First of all: Great overhaul of the maps, Garg works like a charm now, only one problem there I discovered by fooling around(but not too major):
When the Garg breaks through the door at the end of the tunnel, it’s possible to run through his legs back into the tunnel, but he won’t react to you, the scripted sequence continues. Afterwards when he notices you aren’t outside but in the tunnel again, he will turn on you. Maybe integrate the possiblity to break the scripted sequence (but this comes with a few problems: I’ve you are on your way out, the scripted sequence would have to be re-played). Idk… up to you, I doubt that many players will have the idea to run TO the Garg instead of AWAY from it.
Next Prob would be the balance issue…
I think the possibility to destroy the Truck at the TOW Station makes the AGrunts less harmful because once you shoot at the truck or in the direction, it explodes and causes damage to the Grunts. This leads to 1 to zero surviving Grunts to fight what can make it a bit too easy…
I saw you sped up the Harrier Take-Off, but the beginning is still incredibly slow… I know some people complained about it, but I think you should adapt the speed to the speed the Harrier has in the air. As it is, it looks and feels a bit awkward and unnatural.
And I still have that bug with the LAV: There are tons of aliens after the battle and myself, the player in line of sight, yet sometimes the LAV ignores all enemies and continues to fire on the left wall… really strange…
My 2 cents…