WolfenDoom Chronicles

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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Fri Mar 24, 2017 12:20 pm

skyrish10 wrote:
DeathIncarnate wrote:
Spoiler:



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


In a way, it sort of does resemble the Thompson. Think of Wolfenstein: The New Order's version.
There's got to be at least some sort of resemblance there, right? :)

I guess there's just something about this sprite that gives anybody the urge to claim it's a modded/custom Thomspon or STG44 or something.

Tormentor667 wrote: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 :)


True, I do intend to change a few things about those textures and architecture. But after playing a lot of Duke 3d recently, nostalgia seeped through into my design, and made it painfully obvious. :lol:
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Mar 19, 2018 3:00 am

I know this project has been dormant for way too long. Scripting and managing resources has become a huge mess.
It really is painful to say this, but Wolfendoom Chronicles is going to take a huge step backwards in terms of content. Most of it will be done from scratch. Adding and balancing certain features has taken way too much of my time, and shifted my focus away from the main gameplay elements. At this point, I'm migrating certain resources that I think would be useful for another project. Right now, trying to work on something simpler would be best for this mod. Whatever the outcome of WDC is, I hope to keep it enjoyable, regardless of the "demake" it will be going through.

I thank everybody that supported me on this mod, and apologise for keeping everyone waiting.
WDC is not dead...
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Re: WolfenDoom Chronicles

Postby grouchbag » Mon Mar 19, 2018 4:27 am

Glad to know it's not dead. Screenies look beautiful. Good luck to you! :)
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Mar 19, 2018 5:00 am

Thank you. WDC is actually going through the original Wolfendoom route though. 90-degree walls that use your basic 64x64 textured walls/floors/ceilings, dynamic lighting, and the old-school Wolf3d HUD with some adjustments and editing by me. Weapon sprites are not Doom-style anymore, as I've taken sprites from various Wolf3d mods. Will upload screenshots soon.

BTW, seeing that WDC is taking a completely different direction, should I go about creating an entirely new post on it? I'm even considering giving WDC a new working title.
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Re: WolfenDoom Chronicles

Postby Hellser » Mon Mar 19, 2018 9:58 am

You're OK with starting a new thread. If you want this one closed and moved to the Abandoned/Dead Projects thread, send a message to a moderator or administrator.

This would also probably fall under TC, Full Games, and Other Projects once you post it, just an FYI as it'll contain custom levels, monsters and weapons.
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Mar 19, 2018 11:25 am

Yeah, that was a bit of a silly mistake I made when I first created this thread.
Anyway, I will do so once I get enough done with the remade project. Thanks :)
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Fri May 25, 2018 4:25 pm

Untitled WD:Chronicles Reboot - Gameplay Video
Spoiler:


Demo Map 1.
It's about time.

--- Demo files to be released soon ---
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Re: WolfenDoom Chronicles

Postby armymen12002003 » Fri May 25, 2018 4:40 pm

Now that's looking really good i was beginning to wonder if this was dead lol
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Fri May 25, 2018 4:48 pm

armymen12002003 wrote:Now that's looking really good i was beginning to wonder if this was dead lol


Thank you. :)

Dead? Never.
I know that any progress and updates have been extremely slow, but no... I CANNOT allow this to die.
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Re: WolfenDoom Chronicles

Postby armymen12002003 » Fri May 25, 2018 4:49 pm

No problem im going to love to see what you add to this.
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Re: WolfenDoom Chronicles

Postby Captain J » Fri May 25, 2018 9:41 pm

Very sweet! I really can't wait for the demo... However you changed whole weapon sprites into low-les wolf3d ones? Well i have never expected, but i guess that's reasonable.
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Sun May 27, 2018 1:16 am

New Screenshots:

Spoiler:
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Re: WolfenDoom Chronicles

Postby ZioMcCall » Sun May 27, 2018 5:56 am

Not a fan of low res sprites,i prefered the old ones.For the rest,the maps looks cool.
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Re: WolfenDoom Chronicles

Postby armymen12002003 » Sun May 27, 2018 10:33 am

ZioMcCall wrote:Not a fan of low res sprites,i prefered the old ones.For the rest,the maps looks cool.


I disagree i think the low res sprites fits the mod alot better.
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Sun May 27, 2018 11:35 am

armymen12002003 wrote:
ZioMcCall wrote:Not a fan of low res sprites,i prefered the old ones.For the rest,the maps looks cool.


I disagree i think the low res sprites fits the mod alot better.


I liked Operation: Heimzahlung by Wolf Skevos Jones. Which is where I got the sprites from.
Hopefully this will give players a feeling that they're playing a modernised Heimzahlung.
Sort of like a spiritual sequel but in GZDoom.

However, when this is done I might consider uploading an optional weapon sprite replacement pack. :)
The low-res sprites are here to stay though. :ugeek:

EDIT: By the way, I'm stuck between deciding what music to use for this mod. Added a bit of RtCW and remastered Wolf3d soundtrack. Was also thinking of using MOD music similar to Jazz Jackrabbit and Terminal Velocity. If anybody can provide a list of some games that had great MOD/IT/S3M (similar format etc) soundtracks it would really help. Not sure if such music would suit Wolfendoom, but I'd like to try it out.
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