WolfenDOOM (by Laz Rojas) update (final? version)

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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby Tormentor667 » Sat Dec 29, 2012 1:21 pm

This is awesome! Well done :) Any chance of... well... erm... updating the rest of Laz Rojas' work? :)
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby CeeJay » Sat Dec 29, 2012 2:38 pm

Anything particular of his work you would like to see receive a treatment?

I am most certainly not updating everything he did, though I am currently fiddling with a re-work of Rheingold part II (may or may not finish it and continue on with part I).
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby SamVision » Sat Dec 29, 2012 3:16 pm

Wow this is really good. Not sure why you used EDGE but it gets the job done. Not a big fan of that FreeDOOM chaingun though. The fake hitlers should shoot fireballs not pistols, their expression shouldn't change, they shouldn't bleed, and they should not disappear because they are supposed to be puppets not ghosts. Also the deathknight's missiles home in on the player, which is just unfair.
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby DoomQuaker » Sun Dec 30, 2012 5:48 am

Tormentor667 wrote:This is awesome! Well done :) Any chance of... well... erm... updating the rest of Laz Rojas' work? :)


This! It would be cool to have other of his projects, especially Operation Arctic Wolf.
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby CeeJay » Sun Dec 30, 2012 6:13 am

SamVision wrote:Wow this is really good. Not sure why you used EDGE but it gets the job done. Not a big fan of that FreeDOOM chaingun though. The fake hitlers should shoot fireballs not pistols, their expression shouldn't change, they shouldn't bleed, and they should not disappear because they are supposed to be puppets not ghosts. Also the deathknight's missiles home in on the player, which is just unfair.


Of all the chaingun sprites out there it seemed, to me atleast, to be the most fitting. I am against using the one from the Jaguar port as it is just a degraded version of the Doom chaingun. *Nuff said.

Second, bear in mind that this mod uses 128x128 versions of sprites (as opposed to the original 64x64) so I am limited to the what is available to me (the Mac/Jag/3DO ports were missing a great deal of stuff from the original PC version). That is why the Angel of Death looks lacking and the Fake Hitler behaves as he does. The source sprites I used for him had no death frames but instead had him fading away and no projectile, and this does kind of fit giving that it is a ghostly apparition of sorts. Though the whole gun thing does seem odd to me aswell. But it clearly does look like a rifle none the less.

Lastly, the Death Knight homing missiles were just to spice things up a bit. Remember you have a higher ammo capacity in this mod (199) and other enemies will take damage from rockets (strafe and use other enemies as shield is the logical tactic). Any experienced Doom or Wolf3D player should be able to handle this. The Spear of Destiny levels were greatly more difficult, with more HP for bosses and deadlier attacks. This is one of the reasons I disliked SoD back in the day and preferred the original Wolf3D (Die, Fuhrer, Die! being my absolute favorite Wolf3D episode).
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby Tormentor667 » Tue Jan 01, 2013 8:11 am

Yes, Arctic Wolf would be worth an enhancement (maybe even introducing several new features of ZDoom to enhance atmosphere and stuff), but I am glad that you also aim for Rheingold
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby Caleb26 » Tue Jan 01, 2013 9:22 am

I'd like to see every wolfendoom wad playable under WolfenEdge. They are all cool and interesting yet most of em are almost unplayable - enemies are too high on health - it really pisses me when I have to shoot em and shoot em and so on and so on - since there are lots of enemies I think it should work like in original wolf3d/sod - guards have fair amount of health and most of em are easier to kill. Also there are almost no health items.
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby SamVision » Wed Jan 02, 2013 12:57 am

Yes there is potential for greatness in Laz's mods, but there was just so much that could be done with DeHackEd.
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby NightFright » Thu Jan 31, 2013 3:42 pm

Any chance of getting your mod updated with the rotated boss sprites from UnTrustable?
Also, updating the WolfenDoom version of "Spear of Destiny" might be worth considering. Just to complete the circle maybe... ^^
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby armymen12002003 » Thu Jan 31, 2013 7:04 pm

NightFright wrote:Any chance of getting your mod updated with the rotated boss sprites from UnTrustable?
Also, updating the WolfenDoom version of "Spear of Destiny" might be worth considering. Just to complete the circle maybe... ^^


i second that
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby CeeJay » Thu Jan 31, 2013 11:42 pm

I refer you to a previous post

wildweasel wrote:Well let's see - in Wolfenstein 3D, only three items ever really need to be dropped:
  1. Ammo clips (most guards)
  2. The machine gun (SS Nazi)
  3. Gold keys (Hans and Gretel)
Doom has four monsters that drop items:
  1. Zombieman (clip)
  2. Shotgun guy (shotgun)
  3. Heavy weapon dude (chaingun)
  4. SS Nazi (clip)
The problem is, we need something to turn into the gold key, and despite Doom having four item-dropping monsters, two of those drop the same item. Granted, Wolfenstein did have it where SS will only drop a machine gun if you don't already have one, so if we're willing to sacrifice that feature, we could replace the machine gun with Hitler's unarmored form.

CeeJay wrote:And this is the exact reason i am not doing Spear of Destiny, because all but one of the bosses drop a key when killed. This is also why the mutant drops a clip in the original missions but is swapped for the officer instead in the nocturnal missions. The mutant is considerable more frequent in the original missions (the officer doesn't even show up until the third episode) but almost completly absent in the nocturnal missions (one secret level).
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby Captain J » Mon Jul 15, 2013 6:24 am

well, i want to donate some 4x4 bitless little better boss sprites for after i saw my sprites work at this mod. i'm really thankful for use those.

anyway here's the example, a bit twiched gretel grosse.
무제2.gif
now she has a shine boob plate, one barreled chaingun, swastika symbol.

and i got a lot's of bosses to fix. specially otto, fatface and barney. oh yes. they're really need to be fixed up because they seems having a troble with firing animations.

go ahead and download. this updated wolfers for wolfers file is belongs to yours!
http://www.mediafire.com/?56aknsz3i88mhgh
You do not have the required permissions to view the files attached to this post.
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Re: WolfenDOOM (by Laz Rojas) update (final? version)

Postby CeeJay » Mon Jul 15, 2013 11:25 am

thanks :D
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