[Wolfenstein: Blade of Agony] v3.1 released (p204)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
My Wolfers for Wolfers pack has its separated sprites already, and there's more of them including some sprites used from ww_nazis of mine. Also i'm keep updating it as well.
Oh, also i'm about to work on the another enemy, Elite soldat chaingunner. You know, from Project Toten Eisen Ritter. if i have time to do. Even though it's actually not for Blade of Agony, but i just want to improve it.
Oh, also i'm about to work on the another enemy, Elite soldat chaingunner. You know, from Project Toten Eisen Ritter. if i have time to do. Even though it's actually not for Blade of Agony, but i just want to improve it.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Just finished the chapter 1. For me BoA is like a great mix of classic Wolf3D and RtCW. Really looking forward for the rest of the game!
Some comments with spoilers:
Some comments with spoilers:
Spoiler:
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Why does BJ start with a Luger?
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
I finished a while ago - a little shock that this ends in that way. I was hoping for another great level after that egiptian maze - to be honest I hate that last level in this chapter, it's standing out from the rest. But I love all that references to Indiana Jones like that invisible bridge to cave with Holy Grail and ride in mine trolley. Being inspired by this mod I watched recently "The Last Crusade". Big thanks for all this work. I remember that I have great moments playing "Operation Arctic Wolf" many years ago, but that was nothing compare to this mod. When you plan release the next chapter?
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Well CJ, after taking a deep look inside your Wolfers for Wolfers mod we have noticed very good stuff indeed there, but for now we decided to keep our focus on enemies present on BoA... Also mutants will be only a thing for Episode 1, so in the end we don't really need too many variants of them.Captain J wrote:My Wolfers for Wolfers pack has its separated sprites already, and there's more of them including some sprites used from ww_nazis of mine. Also i'm keep updating it as well.
Oh, also i'm about to work on the another enemy, Elite soldat chaingunner. You know, from Project Toten Eisen Ritter. if i have time to do. Even though it's actually not for Blade of Agony, but i just want to improve it.
This would turn the weapon more overpowered than it is now, but at least you have the knife + crouch as a way to sneak and kill enemies...NovaRain wrote: Too bad the silenced Sten MK2 doesn't act like how it is in RtCW (not to alert nearby enemies). Was hoping for some stealth/surprise attacks at the beginning of the dam.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Understood. Good luck with that!
...then mind if i fix some sprites again? Like supermutant; its arm cannons looks unnecessarily excessive while it fires 9mm shots, as seen it on editor. Or is it actually do the dangerous attack?
...then mind if i fix some sprites again? Like supermutant; its arm cannons looks unnecessarily excessive while it fires 9mm shots, as seen it on editor. Or is it actually do the dangerous attack?
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Well DoomJedi built hires frames for them so adding some changes would be a pityCaptain J wrote:Understood. Good luck with that!
...then mind if i fix some sprites again? Like supermutant; its arm cannons looks unnecessarily excessive while it fires 9mm shots, as seen it on editor. Or is it actually do the dangerous attack?
Anyway I have added your new MGTurret Soldiers, now provided even with colored brightmaps! Very good job CJ!
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Not so soon, through. I know they need brightmap sprites too. So i'm about to work on them either if i can do it.
Anyway glad my sprite are helpful once again!
Anyway glad my sprite are helpful once again!
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Uhm I said I did them "provided with brightmaps", so...Captain J wrote:Not so soon, through. I know they need brightmap sprites too. So i'm about to work on them either if i can do it.
Anyway glad my sprite are helpful once again!
[EDIT]: Or do you mean bmaps for SuperMutants? Because we also have them though in the end... If you are willingly enough to go deep inside BoA sprite resources and you wanna do improvements for low-res sprites, I suggest to subscribe to Realm667 (if you didn't yet) and check this thread, so things will be more clear and easy to be tracked for us (specially for Torm though).
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
What i actually meant was i want to improve the supermutant's current sprite that has big arm cannons. Along with its brightmap if i actually can.
Anyway, i'll subscribe to Realm667 soon. I think i can donate more sprites and monsters for modding besides of BoA!
Anyway, i'll subscribe to Realm667 soon. I think i can donate more sprites and monsters for modding besides of BoA!
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
I ask again: why does BJ always start a mission with a Luger? Should he not be given a M1911 instead, like the one he gets to use for the shooting range?
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
I have not been here for a while. Great job guys. The release is even playable on my old laptop supporting only OpenGL 2.1.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
Only managed to get through the Paris mission, but so far, no real big complaints, love the mod.
The scope was a bit odd though, so i added a modified version here.
The scope was a bit odd though, so i added a modified version here.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
This is a more realistic scope for the Kar98.ZikShadow wrote:Only managed to get through the Paris mission, but so far, no real big complaints, love the mod.
The scope was a bit odd though, so i added a modified version here.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)
I just got through playing this and I...
I...
I...
Wow!
This is one of the most impressive mods ever. The immersion is complete. The mapping is to an incredibly high standard; to the point that I could almost believe it was in a more modern engine like Unreal or something. I had the chance to play some of the maps a while back before I fell off the radar and I thought they were great then. They've improved immeasurably since. The texturing, while predominantly sticking with low res, works perfectly, the dynamic lighting is absolutely spot on, the user interface, the briefings, the whole package, everything is to the highest quality. It feels almost like a commercial release; and one with a pretty decent budget at that. It's got so many nice little technical features that raise it above the norm too; from simple aircraft fly-bys to cunning puzzles and traps and the minecart - OMG the minecart!
The gameplay is tough and the maps are sprawling and occasionally confusing but their sense of purpose and mission driven narrative help to ensure that they never get excessively confusing.
As for the ending...
I...
I...
Wow!
This is one of the most impressive mods ever. The immersion is complete. The mapping is to an incredibly high standard; to the point that I could almost believe it was in a more modern engine like Unreal or something. I had the chance to play some of the maps a while back before I fell off the radar and I thought they were great then. They've improved immeasurably since. The texturing, while predominantly sticking with low res, works perfectly, the dynamic lighting is absolutely spot on, the user interface, the briefings, the whole package, everything is to the highest quality. It feels almost like a commercial release; and one with a pretty decent budget at that. It's got so many nice little technical features that raise it above the norm too; from simple aircraft fly-bys to cunning puzzles and traps and the minecart - OMG the minecart!
The gameplay is tough and the maps are sprawling and occasionally confusing but their sense of purpose and mission driven narrative help to ensure that they never get excessively confusing.
As for the ending...
Spoiler:An amazing project completed to the highest of standards so the highest of high fives to the team. Well done and thank you.