Played version 1.2 with Arma2 CO on regular
Overview
I feel an image of the action in game without the night vision green may help to sell the mission better. Perhaps an explosion in the background or spotlight lighting up an alley with the team positioned at it's access point or a streetlamp illuminating the back drop as the team crosses the road. Otherwise, the overview is decent but as mentioned in my earlier post, lacks quality.
Intro
The leader and his dialogue was a bit much and a bit too fast. It sounded like a very quiet, run on sentence. You may consider breaking that sentence into two. The other scenes had fine camera angles but the timing had issues.
Briefing
Much better read. But you still fail to offer enough ammo for the G36.
Mission
Since I covered this quite well in the previous version, I won't waste a whole lot of time elaborating on my tactics. I did attempt this several ways though. I'll highlight the things that made me dislike the experience.
First, the revive script proved frustrating and yet beneficial in one way. It was frustrating because when I was shot, I would lie on my back squirming like a turtle while the AI cleared the threats, calculated their path finding and pretty much took their sweet time, getting to me. This feature should be reserved for multiplayer scenarios where human behavior compliments the feature. It was beneficial because it allowed me to help my team when they were shot. The only happy compromise I think we would be something like Clayman incorporated into his Zero mission. It was a bleeding script which allowed the player to continue to function until he either bled out from his neglect of tending the wound or perform first aid to stop the bleeding. in any case, the revive script is not very effective for SP scenarios where the player's team mates must calculate complex path finding to move through dense urban structures and objects. If you keep the revive, you may also consider placing the doctor under it when he joins the players group.
Second, the spotlights were fantastic for moving without night vision. But once you lowered your NV goggles, the cones of light would penetrate through objects and essentially cause the night vision to be blinding, even though the spotlight was on the opposite side of structures. You may want to consider either removing the spotlights, disabling the AI so that they remained focus on specific firing lanes or place them above the action in towers, on catwalks, elevated platforms, etc. so that the player can disable them with his rifle. Just a thought.
Third, the amount of lite armored vehicles may be too high for the player to effectively combat with his limited loadout. Aside from that, the AI teammates have no fear of them and do not know how to hide from them quickly so any engagement will turn into a blood bath.
Fourth, The amount of savegames you have placed are overkill and potentially ruin the mission because they may occur at the least opportune time, which it did for me in my last play test. I crested a hill after planting the explosive charge and was brought down by one of those many lite armored vehicles. My team was in a column right behind me and when I went down, the game saved at that moment. My team walked right into the firing lane of that waiting armor vehicle as they tried to medic me. I stopped there. All you have to do is add a repeating trigger which allows the player to save at his time of choosing.
The mission was still fun and not frustrating except for the revive and that one savegame that I just knew would happen some time or later.