WolfenDoom Chronicles

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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Sun Jul 31, 2016 10:52 pm

B-) Hehe, unfortunately not. Sorry.
This mod isn't going to mimic RtCW in every way. Would look cool though. B-)
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Re: WolfenDoom Chronicles

Postby Captain J » Sun Jul 31, 2016 11:46 pm

Well, at least we can use a grenade, right?
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Aug 01, 2016 12:27 am

It hasn't been implemented with full functionality as yet. But yes, there are grenades.
So far, it is a selectable weapon, and not a quick-use item.
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Re: WolfenDoom Chronicles

Postby Jeimuzu73 » Mon Aug 01, 2016 5:58 am

No reloading like in the original WolfenDoom? Also, this looks like the "Ground Zeroes" to Blade of Agony's "Phantom Pain", if you know what I mean. :wink:
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Re: WolfenDoom Chronicles

Postby Captain J » Mon Aug 01, 2016 6:35 am

If you meant the ww_nazis, i don't think so. Because reload system was already in the RtCW, and he said he don't want to mimic that game a lot.
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Aug 01, 2016 7:01 am

Haha, my knowledge of MGS is almost non-existent to fully understand the Ground Zeroes / Phantom Pain comparison.
Plus, I tend to stay far away from reloading mechanics and Custom Inventory as functions. I truly suck at reloading and other advanced functions in DECORATE. Apologies :(
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Re: WolfenDoom Chronicles

Postby ZioMcCall » Mon Aug 01, 2016 7:16 am

DeathIncarnate wrote:Haha, my knowledge of MGS is almost non-existent to fully understand the Ground Zeroes / Phantom Pain comparison.
Plus, I tend to stay far away from reloading mechanics and Custom Inventory as functions. I truly suck at reloading and other advanced functions in DECORATE. Apologies :(


Don't worry,sometimes the reload ruin the action of the gameplay.

Interesting project,anyway.I love Wolfenstein or WW2 projects :)
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Re: WolfenDoom Chronicles

Postby Wiw » Tue Aug 09, 2016 8:05 am

Any chance I could get a relink to the demo?
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Sun Mar 19, 2017 2:50 pm

More Work In Progress:

SS HEADQUARTERS (early development)
Spoiler:

Spoiler:

Spoiler:

Spoiler:

Spoiler:

UNDERGROUND BASE (early development)
Spoiler:

Spoiler:

Spoiler:

STREET (still in VERY early development)
Spoiler:
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Re: WolfenDoom Chronicles

Postby armymen12002003 » Sun Mar 19, 2017 8:04 pm

Looking good.
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Re: WolfenDoom Chronicles

Postby Captain J » Mon Mar 20, 2017 12:46 am

Oh wow, sweet schnitzels, man. I never expected this mod's revival! Anyway those maps are interesting. And can't wait for more news!
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Mar 20, 2017 11:18 am

Thanks.

As mentioned before, progress has been very slow, but this project isn't dead. I've been jumping between projects, most of which are dormant/discontinued as well. Learning Unreal Engine 4 has taken most of my attention away from this project.

Nevertheless, progress has resumed on WD: Chronicles but may still be a bit slow. Maybe my next screenshots will arrive sooner than what I've just shown.
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Re: WolfenDoom Chronicles

Postby skyrish10 » Fri Mar 24, 2017 2:07 am

DeathIncarnate wrote:
Spoiler:



That doesn't looks like a thompson at all, why not use the sprites from Sgt. Shivers
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Re: WolfenDoom Chronicles

Postby Tormentor667 » Fri Mar 24, 2017 2:19 am

I like the screenshots so far but for the city setting you shouldn't make the fascades look like sraight out of Duke Nukem from the 90's :)
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