[WolfenDoom] Blade of Agony (Behind the scenes video | p122)

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[WolfenDoom] Blade of Agony (Behind the scenes video | p122)

Postby Tormentor667 » Tue Feb 10, 2015 11:10 am

Image

Foreword
So why a WolfenDoom project? Well, I was always a big fan of Laz Rojas' work, especially Operation Arctic Wolf or Operation Rheingold. It felt like a real sequel to Wolfenstein 3D. Since then I always thought about sending B.J. Blazkowicz back myself on even more story-driven missions around the world, kicking Nazi's asses. Especially the thought of having various operations and making them all unique in terms of look, feel and gameplay was something that I have ever dreamt of. In times of Vanilla and 56K, things like that have never been even possible. Now that the technical limits are gone, anything is possible in some way or another, and that was the moment when I wanted to start off.

Story
It's 1944, and the war approaches its peak. The U.S. has joined the Allied forces, and the Soviets are pushing back the front in the east. The tides of war are turning, and Hitler's victory seems more and more beyond his grasp. But the Nazis, refusing to capitulate, have grown obsessed with human experiments and occult artifacts, in which they see a potential escape from their final Doom. The Allied leaders reject this possibility as nonsense; nonetheless, some still fear what the Führer might be up to. The situation is nebulous, however, and little is certain.

You are Cpt. William "B.J." Blazkowicz, an Allied spy, a fearless risk-taker, and the greatest soldier to ever take up arms in World War II. Your role has changed, though; you've retired from active duty, and now you spearhead operations as a systems analyst. You thought it would be the right choice--leading and motivating instead of doing the dirty work--but lately you've grown restless. At least until a few days ago, when you received an encrypted message from your old friend and comrade Cpt. Douglas Blake, calling you back to duty...

Features
Blade of Agony is much more than just a pastiche of the classic shooters that inspired it; the project will offer a unique experience. It also has many features not often seen in source port projects--Blade of Agony truly pushes GZDoom to its limits.
  • 7 playable and unique levels in Chapter One (over 20 in the full game)
  • Orchestra-quality game music
  • Voice acting and ambient soundscapes
  • A combination of low-poly models and sprite assets to create the perfect retro feeling
  • Devastating armaments from the battlefields of WWII
  • Interactive NPCs that support the twisted plot's progress and help you understand the game
  • Beautiful special effects (weather, elements, explosions, etc.)
  • Much, much more!

Participating
If you are interested in helping us out, the easiest way to do so is by making pull requests to the project's GitHub repository. The development repo is public, and we are happy to have any kind of help. We can't promise to implement every public change, but we'll have a thorough look at all of them, and we'll be thankful for any helpful improvements or suggestions.

Development History (outdated)
Spoiler: "What's new since v1.0 till v2.0 (May 21st)?"
Spoiler: "What's new since beta v0.98 till v1.0 (April 1st)?"
Spoiler: "What's new since beta v0.95 till v0.98 (August 22th)?"
Spoiler: "What's new in beta 0.95?"


"May I use resource x from your mod?"
It happened now for about a trillion times that people asked if they can use material from Blade of Agony. There are two answers on that: If it is original material exclusively developed for Blade of Agony by its authors, then clearly no (!), not until the final release of Blade of Agony which includes all 3 chapters. If it is material by other authors (for example elements from wildweasel's Nazis mod), ask the authors directly themselves. If you are not sure who made it, ask us or read the credits text file. I know that this WolfenDoom project borrowed a lot of resources from other games and projects, and we are happy to see our material of use for other modders in the future, but we simply don't want to spoil anything of it yet, that makes people think "Oh, I have seen this already before in a different mod than Blade of Agony" even though it has been exclusively created for our mod. I am sure people understand this.

Polls
Spoiler: March 2016: "The Multiplayer Issue"

Best regards,
Torm & Team

Official Webpage
Last edited by Tormentor667 on Tue Mar 14, 2017 1:41 pm, edited 80 times in total.
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Re: [WolfenDoom] Blade of Agony

Postby YukiHerz » Tue Feb 10, 2015 11:13 am

Loving the story there, and that SBARINFO is smexy, i'd recommend moving the timer and what seems to be the weapon's name to the top of the screen tho.

Question: Will the sword be an usable weapon? :p
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Tue Feb 10, 2015 11:16 am

Thanks for the feedback, I actually want to keep all the information on the bottom so the player doesn't need to search for it. And yes, the sword will be useable but with some... let's say "limitations" :)
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Re: [WolfenDoom] Blade of Agony

Postby Slax » Tue Feb 10, 2015 11:24 am

Oh dear. This looks yummy.

There's both fire and Nazi flags in the picture so I'll put in a request. The flags. I WANT TO BURN THEM.
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Re: [WolfenDoom] Blade of Agony

Postby wildweasel » Tue Feb 10, 2015 11:42 am

You DID NOT ASK FOR PERMISSION on those ww-nazis weapons. =P

[edit] No, really. I hate to be a hard-ass, but some times, I really do like to know ahead of time when people plan on using my work as a base for further work. I didn't really want ww-nazis to be "the last stop for Wolfenstein-themed Doom guns," yet I've had no fewer than three people suggest using my weapons to improve other peoples' Wolfendoom projects (and never asking me ahead of time if this was okay). I mean, I'm not in a position where I can STOP that, but I'd really just like to be informed about it before you go advertising your work with my stuff in it.

I'm not going to tell you to remove it, and really, I give you kudos for actually remembering to credit me, but there's a lot of peoples' work in ww-nazis that isn't directly my work, and I'd like that they get the credit as well.
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Re: [WolfenDoom] Blade of Agony

Postby YukesVonFaust » Tue Feb 10, 2015 12:16 pm

I hope the Final release gon' be good.
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Re: [WolfenDoom] Blade of Agony

Postby xenoxols » Tue Feb 10, 2015 12:27 pm

There better be a chaingun. I hate how some of the original wolfendooms either didn't have one or had the stock doom chaingun. It should also use 9x19 bullets because wolfenstein.
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Re: [WolfenDoom] Blade of Agony

Postby wildweasel » Tue Feb 10, 2015 12:29 pm

xenoxols wrote:There better be a chaingun. I hate how some of the original wolfendooms either didn't have one or had the stock doom chaingun. It should also use 9x19 bullets because wolfenstein.

There most likely is, because there was one in ww-nazis, and he seems to be using that as a de facto base for this. Without asking me first.
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Re: [WolfenDoom] Blade of Agony

Postby cem26 » Tue Feb 10, 2015 1:32 pm

Is that project gonne be look like ww-nazis? or mod story based on?
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Re: [WolfenDoom] Blade of Agony

Postby wildweasel » Tue Feb 10, 2015 3:26 pm

Just to clarify: we've spoken via PM and cleared this up. He's okay to use my resources as long as the credits are intact.
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Re: [WolfenDoom] Blade of Agony

Postby armymen12002003 » Tue Feb 10, 2015 3:44 pm

Nice im going to have to try this when it comes out
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Re: [WolfenDoom] Blade of Agony

Postby Sgt. Shivers » Tue Feb 10, 2015 4:56 pm

Ah, it's always great to see new wolfendoom stuff. I'm pretty sure i've played all of Laz's doom scenarios so anything new is always good! Are you using WSJ styled enemies or ones closer to the classic wolfenstein sprites?
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Re: [WolfenDoom] Blade of Agony

Postby Gifty » Tue Feb 10, 2015 9:42 pm

That SBAR is REALLY sexy, holy shit.
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Re: [WolfenDoom] Blade of Agony

Postby Koto » Tue Feb 10, 2015 11:22 pm

Nice, i like wolf themed wads. Dat HUD.
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Re: [WolfenDoom] Blade of Agony

Postby Caleb26 » Fri Feb 13, 2015 6:50 am

I'm thinking about reviving Operation Rheingold mod since it was never completed. Only the first two episodes are completed - there are 7 episodes total. I'd also like to fix the gameplay issues (more health packs and ammo + less enemies in some places )and add some zdoom / gzdoom features like breakable glass and other destructible environment.
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