Finished the mod some time ago. The first level on the ship is confusing at first, since there is a lot going on, and it's more like an interactive prelude to the campaign. Which is really impressive from the technical point of view. There is a lot of new custom voxels with a mix of open and more closed areas. Everything feels organic and I haven't got any problems with finding my way through.
We can play on Nblood or NotBlood source ports (you choose during the installation, which one would you like to use). I've tested Nblood so instead I've used the latter one. It feels more like a BuildGdx, and there is a lot of options that we can tinker with. I haven't got any crashes or problems.
During our journey we stumble on the levitating books, which contain clues. It's the only thing that really stands out, when it comes to gameplay. I've put maximum monsters per map in options, and oh boy the mod really delivers when it comes to the quantity of foes. Thankfully the author limited stone gargoyles to smaller numbers. But everything else will come at you in big groups. There is a lot of weapons and items to find, so we can really go crazy when we need to. As the creator states - "This is a non-linear episode, so you may choose your own way with its own benefits and problems.". And that's true - you need to choose which path to take, since we are still operating in Build engine, and there are segments to load. Sometimes we come back to the earlier map, but from different side or direction. This is great, since it gives us an incentive to replay the mod later on.
Levels are really well done. Secrets are being kept in a reasonable quantity, and they blend with the rest of the architecture. The author keeps the experience fresh, introducing new things to keep the player focused and on his toes. This was made by someone who really was playing the game at least a couple of times before trying to create WLB. For experienced players that like a challenge. There is a less scripting sequences like in Death Wish, and overall atmosphere is close to the original game. The custom voxels that I have mentioned earlier don't stand out from the rest of the decorations, awesome work.
The only letdown for me was the fight right before we meet the boss. We encounter a group of modified beasts from Plasma Pak expansion. We are in a rather small room closed from the both sides and we need kill all of them to proceed further. This is where setting the maximum number of monsters bite me in the ass really hard. After that we've got the boss fight, who is really tanky and just adds insult to injury for me. Give me four Cerberuses to fight or something else.
Go blind into it, and enjoy it.