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Gonna have dual-wielded Chainguns. Simply for the reason that BJ holds two in the ENDART, but never uses them in any Wolfenstein games. (Rotary shotgun from New Colossus doesn't count). It's not very practical, but I thought I'd do it anyway.
It is an StG indeed. But editing countless rotations of enemy sprites is rather tedious, though I hope to eventually get to finishing this. Unless I replace the player's FG42 with an STG. I'm not necessarily a spriter, though I try to put some significant modifications to already-existing sprites (even if it's something as minor as recolouring) It's kind of like your old-school shooter trope of enemy sprites vs what they're actually dropping (Doom's Zombieman fires a pistol but is holding a rifle, Duke3d's Enforcers fire an arm-mounted gatling gun but it's actually a Ripper Cannon etc). Of course, back in the day, developers could get away with this.
I think I can safely say that I'll be releasing a demo of the current build soon. Note: The demo pk3 will have some spoiler content that isn't present in the demo map, so use cheats at your own discretion. While it isn't perfect in its current state, I do hope that you enjoy what the mod currently has to offer.
I can not wait to play this it looks amazing. I love WolfenDoom maps. I am so happy to see you include the lean mod I can not live without that now and use it in everything.
Just tried it and it's very awesome! Nazis being gibbed to a pile of bones and red paste is prolly the most satisfying stuff this TC has. I also love they have preparing animation before firing. That helps me with indicating attack and stuff.
Spoiler: Got some feedback btw
- About Nazis preparing to fire, sometimes it's hard to read because the laser that reaches me are not quick enough, hence it gets stuck by the props like a tree.
- Is it me? Or a Hand Grenade thrown with quick-grenade key has different trajectory unlike the weapon one? Latter is far accurate and flies further.
- When i land after jumping, vanilla doomguy's grunt voice plays along with the custom one. Just jump, land and then listen closely.
- Nazis are dumb, but real dumb enough to hurt themselves. Making the gameplay quite easier, if you ask me.
- I can pick up the big armor despite i have the full 100 armor. Intentional?
- So about the secret room where it's accessible by getting all three 100 percents, is each reward going to be different instead of Max-Health upgrade?
And about Max-Health, i can't use a Portable Medikit after getting it. Only can use it if my health is below 100.
Along with Arcade-style scoring and secret rooms, this is one neat TC! Please keep up the good work.
Quite enjoyed this, really digging the aesthetic. Some thoughts:
The HUD is unexpectedly tiny and the UI scale stuff in the menu doesn't seem to want to resize it.
As a result, the whole portable-medkit thing was actually pretty unclear to me for the entire playthrough.
The map objective was fairly unclear to me and it took a lot of running back and forth before it dawned on me to press Use on that particular graphic. I'd recommend making it an item pickup for consistency, or making a bit more blatantly a map (maybe in colour?)
The grenades need their own pickup sound and message.
The visibility in the boss area wasn't fantastic, typically resulting in you getting stomped from in the mists.
The bonus area for 100%-ing the level was a cool touch that I hope more mods pickup.