Alright, I've played around with this a while and here are my current impressions...(I played using 1.29 RC4)
- I notice the default Doom pistol and fist are still available to select. Rename your knife and the battle rifle to FIST and PISTOL so this doesn't happen, or use #CLEAR_ALL (or was it #CLEARALL?) at the top of your weapons.ddf.
- The standards of weapon mods seem to have increased a bit since the last time you released an LNL mod, which means that this one appears somewhat dated by comparison. This is most obvious in the reloading animations. They seem choppy and half-hearted. You can accomplish the same Goldeneye-style reloading effect with a bit more finesse by copying some of the reload frames and just offsetting them more subtly. This will at least make the animation appear more smooth.
- Also regarding reloading animations, making the weapon move in a straight line down and up makes the animation appear robotic and unnatural. As the weapon moves down, try also offsetting it to the right by a single pixel for each frame. At the farthest point of the animation (when the weapon is as far down as it'll get), add a couple more frames and shift the weapon a few pixels in a random direction for each of them, then raise the weapon back up. The gun isn't going to hold perfectly still as you insert the clip - not unless you're holding it in a vice-grip.
- I love the unique deaths for some of the weapons, the Pulse Rifle in particular.
- Your choice of sounds for the weapons seems a bit strange in places (the battle rifle's firing sound seems more like a magnum type weapon than a rifle). If you need more weapon sounds, try downloading mods for Half-Life or Quake 3, or consulting
http://www.fpsbanana.com and downloading some of their sound replacement packs for Counter-Strike or Day of Defeat. Or, I could create a "patch" wad that changes all the sounds, which I would then donate to you to merge into the main wad file.
- Kudos on the napalm rockets - those things own.