This post is in reply to mission comments posted in the
review of Tank Rush.
Chaos,
I have to admit I did feel a bit stink rating your mission as low as I did, as it's obvious you put a lot of work into it.
The 3/10 is an overall mission score (taking all aspects of the mission into account). It is not an average, or a total, but a stand alone score.
The translation was only one of the reasons it was marked down, but even with a perfect translation it would have only achieved about a 4. The main reason I marked it down was due to the overly long cutscenes and overuse of scripts.
The cutscenes really let the mission down simply because they were too long. Realism is nice, but too much realism is very boring. I would suggest maybe showing the same events (for instance in the intro, attacking the town then the counter-attack), but do it in far less time.
I ran a stopwatch during the intro, and found it was 3 or 4 minutes before the friendly forces even entered the town.
A cutscene has to keep the player interested, otherwise it makes them less enthusiastic to play the mission.
Some of
my missions have been criticised in the past for this very thing, with me making big long cutscenes that simply weren't entertaining enough. The player gets bored, and loses interest. Think of it like a hollywood movie... if you don't make it entertaining, no one will want to buy tickets
It's not good to have a 10 minute intro just so you can say you've got a 10 minute intro. It should serve a purpose...
The other thing that really hurt the mission was the overuse of scripts... 116 scripts is pretty excessive!
This site is an editing site, so I not only mark your mission for gameplay, but for editing technique as well. Having that many scripts when most of them are the same is poor editing...
May I humbly suggest you check out some scripting tutorials, and find out how to use a single script on multiple vehicles (rather than having a separate script for every vehicle in your mission
).
I got the feeling that you have the idea that to be good, a mission must have lots and lots of scripts. This simply isn't the case. Some of the best BIS missions have absolutely NO scripting in them.
If you're going to use a script, it should have a definate purpose. A case in point is your artillery script... it made no difference. You could completely remove it and it wouldn't effect the mission. At one stage I sat in the same spot for about 5 minutes waiting for the artillery to stop falling, as it was bombing the same 20m area... (and doing absolutely nothing but kill my frame rate
)
Another small point:
Most of soviet Troops are moving out of the Trigger Area when they looses are too heavy. Only the Tank & Helicopter crews and 1-6 Soldiers are not scriptet for this action.
That's great. However you should make it so that
all soldiers retreat, as they are VERY hard to find if they decide to sit under a bush in the trigger area. If you could make them all retreat, then that annoying 'last guy hiding in a bush' problem would be solved
Anyway, I hope I haven't discouraged you too much. Looking at the enemy reactions, unit placements etc. you seem to know how to set out a good battle.
I meant what I said about wanting to play a version 2, but I'd suggest working on the scripting and the cutscenes, not just focusing on the translation
Good luck with your future works, I'm looking forward to an improved version of this mission...