Ok, you want facts and objective critisism, I'll give it to you. Honestly, I have not seen anyone on this forum site that is so repulsed and close-minded about taking a little critical input even in it's best constructive form. If you disagree, then by all means counter it point by point, please.
1. Nice load screens. I think they are well done.
2. First mission: Ok, fine...my settings in mid-range to LOW end on my machine outlined above...a decent, middle of the road set up for the vast majority of gamers and NOT a bad system, trust me that rates 75-100 FPS on most well done maps are common. The most important 'setting' when building maps should be to MAX out YOUR system so that you know when low FPS is LOW FPS and design for the low-middle end guys if at all possible. 60 of so FPS, from most experience/input I recieve is about minimum that you should shoot for over extended periods.
My critical analysis: Unbalanced lighting; lack of finished backgrouds where you can see the bottoms of brushwork that is to be tree lines, floaties. Bunched AI, make it longer and spread out the challenge. See screenshots below. The road...it just 'ends'.
3. Second mission: crashed numerous times trying to load after #1. One time I got it to load indirectly. So, unfortunately, when going back to get screen shots I was unsuccessful at getting a load. Some pluses: difficult and challenging AI positioning that took several goes to plot out an attack route. I hate the use of rockets in SP/AI maps, but to each his own...just took more time to get around them.
Minuses: FPS. Horrible. MOST of the time attempting to reach the bridge, I was experiencing single digit FPS...up to mid-teens in many areas. As AI were knocked off, it improved. When encountering the second group of AI in the closed in buildings the FPS again dropped. The roads to nowhere just bug me, sorry.
4. Third Mission: Stalingrad Road, I believe...as I had to free load each map. FPS was again a problem. The only challenge is deciding which guys to take out first, you pretty much lay on the trigger of the .30 and just drill them as fast as you can. No other challenges. FPS almost hit bottom near the end...see screenshot.
5. Fourth Mission: Stalingrad Snow map... no updates to texture work was the first thing that I noticed. Personally, I am a texture Nazi and poor brush and texture work bugs the crap out of me as it above all else ruins a map for me...and I'd bet the majority of gamers. I gave it a good go though. FPS...below average but playable. AI placement was just to symetrical and predictable. Not your fault the AI isn't too bright, but in most maps it appears that more path nodes would have been a help, at least to give them some more logical or life like avoidance options.
6. Fifth mission: Bastonge 1.. so-so FPS. No challenge to ride along and mow down half-wited AI. No help from my 'squad' which I found strange.
7. Sixth mission: Bastone 2... same, FPS was a bit lower, but I attribute that to the number of AI on map. Issues I had include the lack of destroyed models after I blew up the 88s... and no special fire/smoke/explosion effects at all. I found that strange as you've done that in other maps.
8. Berlin Outskirts: I think. By far the best FPS in the group. Bunched AI made things more frustrating than interesting. Strange choice of textures felt more like Tunisia to me that Germany.
I may have them out of order a bit or missed one, sorry. Overall, Gen. Cobra, I can't understand again why you insist on rushing out maps and making such a big deal about them when it's so obvious that your "...one month..." of production time, which seems like a long time to you, shows the lack of finished product and blatant disregard for detail in the simple act of aligning textures. This group shows that so little time went into it.
I appreciate the attempt to make a huge SP package of multiple maps, but dude, better to spend that whole month of your time on ONE well done, clean, finished and well performing map. It's just not good and I'm sorry, and there's nothing new here to 'wow' anyone. I find it rather curious that you didn't also opt to use VIS groups to increase your FPS. Eventhough your maps are small, some use of VIS would have dramatically increased FPS across ALL systems when dealing with so many AI.
