No problemo. In fact, I think I'll rip all weapon's graphics, since they were based in real photos, and thus are "realistic" bases, very useful. Just don't know about the sounds, I don't know how to do that... I'll try anyway.
About Witchaven: One problem of the attack system was the lack of frames in the attacks. Even though it has mostly the same amount than in hexen for a given attack, the timing they tried to implement, related to the real speed of an actor's (real human) swing/attack, was just too slow, and the animation appeared to be broken, "in pieces". That's why the attacking seems so strange and frustatiing, and the player always look weak and tired (there isn't much dynamic in the blows, no "cinetic" strenght).
Also, the little mass sculptures they used to make the enemies were a little too ugly, they should use the photos only as base, but then again, they were captives of the SVGA, photo like graphics they had used for the whole game, and couldn't insert much hand work...
The frames/animations were also very thin, the limited number of frames appear much worse and "jumpy" than in a hand/cartoon like sprite (Hexen).
Add the poor map design (interesting in the beginning, but too repetitive in the later ones), the repetitive AI routines from most monsters (it sometimes appear as the monsters had the same shared AI, only the sprites would change), the unexplained and sometimes extreme difficulty and the lack of any kind of plot, orientation or even self dialogue, and you get a very inovative idea (photo like graphics, in a FPS heavily changed to be much more RPG-like) that was wasted by bad production design, or poor selection of professionals (or even maybe the lack of inspiration by those). Still an ejoyable game though! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->