Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Operation: Rheingold, Episode 2: "Gestapo

   (24 reviews)
Sign in to follow this  

Guest

About This File

3-level WolfenDOOM adventure, featuring new


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

NuMetalManiak

  

what the fuck is it with creating stronger hitscanners and placing them everywhere that people think is actually fun?

 

Rheingold 2 has just about as much Dehacked work as Arctic Wolf, providing loads of destructable objects (mugs, clocks, prisoners) plus lots of hitscan enemies. the setting is grimmer and grayer, providing rats as the first batch of actual foes along with turrets and loads of Gestapo officials soon following. again, their health values are much higher, the more advanced ones who apparently drop the new chaingun replacement could easily shrug a rocket to the face. again, this is a problem when you put so many of these guys into your maps, and the end of MAP02 along with much of MAP03 seem to put these guys everywhere. not to say some of the other souped-up hitscanners aren't lacking in health either, because they have quite a lot too. as far as I can tell weapon progression is a bit slow too, with the machine gun showing up in a secret on the first map and the SSG and chaingun replacements showing up in the second, rest follow soonafter. the boss monsters got several changes that are akin to the ones in Arctic Wolf, the Hans clones that shoot their chainguns fire instantaneously which is actually unavoidable, while the rocket variants also instanteneously fire (and why is it translucent again?). Panzer tanks on the last level also shoot translucent rockets for some reason (also they shoot even if you are out of range). health is difficult to find, although it's done better than in Arctic Wolf, thankfully.

 

so now what does Rheingold 2 do pretty well? level layouts. finally, there's no stupidly done symmetry. although there are still some samey rooms, they're pretty well designed and as I said before, destructable objects are fun to shoot. the three levels are all quite large, especially the latter two. still a bit of backtracking so use the automap markers if needed. now MAP03 I mentioned earlier, it would be nice, but those uber-SS ruin it, along with the chaingun shooting Hans clones that are in some of the main hallways, which is cheap to say the least. also those barricades to prevent access on the streets? I can walk right through them for some dumb reason.

 

I really wanted to like this, seeing as how both Rheingolds are well-received by everyone else especially by WolfenDoom standards, and this one has the better levels, but the changes to some of the enemies is more frustrating to handle than exciting. now if Laz had decided to continue the Rheingold series (there were several more episodes planned), obviously the level layouts here are a good example of what should be done.

Share this review


Link to review
Guest

Unknown date

  
A great wad, but the destructible objects are kinda buggy...

Share this review


Link to review
Guest

Unknown date

  
This is a great wad.

Share this review


Link to review
Guest

Unknown date

  
You can't go wrong with Laz Rojas wads

Share this review


Link to review
Guest

Unknown date

  
This is a solid great level. The newer Laz Rojas wads (like Rheingold) are the better ones. He was the best at making these. 5/5

Share this review


Link to review
Guest

Unknown date

  
Neat! Very Wolfenstein-y.

Share this review


Link to review
Guest

Unknown date

  
Liked it a lot.

Share this review


Link to review
Guest

Unknown date

  
I miss the good ol days when I had lots of Wolfendoom wads back in 2001. Excellent work. 5/5

Share this review


Link to review
  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
×