NAM/NAPALM: Tangerine Edition | The Fate of Company C | No Failure Run
Recently released the 1.1 version of Tangerine, so I figured why not have another go at a custom map before walking back to HDest or some other mod for the next run. Wide menus, less irritating cricket loops, ammoboxes that don't vanish the moment you get off an emplacement, reskinned ammoboxes, all that sort. You'll see some of them in this run, what with there being a lot of emplacement positions in particular.
You'll note that I have autoaim on for this run compared to the last one. Apparently one of my complaints regarding the inaccuracy of the "sniper" rifle was due to the fact that NAM relies a lot on the weapons' autoaim system to do half the work. Something that EDuke32 apparently has addressed when you turn the autoaim off but Raze hasn't. I thought about running ED32, but have encountered some issues regarding sound replacement that I can't pinpoint the problem on at the moment, so it's back to Raze again with AA on. Bit easier to strafe a whole treeline with, but hopefully this map's difficulty will more than accommodate the easier setup.
I'll say though, these custom maps so far have been really into the idea of escalations. Not enough to fight just 4-5 enemies in a single area, gotta gun them down by the dozens or more. The beach assault alone has probably 2 dozen enemies alone coupled with snipers and recoilless emplacement. Quite a chaotic map in the first 3 minutes alone. I wanna say that I cleared it with flying colors, but unfortunately there were some blue-on-blue accidents thanks to me watching for moving green pixels when everyone including the US soldiers are wearing green. Oh, well. Maybe the next run'll go better, hmm?
Mods Used:
Tangerine Edition: https://forum.zdoom.org/viewtopic.php?f=354&t=76086
The Fate of Company C: http://www.r-t-c-m.com/knowledge-base/downloads-rtcm/nam-maps/
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