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Re: WolfenDoom Redux

Posted: Mon Apr 13, 2020 8:00 am
by CantSleep
I appreciate the feedback, Captain J. Time to answer the questions:
- Is it me? Or most of Bosses have slight immune to bullets? I swear i emptied all 100 rounds to armorless Hitler, but he didn't die so i had to gather full ammo again and spray against him. Only Schabbs did that, no?
The problem is that NightFright had been messing around with the difficulty settings, so for whatever reason, on Death Incarnate you get 16 bullets from a clip and like 90 from an ammo box. This isn't the case in Mission Packs, though. I haven't updated Original, Nocturnal & SoD to include these fixes yet. Stay tuned.
Speaking of, some battles like General Fettgesicht's are impossible to win if you empty all your ammo and have to ride the elevator to refill. Because the missiles in this TC are all explosive now.
I see what you mean. There is a chance for Fatface to camp at the elevator when you go refill your ammo.. when I update the Nocturnal maps, I will try to fix this problem.
- Not sure why Lost Levels only have the door and secret wall behavior. Wolf3D and SoD ones are just filled with raising doors.
Caleb's Mission Packs is newer compared to the other levels made by Laz Rojas. Original, Nocturnal & SoD have the Boom format, and I'm too lazy to insert pushwalls in finished maps :D
- Bosses' gatling gun sound, and Enemies' pistol sound are same as the Player's. I think i could share some available sound effects for ya.
Thanks I'll look into it.
- I expect there will be Lost Level's own weapon sprites too.
I'm not sure, there's a better probability the MP40 could get replaced with an STG. Blue guns just ain't my kind of thing. :)
- I see that the Lost Levels' treasure items are randomized. But i do hope the Wolf3D and SoD act the same.
Could be possible, but it will take a lot of time to examine the original DOS maps and replace the same treasure objects in Wolfendoom with "item caulked" ones.
Also Plutonium? Control Panel? I think they're actually Cannon Shell and Time Bomb.
Golden cannon shells? Huh, no wonder the Nazis ran low on their budgets. These pickup messages are based off of the original version's treasure names and ECWolf's definitions.

Re: WolfenDoom Redux

Posted: Mon Apr 13, 2020 10:00 am
by Captain J
CantSleep wrote:I'm not sure, there's a better probability the MP40 could get replaced with an STG. Blue guns just ain't my kind of thing. :)
Just replace all the weapons with something different. No need to be grossly blue just like what Lost Levels did.
Could be possible, but it will take a lot of time to examine the original DOS maps and replace the same treasure objects in Wolfendoom with "item caulked" ones.
I can see that. But you could just randomize the sprites.
Golden cannon shells? Huh, no wonder the Nazis ran low on their budgets. These pickup messages are based off of the original version's treasure names and ECWolf's definitions.
I don't know, but i'm sure AFADoomer described Plutonium as a Shell. But you're the boss.

EDIT: I also just found out that SoD's purple brick wall texture is still... Well, bright Purple. Since the Turquoise color is gone, can you handle this one too?

And about the Bobbing movement, it's still there. Just like Vanilla one. I don't think the Original Game also did that.

Re: WolfenDoom Redux

Posted: Mon Apr 13, 2020 10:56 am
by CantSleep
Captain J wrote:And about the Bobbing movement, it's still there. Just like Vanilla one. I don't think the Original Game also did that.
I'm not planning to remove the view bobbing. This is WolfenDoom, after all, so not everything has to be 1:1 to Wolfenstein.

Re: WolfenDoom Redux

Posted: Mon Apr 13, 2020 11:56 am
by Captain J
Well, you have a point there. I'm really don't want to see this TC collection to be an uncanny-valley level of Wolf3D mimicry. Some changes of them are quite nice!
Spoiler: And here are some extra feedback:

Re: WolfenDoom Redux

Posted: Wed Apr 15, 2020 10:39 pm
by CantSleep
Noted all of these issues, I kinda don't have much time. I appreciate the sprite fixes, though.

Re: WolfenDoom Redux

Posted: Fri Apr 17, 2020 10:10 am
by Captain J
Just take your time and take some of my feedback, really! I don't mind. Just making some suggestions here.
Spoiler: And here's the feedback after playing Return to Danger

Re: WolfenDoom Redux

Posted: Fri Apr 17, 2020 11:49 am
by CantSleep
Mission Packs updated
  • Improved sprites & textures by Captain J
  • Fixed some maps

Re: WolfenDoom Redux

Posted: Sun Apr 19, 2020 5:46 am
by Captain J
Recently played The Ultimate Challenge and here's the feedback, if you have more spare time!
Spoiler: Aaaaand here it goes
Also more sprite fixes are coming soon!

Re: WolfenDoom Redux

Posted: Sun Apr 19, 2020 7:12 am
by CantSleep
Seems I didn't do enough testing on The Ultimate Challenge, either that or I didn't notice 99% of the texture errors, lol. I'll check these out, thanks for reporting.

Re: WolfenDoom Redux

Posted: Sun Apr 19, 2020 11:45 am
by Captain J
Sadly i now have to check out for Classic Wolf3D and SoD levels as well. But in the meantime, use some of my new resources i've edited!
RtDWolfenDoomGraphicFixesPart2.zip
(141.75 KiB) Downloaded 118 times
Credits are inside, but let me know if you want to verify some of the sprites.

EDIT:
Spoiler: Extra feedback of Lost Episodes

Re: WolfenDoom Redux

Posted: Sun Apr 19, 2020 11:07 pm
by CantSleep
I very much appreciate the sprite fixes!! Also, I might have forgotten to unmark a few sectors as secrets. Those areas used to be mandatory secrets, which ZikShadow and I hunted down and removed. I'll try to think of something about the dark switch, it was unintentional but it's interesting that it can be spotted in dark :)

Re: WolfenDoom Redux

Posted: Sun Apr 19, 2020 11:38 pm
by XLightningStormL
You should add tags for the Wolf weapons, it's odd to have the selection pop up and say "Brass Knuckles" for the Knife, or "Shotgun" for the Machine Gun.

Re: WolfenDoom Redux

Posted: Mon Apr 20, 2020 1:13 am
by CantSleep
XLightningStormL wrote:You should add tags for the Wolf weapons, it's odd to have the selection pop up and say "Brass Knuckles" for the Knife, or "Shotgun" for the Machine Gun.
Good catch. I never use tags, but this could be a good addition.

Re: WolfenDoom Redux

Posted: Mon Apr 20, 2020 12:40 pm
by Captain J
Spoiler: Feedback about the original episodes
And i've managed to edit more stuff for your wolfendoom collection. Like actual lift textures for both games, Lost Episodes' icon and the idle rotations for doberman!
RtDWolfenDoomGraphicFixesPart3.zip
(13.46 KiB) Downloaded 109 times
EDIT: fixed some lift textures of being misaligned. Oops.

Re: WolfenDoom Redux

Posted: Mon Apr 20, 2020 2:21 pm
by Caleb26
Hey guys. Why don't you put Spear Revisited remake for Wolfendoom into whole package? https://www.moddb.com/mods/wolfendoom/a ... isited-v12