Flee I went through 85% of the map this weekend with another player. Everything seemed smooth. We were engaged prior to my interaction with the prostitute at the filling station, I only got part of the chat/intel before she was shot. It's a challenging map for only 2 people, but we had fun pushing into the city. Comments are below, and a very few quirks could still be addressed.
When you near the rail depot, the message and audio instructing us to destroy waiting vehicles activated, but no map marker appeared. It took me a few minutes to figure out where the waiting vehicles were. (I expected them to be in a building, not on the railcar.) I found the railcar and completed that half of the objective without further incident.
Near the shipyard we had the second audio cue, and the marker changed for that location appropriately. Excellent work on the second location, too, with defences and player access to the objective.
Your placement of characters is very good, you take advantage of interior spaces and elevated areas. It takes some hunting to find the last one or two AI to free up the spawn point.
The AI part of the squad was helpful, largely in their ability to revive human players and each other. One problem was them running out of ammo! If I revived an AI, I think they refilled their ammo, but AI-revive-AI they stayed empty. Certainly more reaistic to be revived with your kit as it was when you were shot and disabled, except for the point when AI won't get another weapon off dead opfor or reload themselves from a crate automatically. It's very time consuming to use the menu to get each character re-kitted, which hurts the flow of the mission.
Even though I edited the english, I had forgotten about the church objective. Was there supposed to be some forshadowing earlier in the mission? Right, I think I remember editing some text about asking civilians for intel, but 'rumors' or 'intel' that the city appeared deserted. Was that the remainder of the prostitute's intel, to check the church? I also thought there was some message from a high-rank general at base? Oh-damn, I never checked the map notes this time. Bugger, nevermind, my fault. I'll have a look at them in 14-1 soon.
It activates properly when you rescue the two civilians outside the church, but the guarding AI seemed to be playing dumb, dying easily. I don't know the triggers for that part of the mission, but once activated, it seems to bug-up. It took a couple minutes for the survivors to join the squad, at which point opfor reinforcements had arrived and killed one, and then the other seconds after I had control in the squad menu. That objective ended up a fiasco. The AI in the church also played statue for too long, and they all activated once I was between the church pews.
We only had time to approach the power station. Again, good placement of infantry defence both in and around the Power Station. Why is a Shilka present? It doesn't fit an infantry/ground map to have AA defense, unless you meant it as a detail for setting the scene (that a power station would have AA defenses anyway.)
All in all I like the mission. The secondary objectives and extra mile you went to place opfor AI in good positions makes the mission work. Lots of AI, too, good fun. I especially was frustrated by (enjoyed immensely) the elevated gunners near the first street in the city, where the seaport crane gives excellent overwatch. Once I found the bastards, l learned you had gone the extra mile to put AI in good positions.
Now, your next mission, if you choose to accept, is make this a TvT map! Naw, but it's storyline would be a great chapter if you are still working on the MP/coop campaign we discussed a while ago, reworked of course to fit the player's side in 'kill Kronsky'. I'll PM you the idea.