[Wolfenstein: Blade of Agony] v3.1 released (p204)

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Echelon5
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by Echelon5 »

Kagur wrote:This is a very good mod Tormentor, but it needs some higher level of violence and hard hitting brutality (Yes, I know you don't like Brutal Doom, but please consider the fact that the latest Wolfenstein game is also quite brutal)
Yyyeeah it really doesn't. It would be completely distracting and take away from the fast pacing. It would also just generally look out of place with such low detail enemy sprites? :?
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demo_the_man
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by demo_the_man »

Agreed with the the level of blood/gore is at Tarantino levels in the New order/old blood.], "brutal blood" does not really belong in this with the low-res sprites and models. Think of this as a build engine game insomuch as a doom engine game. Did duke3d,shadow warrior, and blood have brutal gore? No they did not it was not able to be done, as well as looking rather silly. Would they have done it? Maybe shadow warrior, but not blood nor duke.
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idfreak
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by idfreak »

Hmm, FWIW I think Brutal Doom, from the little I could stomach of it, is the worst mod in Doom history. I think whoever built it needs to have a long, hard look into their own soul. Very glad to see that so many others hold it in pretty low regard too. :blergh:
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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by Captain J »

regardless you hate brutal doom or not, after this, i really hope the next topic will not talk anything about hating or demanding brutal doom or it's violence. they happened too often.
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wildweasel
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by wildweasel »

Yeah I'm gonna warn everybody here: don't bring up Brutal Doom. Not only is it annoying (because the project staff don't want it and are very clear about this), it's also basically against the rules by now.
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Tormentor667
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by Tormentor667 »

wildweasel wrote:Yeah I'm gonna warn everybody here: don't bring up Brutal Doom. Not only is it annoying (because the project staff don't want it and are very clear about this), it's also basically against the rules by now.
Thanks for pointing that out again, it really gets kinda annoying lately.
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Wiw
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by Wiw »

I can tell you squat about Brutal Doom, I don't know much about it. But I know a lot about its creator, and he needs burn in HELL. (Not in Doom's Hell though, that's too good for him!)

Just wanted to put that out there before we get back to the topic.
Last edited by Wiw on Wed Aug 05, 2015 8:07 am, edited 3 times in total.
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RUNSABER
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by RUNSABER »

So you wanted to make the 666th post of Blade of Agony about having the last word on the subject? That's not how you "get back on topic". Get it together, man.
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Wiw
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by Wiw »

Wait, I did that? Aw hell, I didn't mean - I'll put it somewhere else or something - I'm always screwing this kind of thing up...
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Tormentor667
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Re: [WolfenDoom] Blade of Agony (episode 2 footage p.37))

Post by Tormentor667 »

Yes, we are still working on it....
Image
Image
Image
Image
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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (new shots page 45)

Post by Captain J »

that nazi's such a bad driver to across that bridge.
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Koto
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Re: [WolfenDoom] Blade of Agony (new shots page 45)

Post by Koto »

Simply beautiful.
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MaxED
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Re: [WolfenDoom] Blade of Agony (new shots page 45)

Post by MaxED »

I've decided to port some grass and flowers form Soartex texture pack:
Spoiler:
Should I commit them?
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Captain J
 
 
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Re: [WolfenDoom] Blade of Agony (new shots page 45)

Post by Captain J »

Needs more flowers! :D
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Tormentor667
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Re: [WolfenDoom] Blade of Agony (new shots page 45)

Post by Tormentor667 »

MaxED wrote:Should I commit them?
You are more than welcome, these are very useful. Would you mind adding a "random" actor as well so you don't have th think about which one to use but automatically add the grasses?
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