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

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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Postby Ixnatifual » Mon Jul 20, 2015 8:39 am

Maybe a helmet pickup to bear the brunt of the impact?
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Postby Enjay » Mon Jul 20, 2015 8:41 am

Yeah, and a suitable "CLANG" noise to go with it and enemies waking up if they hear it too. :lol:

"look out, ze clumsy Americana has entered ze building"
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Postby Captain J » Mon Jul 20, 2015 9:13 am

of course nazis would hate thieves like we do, also who's been stole TONS OF GOLDS from them.
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Postby Corak » Mon Jul 20, 2015 12:23 pm

Also c1m3 - nearly ever 20 seconds there is loud chaingun shooting sound, like someone shooting at you from cover. But noone is there.
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Postby Tormentor667 » Tue Jul 21, 2015 8:43 am

@Enjay - Thanks alot for your replay, the kind words and the feedback. It's always a great thing to me to read your suggestions :) I understand your point in terms of swinging doors and afaik MaxEd is already working on that (saw the svn updates) so I guess it's been taken care already. The doors swing away from the player in every case now. Sure, it's not 100% accurate to the real behaviour of a door but gameplay benefits definitely :)

@Corak - Can you record that somehow as a video? I can't reproduce that. Or do you mean the chainguns firing at the beach head?
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Tormentor667 » Tue Jul 21, 2015 1:13 pm

New Screenshots
This is going to be the interlude to a secret map of episode 2, I don't want to spoil too much though, so here you go:
Spoiler:
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Re: [WolfenDoom] Blade of Agony (spoilers page 49)

Postby MaxED » Tue Jul 21, 2015 2:07 pm

Corak wrote:Mission c1m2 RAIN sprite effect too unoptimized, lags and requires too much system resources...

Fixed.
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Captain J » Tue Jul 21, 2015 11:55 pm

Tormentor667 wrote:New Screenshots
This is going to be the interlude to a secret map of episode 2, I don't want to spoil too much though, so here you go:
Spoiler:
finally, some kind of proper adventurous game cliche.
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby SamVision » Wed Jul 22, 2015 12:23 am

Ohai Epic2, how did you get in there?
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Tormentor667 » Wed Jul 22, 2015 12:40 am

I have to admit that my main inspiration doesn't come from Epic2 but from Alando's "Temple of the Lizard Men" :)
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Slax » Wed Jul 22, 2015 12:52 am

Platforming, huh? Guess B.J. stands for Bouncy Joe.
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Tormentor667 » Wed Jul 22, 2015 1:42 am

Platforming will be one of the easier traps, I promise you ;)
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Captain J » Wed Jul 22, 2015 1:53 am

anyway i just hope there's no time limited escaping sequences in this mod, or include very few of them. because i always hated those stuff, especially there's some platforming things and enemies trying to stop my feet.
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Tormentor667 » Wed Jul 22, 2015 2:48 am

Well, you can expect some kind of limited escaping sequence in one of the maps, but it actually is always beatable. Depending on your speed though the outcome and situation in other maps... well, might change ;)
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Re: [WolfenDoom] Blade of Agony (spoilers page 51)

Postby Wiw » Wed Jul 22, 2015 4:49 am

Tormentor667 wrote:New Screenshots
This is going to be the interlude to a secret map of episode 2, I don't want to spoil too much though, so here you go:
Spoiler:


I'm gonna love this. :toohappy:
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