Wolfendoom Undercover (UPDATE!)

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Sgt. Shivers
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Wolfendoom Undercover (UPDATE!)

Post by Sgt. Shivers »

Image

V2 Facility has been UPDATED!

Get it here: https://www.dropbox.com/s/7dcheie1m18pj ... 20v1.1.zip

Screenshots can be found on page 2.

Hey everyone, this is my latest Wolfendoom Project, Wolfendoom Undercover.
What I am planning to do with this is create a series of Wolfendoom Scenarios that take advantage of the features of ZDoom. The first mission of this series is "The Mint" where you must infiltrate a nazi mint. More info on the mission can be found within the zip file.

I hope you enjoy playing this mod, and I welcome any feed back.

Updated! The map is a bit different, and the SS have been nerfed slightly.

Download Here: http://www.mediafire.com/download/pw9c8 ... t+v1.1.zip

Screenshots:
Spoiler:
Last edited by Sgt. Shivers on Thu Mar 27, 2014 12:51 am, edited 4 times in total.
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YukiHerz
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Re: Wolfendoom Undercover: The Mint

Post by YukiHerz »

I'm not that much into wolfendoom, but i can't miss this because from the screenshots it looked really cool, i'll edit this post after i play it

EDIT: I like it, it's a little challenging, feels like wolfenstein but it's doom, it's weird to describe it, now, i got stuck after killing the guy with a rocket launcher/pistol, there's a switch that doesn't seem to do anything(or either i'm just idiot).
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Sgt. Shivers
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Re: Wolfendoom Undercover: The Mint

Post by Sgt. Shivers »

HazeBandicoot wrote:I'm not that much into wolfendoom, but i can't miss this because from the screenshots it looked really cool, i'll edit this post after i play it

EDIT: I like it, it's a little challenging, feels like wolfenstein but it's doom, it's weird to describe it, now, i got stuck after killing the guy with a rocket launcher/pistol, there's a switch that doesn't seem to do anything(or either i'm just idiot).
After you defeat the colonel you have to return outside and flamethrower the money to destroy it.
I should probably have put that in the Briefing, it's kind of unclear now that I think about it.
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Re: Wolfendoom Undercover: The Mint

Post by Yholl »

Just finished playing through it. This is quite fun and looks really good! I'm looking forward to any more that you make like this, having a series of varied missions to play through would be great fun.

Good ol' BJ, sneaking into Nazi buildings and eating all their food. What a bastard.
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YukiHerz
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Re: Wolfendoom Undercover: The Mint

Post by YukiHerz »

Yholl wrote:Good ol' BJ, sneaking into Nazi buildings and eating all their food. What a bastard.
And probably their dog food too.

The cash is burning, the colonel is dead, YES.

One thing: try to fix the hud position to match the numbers, they feel a little bit off.
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Re: Wolfendoom Undercover: The Mint

Post by Patriot1776 »

Nice first step with this series! Will say that you need to implement more ways of regaining health since to stay true to Wolfenstein, you're not supposed to be finding medikits and plates of food everywhere, especially in places it would be illogical for them to be. What I think would help would be implementing water fountains where, you walk up to a linedef, drink water, and can recover health up to 25 or 30 or so, to make up for the dearth of medikits and how the SS guys' bullets knock huge chunks off your health.

Sorta think the SS guys bullet attack damage could be toned down just a tad. Was playing on 'Hey Not Too Rough' and had an extremely hard time finishing the level even then, needed to use 'resurrect' twice to finish it.

More ammo caches would be appreciated too. Didn't have enough ammo, even after grabbing the flamethrower, to take down the Colonel. Had to give myself some ammo to finish him off, so more ammo stocks and caches, maybe even finding some gas cans before the boss fight so you got more ammo for the flamethrower to finish it would help.
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Re: Wolfendoom Undercover: The Mint

Post by XCVG »

Mixed to favorable impressions.

The weapons are okay, but the ammo limit of 150 seems a little low. The higher-level guards do way too much damage too quickly. I'd rather have a higher ammo limit and less damaging enemies in exchange for fewer items. The items are kind of arbitrarily placed, which detracts from the map as well.

The architecture was rather schizophrenic. It's realistic yet arbitrary. Going from an open factory to randomly twisting corridors is quite jarring. Some portions of the map are logical and some make no sense. Some segments appear to be laid out on a Wolfenstein-style grid and others clearly aren't. It did look pretty good throughout, however, apart from rather jarring dead ends.

At times I was confused as to what I was supposed to be doing or where I was supposed to go. There's a switch that I thought didn't do anything until I backtracked and found a new area had opened up- one previously blocked off by an invisible wall. And then I wandered around some more before I figured out that I was supposed to blow up a valve to get a key. Then an alarm went off but nothing actually happened.

Why not message the player telling them a security gate has been opened, and then after they blow up the valve spawn some enemies and open some doors? There's also the burning money at the end- if it weren't for this thread I never would have got it. I know I'm probably in the minority opinion but I think this could really benefit from some prompts.

I was hoping for more than a key/switch hunt, but it was a pretty good key/switch hunt. I'm looking forward to the next installment and hoping for some improvements.
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Re: Wolfendoom Undercover: The Mint

Post by Sgt. Shivers »

Patriot1776 wrote:Nice first step with this series! Will say that you need to implement more ways of regaining health since to stay true to Wolfenstein, you're not supposed to be finding medikits and plates of food everywhere, especially in places it would be illogical for them to be. What I think would help would be implementing water fountains where, you walk up to a linedef, drink water, and can recover health up to 25 or 30 or so, to make up for the dearth of medikits and how the SS guys' bullets knock huge chunks off your health.
Water fountains sound like a good idea, maybe I could have them give you 5 health each use, but only have around 5 uses so you can't just run back to it and grind for health. I could also have some generic food items other than the full plates in mess halls and barracks.
Patriot1776 wrote:Sorta think the SS guys bullet attack damage could be toned down just a tad. Was playing on 'Hey Not Too Rough' and had an extremely hard time finishing the level even then, needed to use 'resurrect' twice to finish it.
Yeah, I made the SS shoot damaging bullets to make up for the fact they no longer shoot like shotgunners. I will nerf them slightly but not too much. On a side note, The mission is the same on pretty much all difficulties, I will probably make them vary slightly in the next mission. I usually play Doom on Normal, so I'm not used to switching difficulties.
Patriot1776 wrote:More ammo caches would be appreciated too. Didn't have enough ammo, even after grabbing the flamethrower, to take down the Colonel. Had to give myself some ammo to finish him off, so more ammo stocks and caches, maybe even finding some gas cans before the boss fight so you got more ammo for the flamethrower to finish it would help.
I did have some ammo trouble with ammo when testing, so I might put in some more ammo, but not in plain sight. I don't want it to be too easy. Maybe I could have some enemies drop extra ammo as well as a weapon.

Thanks for the feedback Patriot, I might update this one to fix it a bit. The next mission will have more opportunities to heal as well as some more ammo caches. (Maybe there could be an armoury you have to enter?)
XCVG wrote:Mixed to favorable impressions.

The weapons are okay, but the ammo limit of 150 seems a little low. The higher-level guards do way too much damage too quickly. I'd rather have a higher ammo limit and less damaging enemies in exchange for fewer items. The items are kind of arbitrarily placed, which detracts from the map as well.
I'll be sure to make the items more logically placed in the next mission. Does 200 bullets sound like a good minimum? As I said earlier I will nerf the guards slightly.
XCVG wrote:The architecture was rather schizophrenic. It's realistic yet arbitrary. Going from an open factory to randomly twisting corridors is quite jarring. Some portions of the map are logical and some make no sense. Some segments appear to be laid out on a Wolfenstein-style grid and others clearly aren't. It did look pretty good throughout, however, apart from rather jarring dead ends.
I tried to put different things into sectors of the map, (An office sector, a factory sector etc) but maybe I could have it more spread out to not put them too close.
XCVG wrote:At times I was confused as to what I was supposed to be doing or where I was supposed to go. There's a switch that I thought didn't do anything until I backtracked and found a new area had opened up- one previously blocked off by an invisible wall. And then I wandered around some more before I figured out that I was supposed to blow up a valve to get a key. Then an alarm went off but nothing actually happened.

Why not message the player telling them a security gate has been opened, and then after they blow up the valve spawn some enemies and open some doors? There's also the burning money at the end- if it weren't for this thread I never would have got it. I know I'm probably in the minority opinion but I think this could really benefit from some prompts.
I tried to make the valve stick out so the player would shoot it, maybe some "WARNING FLAMMABLE" signs could help with this. The pipes drop a key which I admit is kind of weird, next time I'll have it trigger a door to open. Prompts will be added in the next mission.
XCVG wrote:I was hoping for more than a key/switch hunt, but it was a pretty good key/switch hunt. I'm looking forward to the next installment and hoping for some improvements.
I will base the next missions objectives more around stuff like "Blow open this door with some of those barrels" or "Launch/Blow up this rocket to get underneath it" or other more dynamic ways to progress.

Thanks for the feedback XCVG, I'll be sure to make the next mission a bit more reasonable with knowing what you're supposed to do. I might not put in direct prompts, but instead put them in a briefing file you get with the mission that tells you some details about what you need to do, like "Intel says this wall is fragile" or something.
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Re: Wolfendoom Undercover: The Mint

Post by Patriot1776 »

Maybe there could be an armoury you have to enter?
That would be a good idea, and make logical sense actually for even this first mission, 'The Mint'. I mean, think about it, its during World War II, probably shortly after the attack on Pearl Harbor, and the Nazis are counterfeiting American money here and smuggling it into the U.S. economy to kneecap America's war economy and so weaken significantly the Allies' armies before they try to liberate Europe. As smart as the Nazis were, they'd have their counterfeiting operation stocked up with some weapons and ammo so it could withstand an attack by resistance fighters or Allied sabateurs, so yeah, adding an armory to this mission that would be a 'highly recommended' objective, but not 'absolutely required' would be good.

In the mod Cold As Hell, in order to access the Armory bunker in that one, you had to first locate a document containing the combination to get into the Armory bunker. That could be implemented here by maybe there being somewhere, behind a second door of one of the normal keys, a solitary normal Wolfenstein officer, with some SS protecting him, who has on him the combination needed to get into the armory, and in that you can put all the ammo needed to realistically finish the level, probably even put another chaingun in there if you want, along with cans of fuel for the flamethrower, but not the flamethrower itself, as the Colonel is so paranoid about it he keeps the flamethrower where only he can really use it, like you've got it now. ^^

I like your idea on the water fountains, about them having a finite amount of health they can give you so that you can't just keep running back to them after getting a bunch of holes shot in you from trying to act like Rambo. :lol: Don't think I'm for though also adding in the original Wolfenstein mechanic of being able to drink blood if your health was less than 10%, as that would require DECORATE/ACS work of a level that would probably make most people's heads explode. :x
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Re: Wolfendoom Undercover: The Mint

Post by armymen12002003 »

Just gave this a try i liked it great job as always Sgt Shivers, but can i suggest like sound of machinery for ambient noise?
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Re: Wolfendoom Undercover: The Mint

Post by SlapTheFish »

Looks like Rise of the Triad! (drops everything) I'm playing this!
EDIT: Good job, very well realized.
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Sgt. Shivers
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Re: Wolfendoom Undercover: The Mint

Post by Sgt. Shivers »

armymen12002003 wrote:Just gave this a try i liked it great job as always Sgt Shivers, but can i suggest like sound of machinery for ambient noise?
I knew I was forgetting something, I'll be sure to through some ambient noise in if you could link me to some decent machinery noises.
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Re: Wolfendoom Undercover: The Mint

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Re: Wolfendoom Undercover: The Mint

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Re: Wolfendoom Undercover: The Mint

Post by Sgt. Shivers »

Thanks for doing the playthrough, Joey. I noticed some things that I still need to fix.
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