Here's my quickie review of Beta 2!
PackagePerfect, nothing needs changing.
OverviewExcept for the lack of a story (which would fit here), the overview works fine as it is.
IntroNothing much, really. You could do all kinds of things with the intro (view from inside the chopper as it gets hit, claxons going off and people shouting...), but the simple version you have right now is just fine. The difficulty dialog is quite pretty too
BriefingShort. Might, as others've suggested, want to add some kind of backstory. Hell - if you want it to be important for us to save those poor blighters, you might want to add some personality to them via the notes as well. Just some suggestions.
MissionTried it at Moderate, at Dawn. Liked the way the chopper started in the trees, and then sort of fell down.
Got out - got killed. Repeated a couple of times until I had a proper game plan. I put my guys into combat, sent them towards the farm house, and raced there myself beforehand to give cover fire. Didn't do a very good job of it, since everyone but the medic (3) got killed in the ensuing firefight. Was pretty intense though!
Once the first batch of enemies were done for, and the waypoint updated (might want to add some sideChat radio traffic here for effect), a T-72 comes rolling around. I pick up the dropped M136 of my pal, and blast it to bits, after which me and the medic exchange some rounds with the survivors. Once they were done for, we drive off in our nice little red car towards the waiting point.
A couple of hours later, we run off towards the LZ. There are no more enemies seen anywhere at this point, completely empty.
Pretty lucky though, since I was down to one M136 and a few half-empty M4 clips. The Blackhawk comes around and picks us up - mission complete.
SummaryI liked it! It needs some more radio traffic and other things that clue the player in better than just waypoints - remember some people like to play without them - such as a simple radio message from HQ now and then that tells you what to do. Right now it seems as if you're in some kind of telephatic communion, since they seem to know exactly what to do and so do you with no further discussion
Also, the second part after the initial firefight - the run to the LZ - is a bit short. Just over the hill, 300 meters. I'm sure that I just got lucky thanks to the dynamic nature of the mission and that's why there weren't any enemies, but yes. Maybe some static guards?
Could also add a middle-cutscene if you want (from when you rest at the hideout), just a short pan should do it, maybe show the time changing by looking at the sky and then back down again. "6 hours later" and such.
And finally, if you want, you could try adding some civilian life, but that's quite optional.
Otherwise it looks pretty done to me! A quick little 10 minute romp in and out.
Wolfrug out.