[Blade of Agony] New screenshots | p179

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Re: [WolfenDoom] Blade of Agony

Postby Ozymandias81 » Fri Feb 13, 2015 7:23 am

Ah yes, it was Blade of Agony! I've seen this some times ago, I think... but maybe I'm just mistaking. Feel free to ask whatever you want for this project, you know: I'm a realm667 addicted! :mrgreen:
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Fri Feb 13, 2015 12:10 pm

First ingame development shot of your first mission:
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Re: [WolfenDoom] Blade of Agony

Postby armymen12002003 » Fri Feb 13, 2015 3:41 pm

Caleb26 wrote: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.


Go for it, i'd love to see what you come up with.
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Re: [WolfenDoom] Blade of Agony

Postby Average » Fri Feb 13, 2015 4:45 pm

I love Rojas' Wolfendoom mods so this is great news. :)
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Fri Feb 13, 2015 6:55 pm

Mission 1 is almost finished layoutwise...
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Re: [WolfenDoom] Blade of Agony

Postby Guardsoul » Fri Feb 13, 2015 7:13 pm

That window in the front seems to be a little bit out of place. I mean, looks like it´s just something put in the building but doesn´t belong to it.
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Re: [WolfenDoom] Blade of Agony

Postby GuardStrike » Sat Feb 14, 2015 12:36 am

This looks very promising.

I do have one question though. Is it possible to make this compatible with Kyle's DOOM RPG mod if you ever get permission to use it?
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Re: [WolfenDoom] Blade of Agony

Postby Slax » Sat Feb 14, 2015 2:10 am

Do hope you find a trench shotgun out there, BJ.
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Re: [WolfenDoom] Blade of Agony

Postby Ozymandias81 » Sat Feb 14, 2015 3:53 am

Guardsoul wrote:That window in the front seems to be a little bit out of place. I mean, looks like it´s just something put in the building but doesn´t belong to it.

Hey Torm, what do you think about implement some 3d breakable windows of mine? It's inside Gore... but I can PM to you what you need...

Spoiler:


Notice that even if you fire something upon the line you just draw the texture, nothing happens (my maps are in Hexen's format, not UDMF BTW...).
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 5:17 am

@GuardSoul - Thanks for the hint, I just fixed that and made it look better.

@GuardStrike - I won't take care of 3rd party mods.

@Ozy - Thanks for that but I will implement my own system here.
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Re: [WolfenDoom] Blade of Agony

Postby Nash » Sat Feb 14, 2015 5:22 am

Fucking awesome screenshots Torm! May I suggest some more lighting and shadowing detail? Maybe tiny strips of 1-mappixel sectors to simulate ambient occlusion and depth?
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 5:39 am

That's looking sweet :) But implementing something like that would increase the amount of effort I'd need to put into this. I won't go overboard in terms of details this time but focus on gameplay, texture usage and overall ambience :)
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Re: [WolfenDoom] Blade of Agony

Postby GooberMan » Sat Feb 14, 2015 6:27 am

Did I just read what I think I just read? :P
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Re: [WolfenDoom] Blade of Agony

Postby Tormentor667 » Sat Feb 14, 2015 6:29 am

Erm... :D
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Re: [WolfenDoom] Blade of Agony

Postby Enjay » Sat Feb 14, 2015 6:49 am

Tormentor667 wrote:I won't go overboard in terms of details this time but focus on gameplay, texture usage and overall ambience :)

I... I...

Image

;)
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