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PLEASE ABSOLUTELY KEEP WORKING ON THIS!
I love the Marine variety, especially how well integrated the female Marines from later games are. You also did a great job implementing guns from Digsite and this is about the only mod I know of which does that without replacing the vanilla guns (on a related note, thank you for *not* using the Space Luger, I hate that gun). Using the other side of the light bridge area as a second combat encounter is refreshing and I can't remember another mod which does that.
Jackals with headshot capable weapons are busted because they fire them like they're plasma pistols. Elites with headshot capable weapons are even worse because they fire them like they're plasma rifles (we learned this back with CMT pretended to "improve" Lumoria and made it worse in every respect).
One question, you mentioned wanting to do complex scripting for Keyes. I remember the official SPV2 version started the player off in an entirely new BSP out of the gate (though I think you needed to use the console to load that BSP if I remember right). Do your plans relate to those BSPs?
Also, I noticed an error with the SPV2 Needler first person model's reload ammo, Roxanne has tags for the reload ammo with the correct purple color instead of the SPV2 blue from their Brutality Evolved mod.
9/10
Just wondering, will the silent cartographer also have extended parts like the lost spv2 version of it? if thats the case, that would be incredible
Too much ammo. If it could be reduced a bit, that would be nice to encourage the use of new weapons.
The weapon sandbox is too large for the first levels. It would be better if new weapons gradually appeared (understandably, it's a demo).
The HF dialogue is fine, I suppose, but the audio is too compressed and breaks the immersion. imo.
Maybe the new grenades would appear in the first levels, but in a reduced amount.
This would be my little feedback. I hope the mod does very well. 10/10
I think the first level is odd, because at some point I managed to go through half of a later section without any enemies or scripts playing, making it about 10 min of walking and eerie silence. There's a lot of ammo that I never understood the use of, such as shotgun and flamethrower canisters. I am a thorough player and never found neither weapon. All weapons, save for the standard AR, feels very efficient. The grenade launcher AR is just straight up better all-around, but I'm okay with that. Eager for more stuff. I think the HL voices are funny but immersion breaking, they do not belong in this game, but I would not be against them staying.
The Bridge and Tunnel are a Part of Area No4!
I would love it if you can add Area No3 and No4 into your mod :)
and if they are already addet then its amazing!
I would love it to play a completed/finished SPV2 :)
I know SPV2 is a uncompleted Beta version of SPV3
but i would love it, if i can play the completed/finished SPV2 campaign^^