Wolfenstein Rising

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Re: Wolfenstein Rising

Postby DeathIncarnate » Thu Dec 17, 2020 1:27 pm

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. :)
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Re: Wolfenstein Rising

Postby doomcooker » Fri Dec 18, 2020 7:07 am

Looks great! Also, those sprites were from astrostein (?)
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Re: Wolfenstein Rising

Postby DeathIncarnate » Fri Dec 18, 2020 10:06 am

Thank you.
The Shock Enforcer, yes. I still have more resources I'd like to take and alter a bit from there.
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Re: Wolfenstein Rising

Postby DeathIncarnate » Sat Dec 19, 2020 1:01 pm

Shock Enforcer:
Spoiler:


Ubersoldat:
Spoiler:
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Re: Wolfenstein Rising

Postby doomcooker » Wed Dec 23, 2020 8:57 am

The ubersoldat looks pretty good, and isn't that a StG?
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Re: Wolfenstein Rising

Postby DeathIncarnate » Wed Dec 23, 2020 12:16 pm

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.
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Re: Wolfenstein Rising

Postby Wiw » Sat Dec 26, 2020 6:33 am

DeathIncarnate wrote:Ubersoldat:
Spoiler:


Heheh...huheh... haHAHA! AHAHA! I'm sorry but that's really funny... :lol:
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Re: Wolfenstein Rising

Postby Tormentor667 » Sat Dec 26, 2020 7:35 am

Very cool, I really like what I see so far :)
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Re: Wolfenstein Rising

Postby DeathIncarnate » Sat Dec 26, 2020 11:53 am

Thank you :)
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Re: Wolfenstein Rising

Postby DeathIncarnate » Wed Jan 12, 2022 11:51 pm

Return to Castle Wolfenstein 3D 8-)
Spoiler:
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Re: Wolfenstein Rising

Postby DeathIncarnate » Fri Apr 08, 2022 4:19 pm

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.
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Re: Wolfenstein Rising

Postby DeathIncarnate » Wed Apr 13, 2022 12:44 am

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Re: Wolfenstein Rising

Postby Rex705 » Wed Apr 13, 2022 3:24 am

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.
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Re: Wolfenstein Rising

Postby Captain J » Wed Apr 13, 2022 3:54 am

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
Along with Arcade-style scoring and secret rooms, this is one neat TC! Please keep up the good work.
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Re: Wolfenstein Rising

Postby Kinsie » Wed Apr 13, 2022 5:47 am

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.

Keep it up, you're onto something here.
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