Here's my second entry, i'm much better doing small scenes like this.
Here's the inspiration.
Short in-game scene of this WTE.
Yeah i selected the brutal in the selection, but i think it might be because i default my difficulty to "Brutal" in the editor so it gets set before your map sets the difficulty.
Edit: I'll pm you a vid of it in a few.
I played them and recorded some footage without any commentary that i will upload later, but i found game breaking bug on mission 3 when playing on brutal.
It's on the spawnWasps Trigger that generates new workers for the enemy, when you play on brutal it generates them every 0 second. I just changed the value to 200 and it worked.
I think you can use the "point from name" function and check if it is a valid point, maps usually have the same starting point naming convention like "Start Location 001" etc.
I'm sorry for my harsh review at the front of this thread but, i don't feel like you should call it shameful, as i mentioned in the start of the post it was my "rambled thoughts" and thus my gut feeling of stuff i felt as i was playing. (i was alt tabbing in out of the game to write in this thread, maybe a bad idea looking back at it)
"Loadscreen: It even has the "waiting to press key" option enabled in order for the player to read what is written"
I don't actually recall what happened with my loading screen but i think i alt tabbed out of the game when the arcade countdown started and then back in when the loading had completed and maybe pressed a key, to only see a catch a glimpse of the loading screen.
I also skipped the intro cutscene from the start accidentally, didn't even know it existed before i watched deltron's review.
"Next thing is the watchcom: well, if you don't know what to do, you can press the two keys suggested at the start: W - Lift Off and tab - Watchcom. The watchcome has a map with two nice markers on it which you could (maybe?) check out? Shoot these two and you get dialogue on how to continue."
The watchcom UI was really unintuitive to me, and i found that you could cycle it really late after i was already frustrated with the fuel system and laggy WASD movement.
This map has potential but not at this state for me, looking forward to see what 1.4 brings to address this thread.
I watched some Urban Strike gameplay videos and if Coyc1 can bring that gameplay modernized this map can be really good.
Tried it, here's my rambled thoughts.
Loading screen went fast did not get to read much at all, there was some keys highlighted in a low quality image that i could see, no meaning to those given.
Game loads, i like the effort of making custom transmission UI, game tells me to move with W and Tab to open some menu.
No context here nothing told what i should be doing, no more instructions for keys i just randomly spam the highlighted keys that was shown in loading screen and stuff happens.
Zero UI to show what i should be doing other than map by pressing tab.
No mouse to click the buttons in the tab menu. (Later found that you navigate the UI with the numpad) (what if the player doesn't have a numpad?)
The WASD movement is really clunky and delayed. ( you can strafe backwards but not forward?)
Controls that i found
It's really hard to hit stuff with no indicator of where the attacks will hit, only by guessing.
I like that i can destroy the sandbags and bridges, should be able to destroy trees and other environment objects too.
You can still select stuff even though you cant see your mouse cursor.
The grammar could use improvement.
What's the point of the medivac in the top right? (it can shoot missiles too, why?)
Really annoying fuel mechanic that just limits the gameplay, little that there is.
Terrain is basic.
TLDR; I have no clue what's happening and i run out of fuel before i can do anything meaningful toward the objectives.
There's a gameplay option in the settings called "Enable Simple Command Card" uncheck that and they should show up normally. Also you can overwrite that option in the editor for your map with action called "Override Player Option".