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Bosses' gatling gun sound, and Enemies' pistol sound are same as the Player's. Come to think of it, why do Lost Levels lack its own sound effects? Doberman and the door sounds are all the same as Wolf3D's. Wolf3D and SoD ones are just filled with raising doors. Not sure why Lost Levels only have the door and secret wall behavior. Because the missiles in this TC are all explosive now. Speaking of, some battles like General Fettgesicht's are impossible to win if you empty all your ammo and have to ride the elevator to refill. Is it me? Or most of Bosses have slight immune to bullets? I swear i emptied all 100 rounds to armorless Hitler, but he didn't die so i had to gather full ammo again and spray against him. The delay of Chaingun after firing it is quite too long. If the feedback is good enough I might start working on it. I was also working on a Zandronum-compatible version of this mod that has more balancing and some other features to keep up some entertainment during gameplay, but it's postponed indefinitely for now. I included some version parities like "same weapons, same only-1-ammo-type, same HUD", a plethora of optimizations such as removing obsolete lumps and every possibly unused file, and improvements like better sprites, new rotations, enemies acting more similarly like in Wolfenstein 3D, sound caulking, no mandatory secrets.
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All of these upgraded mods are based off of NightFright's original patches, and plenty of improvements were built upon it. These include Original Missions, Nocturnal Missions, Spear Of Destiny and Mission Packs (or Lost Episodes as Caleb26's mod calls it). However I've started fixing every mod in the WolfenDoom series lately. As a Wolfenstein person, I always liked the idea of having Wolfenstein in an upgraded engine with a little bit more detailing.
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