AFeastforCrows by Epic Commander of BlackForest Studios
This cutscene takes place in another world, a world where a war is waged far bigger than any human can comprehend, it is more important than any human can understand, a war waged between heaven and hell, angels and demons, and if, if the angels lose it could be not just the end of their world, but all life....
The cutscene was entertaining to watch, with a lot of stuff happening. I thought the possession scene where the warlock kills the angels was very well done. The text progression is perfectly time, being neither too fast or too slow. There were a few small quirks. The cutscene jumps from scene to scene very quickly (one moment you're in the middle of a courtyard, the next you're in a training camp, then you're in a far-off military base, then you're somewhere else, etc) and this lack of transition can become confusing. And (as more of a suggestion than a criticism) perhaps some of the scenes could have been developed more. For example: maybe in the base attack the Hell soldiers have to destroy the gate instead of simply killing a few Heaven defenders.
It is a cutscene, and the fighting on the map fulfils the creator's intentions.
Most of the creativity here is from a trigger and map design perspective. There are TWAL walls, fires, sliding units, and a few other simple tricks. There are also some sound effects, a bmp, and music.
Map Design: 4
An above-average map with some nice aesthetic touches like map-copied buildings. On the down side, some locations look rather strange (like the place the warlock teleports to, which is covered in flowers and burning farms)
There are good instructions about game settings etc, but the story didn't interest me much. You are told virtually nothing about the characters and why they're fighting, and this makes it hard to have an emotional investment in them. The dialogue came across as a bit abrupt and forced, and there were quite a few grammar mistakes and missing punctuation marks (mostly commas).
In closing, a good cutscene with a few small problems. If the creator decides to develop this into a full-length campaign, I'll be looking about for it. To the designer: maybe slow down the cutscene and develop each scene a bit more. There's no need to rush things.