Operation: Arctic Wolf Redux

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armymen12002003
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Re: Operation: Arctic Wolf Redux

Post by armymen12002003 »

this looks neato are you planning on doing astrostein and rheingold too?
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ravage
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Re: Operation: Arctic Wolf Redux

Post by ravage »

Doubtful. I'm not really a fan of the level design of those two.
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BoJustBo
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Re: Operation: Arctic Wolf Redux

Post by BoJustBo »

Just played through this one, I really didn't like the first two levels but after that I thought it was really good... although also the grayest doom mod I have ever seen =P
In the opening post there's talk of a map 31, but if I didn't count it wrong the first episode was 18 levels and the second one only a single level, did I miss something here?
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Graf Zahl
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Re: Operation: Arctic Wolf Redux

Post by Graf Zahl »

No. The second episode is MAP31.
In the original it was a hidden bonus level.
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Tormentor667
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Re: Operation: Arctic Wolf Redux

Post by Tormentor667 »

Currently playing it and I am having a lot of fun - it's a blast to play the already well known Arctic Wolf with so many new additions and improvements. Very good and high quality work in the spirit of the original. During my playthrough so far I have found a few things:
  • The grenade generates these fuzzy zdoom-style rocket trails, looks out of place if you ask me
  • Backtracking is still a problem, for example in the second Canyon map (hit a switch, backtrack to the gate) or in MAP13 (picking up the gold key and getting to the gold door), I know it's how Laz built the map but it's simply annoying.
  • I missed a bit of falling snow :)
Other than that: brilliant reboot!
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BoJustBo
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Re: Operation: Arctic Wolf Redux

Post by BoJustBo »

Graf Zahl wrote:No. The second episode is MAP31.
In the original it was a hidden bonus level.
Ah that explains it. Also explains why that map is populated by just boss enemies =P
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ZikShadow
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Re: Operation: Arctic Wolf Redux

Post by ZikShadow »

Cobbled up a gameplay wiretorn version that can be played with gameplay mods. Took me a while, since I had to add all the replacer stuff to their own ids and then go through all the maps replacing everything manually. Didn't touch some of the custom monsters, just in case, though I did add some of the old roster along with various items to account for the different kinds of mods people might load in. I also had to flag actors map-by-map to be coop playable, that was fun. Also found a bug in Map19/Shark Farm where the 4 ladders in the first shark cages had unknown script 0 errors, fixed those in this version. I imagine there's still stuff I could miss, but the fact that it works well enough with Hideous Destructor (a mod that changes a lot) for the whole 2 parter + Das Boot run gives me enough confidence to release this.

DOWNLOAD

I should note though that I did have to change enemy placements in map17 and map21 due to memory leaks, atleast when played with HDest. I'm not sure what exactly did it, but removing all the enemies and peppering in new ones does seem to work. Pardons for any inconvenience.
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