite apocalypse music while playing this long mission! - I can't expect of anybody to listen for two hours to a background music that I did predetermine. So there is none.
I can't do much for the OFP AI driving. You have to practice on your own which maneuvering is possible for it. It isn't that bad when you got used to it.
The final credit cutrscs actually play in the correct outro segment of the mission.
@MikeroYeah, I'm happy now. ;D
Mikero you always say "ephasise"... give me some examples please, I've run out of ideas for that. Nothing shows effect, only forum discussions with the players.

My final conclusion was that a nice looking documentation in the zip will help everyone new to it, to realize what he is about to play. - But you believe that won't help either.
@bardosyI already thought my mission scared you to death.

Thank you for testing.
You just stumbled about the same problem like almost everyone here at first: Doing the evacuation tutorial (in the notes) step by step for the first evacuation is essential.
In advance: You didn't do a single map click to finish the evac call, thats all.
I think now you can start the real testing.

1. I don't like to. It would be very unrealistic and I try to avoid that in my ant colony. Also it gives the bored players some driving around HMMWVs to watch.

2. Very complicated to integrate and to play. It would cause more self-induced ai pathfinding "bugs" by the player.
3. This beginer just found out the magic in my mission.

- I do it with many gamelogics and evaluating the map click pos, but it's this system.
@MachoManLol, there are multiple convoys! Ever tried pressing next an extra time. 

I don't understand your line at all, sorry.

About the "mayhem", there is a bit of it in the north of the island, but for know i kept that simple to keep the cpu load low. - Maybe you have a look at this region.
Graveyards (because of a mortuary) are in the random spawn positions of the first zombies if possible, but there is no real "rising from the graves" in the Romero universe. So I wont use them for constant zombie production.
@CheetahMost of your suggestions would turn this ant colony into a more common zombie mission. I can't spawn zombies every now and then, because it would falsify the spread simulation on this island.
The zombies are supposed to be that weak (according to night of the living dead), and a few of them shouldn't be a danger for armed soldiers. Scarry in this universe isn't really one zombie acting like a aggressive retarded, scarry is only the thought of their numbers everywhere.
That you only encountered two zombies at once is caused by not playing the mission to the end. There is a high chance to meet one or two bigger groups when the spread continous.
At least one ammo shortage of one of your fireteams is very likely over the whole mission. (Remeber the soldier you sent back to base for refitting but ignored later thru bugs)
It's really not for the pure action seekers here. It's not Resident Evil like survivial horror. There is a more subtile apocalyptic horror in this ant colony mission:
- Everywhere on earth is happening the same.
- Natural borders keep the zombie situation relatively controlled on an island.
- You don't know, if there will be any HQ left, taking care of you after this mission.
- Try to get a feeling of your character's (commanding officer for the island) responsibility for the evacuation and his platoon.