Yes! I'm excited to see this posted. I agree with Vostyok, the ballistic knife in the artwork has got to make an appearance! It'd be a really fun weapon!
As always, I'm excited to see what you come up with next!
Re: Project Einherjar (WIP)
Posted: Sun Jul 17, 2016 1:47 am
by ImpieTwo
I think I have an idea how I'll make it work, but the tough part will be making consistent graphics for it.
Re: Project Einherjar (WIP)
Posted: Fri Jul 29, 2016 1:56 pm
by ImpieTwo
So here's a few updates:
- New sprites for the Einherjar Juggernaut enemy. I didn't like how it clashed with the Wolf3D-esque cast, so I threw together a custom thing out of some Wolf3D mod sprites to make him look like those things from Beastmaster. He only faces one direction, but at least he meshes with the other bad guys.
- Changed the voices for the redheads and the Amazons. They better suit the characters and aren't as annoying.
- 5 maps completed. I think I'm gonna leave this at a 5-map episode, and add more episodes later.
- PDF is nearly done. Got the intro story done, but not the intermission text.
What I need now:
- Fonts that match the setting (and to figure out how to use fonts in a Doom mod, since I've never done it before.
- Some awesome weapon stuff Marty was cool enough to help me with, including the ballistic knife.
- Other shite as I think of it, I guess.
Re: Project Einherjar (WIP)
Posted: Fri Jul 29, 2016 1:59 pm
by JimpArgon
^
Monster looks like Bane. (From Batman)
Re: Project Einherjar (WIP)
Posted: Fri Jul 29, 2016 5:33 pm
by ImpieTwo
lol He actually does look more like classic Bane since I made the skin white and the eyes red. The eyes might look better green anyway.
Re: Project Einherjar (WIP)
Posted: Fri Jul 29, 2016 11:33 pm
by Captain J
Of course he looks like bane because his head were literally taken from the Batman vs. Bane mod for Wolfenstein 3D, except his skin color is grey like mutants.
Also hope i can see those tough bastards with heavy guns!
Re: Project Einherjar (WIP)
Posted: Sat Jul 30, 2016 12:04 am
by ImpieTwo
Captain J wrote:Also hope i can see those tough bastards with heavy guns!
Possibly in episode 2! They're central to the plot so they'll have to come in variants sooner or later.
Re: Project Einherjar (WIP)
Posted: Mon Aug 01, 2016 6:21 am
by ImpieTwo
I updated the OP with the mod's intro storyline, and a bit of info on the novel's plot. Hopefully that'll tide people over 'til it's released. Meanwhile the book itself is out finally.
Re: Project Einherjar (WIP)
Posted: Thu Aug 11, 2016 5:53 am
by ImpieTwo
Re: Project Einherjar (WIP)
Posted: Thu Aug 11, 2016 6:16 am
by Captain J
Brilliant update! But i think male enemies doesn't have more smug lines than female ones.
Re: Project Einherjar (WIP)
Posted: Fri Aug 12, 2016 6:22 pm
by ImpieTwo
^ Managed to find a decent voice for them, so that's hopefully been rectified.
Re: Project Einherjar (beta release)
Posted: Tue Aug 16, 2016 3:43 am
by ImpieTwo
Version 1 is out and ready for testing and such. Download link in the OP. Hopefully ironed out all the mistakes by now.
I'd like the final version to be a self-contained freedoom package so people don't have to have Doom to run it. Is there a tutorial on how to do that?
Re: Project Einherjar (beta release)
Posted: Tue Aug 16, 2016 8:53 am
by Captain J
Finally it's now here, eh? I've tried it and it was quite good! Except some flaws and bugs i see, of course.
Spoiler: for that matter, here they are.
- Am i seeing the fully functional mel's melee from space pirate when you have no ammo left? Because it definitely from the mod, hope it's just a placeholder.
- Ballistic knife still reloads even though it has no ammo left, and then i put them down. And there's another problem; the drawing animation on every weapons doesn't appear at all.
And Ballistic knife's projectile has no sprite but tracer, and is it actually necessary to explode when it's crashed?
- I'm not a big fan of how weapon slot works, why Uzi and Scattergun has to be separated?
- Thunderhammer Assault Shotgun does not eject casing when cocking unlike scattergun.
- Some of the fire sounds has less quality, especially Raven M40 pistol. And if i can donate something, there's clean version of M40 pistol's fire sound from Duke Plus.
- Dessler Flak Cannon's Projectile has no decal, yet so big.
- Scattergun ejects bigass casing, and i kinda don't like it.
- Uzi fires two bullets, but the fire sound only plays once.
- I wish Big and small ammo for Gungnir Rifle had a different looks, Just being big or small doesn't make the difference from long distance.
- Bouncing Betty doesn't much detects enemies on small radius, it's like they must step on it to detect it. And about that, i want to deactivate it when failed to detect and collect it to use it again, if you know what i mean.
- Fire spawned after explosive barrel exploded doesn't play sizzling sound, would be neato if you can add one.
- Portable Missile Pod's missile projectile has no decal.
Now this part is about enemy issues;
- Male guard is less threatening; his projectile doesn't move so fast. Also the projectile has no decal.
- Flying Drone shoots some kind of anesthetic dart? Would be nice if it has some kind of tick sound when crashed. Also the drone doesn't have explosion sound when it's destroyed, instead it just plays voice. Oh, also they're so weak; can be killed in two shots from a pistol.
- Heavily armed Einherjar and Dr. Gaul's chaingun fire sound doesn't much threatening; it just plays pistol fire sound.
Hope those feedback are worthy for you! And about the standalone tutorial, is this thread explaining?
Re: Project Einherjar (beta release)
Posted: Tue Aug 16, 2016 9:18 am
by wolf00
please if you can,do not include freedoom in your mod package ..,i personaly dont like freed. stuff .... anyway i tried your mod, it is a fun to play,but build around fire & pry concept
Re: Project Einherjar (beta release)
Posted: Tue Aug 16, 2016 2:28 pm
by Alexandra
It's all very fancy!
Good female player mugshots and female soundpacks are in short supply; maybe consider releasing those as a separate download? I would definitely use the mug.