[V1.1] Spear: Return to Danger

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Sgt. Shivers
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Sgt. Shivers »

Okay, so the first two episodes have been released. Please give me some feedback so I can fix some problems with it and so I can make episodes 3 and 4 even better. :D
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Captain J
 
 
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Captain J »

well, thanks for the next update, but i found something wrong.
the weapons, monsters are simple enough, it was got a little bit a big memory.
and that's how i open it with slumped, and i discovered why this wad's memory is bitty big.
few sound you're ripped from lost levels is so big.
memory of those sound is 441044~882044...
even sound is over, but it's still playing.
it's not a big problem, but unnecessary memories. i think you need to find very smooth sounds.
without that, anything is good?
Caleb26
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Caleb26 »

These dogs are too fast:)
And If I'm not mistaken red guards need to have machine guns instead of a single pistol cause the shoot way too fast:)
Very interesting scenario btw. Keep up the good work. We need more wolfendoom wads.
Oh and add more objects like lamps you can always use the ones from Doomjedi's SOD MISSION 2 and 3 spritepack just like I did. (hires sprites). + More sectors for shadow effects.
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Creeping_Infected
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Creeping_Infected »

Fun, everywhere. :wub:
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Sgt. Shivers
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Sgt. Shivers »

If anyone can find me a way to convert IMFs to Midis I can fix the music.
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armymen12002003
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by armymen12002003 »

Caleb26 wrote:These dogs are too fast:)
And If I'm not mistaken red guards need to have machine guns instead of a single pistol cause the shoot way too fast:)
Very interesting scenario btw. Keep up the good work. We need more wolfendoom wads.
Oh and add more objects like lamps you can always use the ones from Doomjedi's SOD MISSION 2 and 3 spritepack just like I did. (hires sprites). + More sectors for shadow effects.
i agree well maybe if u ask weasel u could make this playable for ww-nazis-v2 which would be a interesting concept
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Sgt. Shivers
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Sgt. Shivers »

Caleb26 wrote:These dogs are too fast:)
And If I'm not mistaken red guards need to have machine guns instead of a single pistol cause the shoot way too fast:)
Very interesting scenario btw. Keep up the good work. We need more wolfendoom wads.
Oh and add more objects like lamps you can always use the ones from Doomjedi's SOD MISSION 2 and 3 spritepack just like I did. (hires sprites). + More sectors for shadow effects.
I had to make the dogs be threatening, so I made them swarm the player. The red guards use dual pistols, that's why they shoot so fast.
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wildweasel
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by wildweasel »

armymen12002003 wrote:i agree well maybe if u ask weasel u could make this playable for ww-nazis-v2 which would be a interesting concept
Playable in what way? If RtD uses the same basic thing type numbers as Doom 2 does, ww-nazis-v2 should substitute in its own stuff with no real problems.
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Sgt. Shivers
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Sgt. Shivers »

New screenshots!
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Captain J »

cool mapping, just like a what story tells!
if you can make ultimate challenge, i wonder how you're mapping computer chamber.
lot's of tape cassette computers. lol
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Sgt. Shivers
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Sgt. Shivers »

wildweasel wrote:
armymen12002003 wrote:i agree well maybe if u ask weasel u could make this playable for ww-nazis-v2 which would be a interesting concept
Playable in what way? If RtD uses the same basic thing type numbers as Doom 2 does, ww-nazis-v2 should substitute in its own stuff with no real problems.
I tried playing this through with nazis, but since the machinegun replaces the shotgun you'll get a shotgun instead of a machinegun. Luckily, you can get an mp40 off the red guards in the first stage.
Killing the boss of Episode 2 usually makes it go to the next stage, but if it's replaced that won't happen...
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Sgt. Shivers
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Sgt. Shivers »

Screenshots added.
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FireHusky
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by FireHusky »

Back. :P Sorry, I didn't reply in a long time.

I played it, and it was fun!

Also, about the language thing, download this modified decorate (it has language lump in it too!) of your wad and take a peek in it. ;)

Load it up with the original mod, or just overwrite the 1 original file (decorate) in this mod (be sure to create a backup!)

http://www.mediafire.com/?vfgt7bxauv6732j

You can use it with your mod, it has your contents after all! :D

EDIT: I played it a little more, it was fun, but the boss's pain chance needs to be lowered. I can basically beat him while he stands there, prone.
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armymen12002003
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by armymen12002003 »

Sgt. Shivers wrote:
wildweasel wrote:
armymen12002003 wrote:i agree well maybe if u ask weasel u could make this playable for ww-nazis-v2 which would be a interesting concept
Playable in what way? If RtD uses the same basic thing type numbers as Doom 2 does, ww-nazis-v2 should substitute in its own stuff with no real problems.
I tried playing this through with nazis, but since the machinegun replaces the shotgun you'll get a shotgun instead of a machinegun. Luckily, you can get an mp40 off the red guards in the first stage.
Killing the boss of Episode 2 usually makes it go to the next stage, but if it's replaced that won't happen...
i just finished it to with ww-nazis it works well except for the boss bug of episode 2
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Tapwave
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Re: [WIP] Spear of Destiny: Return to Danger (Preview releas

Post by Tapwave »

This is good. Verily. Never was a fan of abusive use of blue in weapons, but the maps look cool.
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