Took the time to play from start to finish on UV. I'll say, I think this redux has finally made Arctic Wolf good. The original mapset is one that I kinda detest, but this fixes it right up well.
However, there are a few thoughts that passes through my mind as I play this:
1. I really like how you merged the underwater bits with the topside, beats the heck outta teleporters. It being proper water instead of a room with an underwater textureset and a damagefloor also improves things immensely.
2. Also appreciate no longer having an overglorified shotgun for my "assault rifles".
3. Cool as well how you initially start with one pistol, and have to find another to get the ol' twofers. Nice one there.
4. Noticed the enemy changes, lovin' their new behaviors.
5. The enemy counts seems to sometimes lie, was playing through The Canyon when my 51 count went up to 58 as I was exiting the map.
6. Ammunition seems to be a bit hard at first, had to rely a lot on the ol' tap accurate to get all my shots in. Gets a lot smoother as I go along though, the grenades help a lot in a crowd.
7. Having stielhandgranates be impact explode instead of timed is a bit weird, but I can dig it for gameplay.
8. I'm not sure if the gold key backtrack in the Water Treatment Plant should be kept, since you don't really do anything else aside from grabbing a key from a far away place only to walk all the way back to the other locked door. Having the gold door just open when you flip the switch might be preferable.
9. That said, thank goodness for shortcuts and the overall tidyness of the maps. No walking for aeons for one switch and then back for a random door.
10. The D3 machine gun sound felt inappropriate for the MG34. Maybe the FG42 from RTCW? I dunno, in my opinion, it sounds too weak for a light machine gun.
11. I like the new lockers.
12.
https://cdn.discordapp.com/attachments/ ... 233733.png
https://cdn.discordapp.com/attachments/ ... 233758.png
I don't like this. The textures had little difference from the others surrounding it (not to mention the lighting) and you have to possess clairvoyance to know that this is a usable door.
13. I forgot just how many enemies are in this mod. Did you add more or anything? Certainly made grenades a lot more flashy with all the blood flying up.
14. Thank goodness, you got rid of that miserable dam fake-wall-elevator. The first of many fixes in my list of reasons to dislike the original Arctic Wolf.
15. Very happy that you also cut down the Barracks' backtrack.
16. I can understand the STG and the Kar98K sharing ammo, but the MP41 as well? Strange weapon choices.
Checked the damages as well, seems like the STG is the most ammo conserving of the 3, if you manage to hit all the rounds anyways.
17. The sound effects in general feels a bit inconsistent. Some of them high quality, others sound like they came straight from Wolf3D (which makes sense, but it still feels really off). It's particularly noticeable with the MP41 where the drawing sound is higher quality than the firing sound.
18. Is it normal for the Kar sprite to not have a scope? I get that you're probably following the old WolfenDoom rules of beta Doom weapons disguised as WW2 weapons, but surely a scope wouldn't go amiss?
19. Not sure if I like the linedef triggers where you have to pass through them first before a door or a wall opens. It's close by atleast, so I give it a half-crime point.
20. Is it just me, or are the officers not dropping ammo? Seems a bit odd since all they carry is a pistol. I can somewhat understand ubersoldats not giving you ammo atleast, all locked up in that armor of theirs.
21. Bill Clinton's face is still in the Command Center map. A bit anachronistic, isn't it? Unless you intend to keep Rojas's little political commentary.
22. Really cool how you did the radiation area ala' Strife.
23. Cracked wall right next to the canisters plus a whole new room. A+. Literally better than the original.
24. The Research Facility in general is improved. I went on a rant with the original version, but this almost takes the cake.
25. I say almost, because this nonsense is kept:
https://cdn.discordapp.com/attachments/ ... 053940.png
Really didn't like that.
26. The stupid linedef trigger mandatory switch wall in the Shark Farm is now an optional secret. I appreciate it.
27.
https://cdn.discordapp.com/attachments/ ... 055841.png
Some weird unknown script errors when you touch these ladders.
28.
https://cdn.discordapp.com/attachments/ ... 060631.png
I wonder if it's possible not to have invisible walls. I imagine it would make some areas not make sense, but it does take my immersion out when I can't just get outside and circle around the island or something because of wibbly wobbly bits.
29. Appreciate torching the mandatory secret in Jailbreak, Part One.
30. Not sure about keeping that ice fake-wall-door in Jailbreak, Part Two. Atleast you used a switch instead of a silly linedef trigger.
31. The gold key in the Fuel Depot feels unnecessary. Some random wall opens nearby when you flip the switches where you get a key, then you go all the way to the edge of the fuel depot to flip a locked switch, only to go back and have some random fake-wall-elevator lower? Might be good to swap that out with a proper elevator that's opened up when you flip the switches, use the gold key somewhere else.
32. Loving the massive explosions in both Seeteufel and the Fuel Depot.
33.
https://cdn.discordapp.com/attachments/ ... 130631.png
Found a NULL texture in Das Boot.
Compared to the original Arctic Wolf, this redux is gold goose incarnate.
Still some crimes, but a lot more playable.
I'd recommend it.