[Blade of Agony] Additional mapper needed | p155

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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby Captain J » Fri Nov 18, 2016 7:01 am

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.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby NovaRain » Fri Nov 18, 2016 12:16 pm

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! :D
Some comments with spoilers:
Spoiler:
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby JohnnyTheWolf » Fri Nov 18, 2016 8:12 pm

Why does BJ start with a Luger?
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby Reinchard2 » Sat Nov 19, 2016 6:55 am

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)

Postby Ozymandias81 » Sat Nov 19, 2016 9:52 am

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.

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.

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.

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...
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby Captain J » Sat Nov 19, 2016 10:35 am

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?
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby Ozymandias81 » Sat Nov 19, 2016 11:11 am

Captain 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?

Well DoomJedi built hires frames for them so adding some changes would be a pity :?
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)

Postby Captain J » Sat Nov 19, 2016 11:32 am

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!
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby Ozymandias81 » Sat Nov 19, 2016 11:41 am

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!

Uhm I said I did them "provided with brightmaps", so... 8-)

[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). :mrgreen:
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby Captain J » Sat Nov 19, 2016 1:01 pm

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!
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby JohnnyTheWolf » Sat Nov 19, 2016 6:46 pm

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)

Postby drako » Sat Nov 19, 2016 7:39 pm

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)

Postby ZikShadow » Sun Nov 20, 2016 3:22 am

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)

Postby ZioMcCall » Sun Nov 20, 2016 6:10 am

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.


This is a more realistic scope for the Kar98.
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Re: [WolfenDoom] Blade of Agony (Chapter 1 | released)

Postby Enjay » Sun Nov 20, 2016 7:32 am

I just got through playing this and I...

I...

I...

:surprise:

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.

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