NAM/NAPALM: Tangerine Edition | Platoon | No Failure Runs | Part 2
I find it intriguing that PTC seems to have this loadout selection of sorts for the start of the "operations", implying that all of the maps should be done pistol (M16) start. You'll see why doing exactly that is actually a godawful idea in the map after this.
I'm once again reminded of why I implemented a lot of things in Tangerine. Enemies shooting out of nowhere that you can't possibly see thanks to either tall bushes or darkness, mines randomly deciding whether to blow up or not when you attempt disarm, that sort. Putting these mines in tight spots you straight up just can't walk around is utterly uncivilized, though atleast with PTC your grenades are manually controlled instead of blowing up whenever it wants in NAM (something that'll always make me hesitate to use the blasted thing any time I should in this game, wish I could figure out a way to fix that).
Following my thought process from aeons back, the nighttime maps are going to be played in ED32 to take advantage of the fancy lighting bits. Sorry if it's a bit jarring if you're playing this from a playlist or something.
Mods Used:
Tangerine Edition: https://forum.zdoom.org/viewtopic.php?f=354&t=76086
Platoon: http://www.r-t-c-m.com/knowledge-base/downloads-rtcm/nam-maps/