WolfenDoom Chronicles

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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Apr 22, 2019 12:38 pm

Castle Wolfenstein Chronicles - Demo Episode

*** NOW AVAILABLE ***

http://www.mediafire.com/file/1frb5b7fd ... o.pk3/file
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Re: WolfenDoom Chronicles

Postby Captain J » Mon Apr 22, 2019 1:05 pm

Well well well! It's been a while and nice to see this thread is alive. Let me grab the demo and play it for a while!
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Re: WolfenDoom Chronicles

Postby Rex705 » Mon Apr 22, 2019 11:10 pm

Sweet I have been keeping my eye on this. Gotta check it out.
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Re: WolfenDoom Chronicles

Postby Captain J » Tue Apr 23, 2019 5:23 am

So i played the TC for a while and was pretty neat and unique, even unconventional than the Original Wolfenstein 3D! I had fun playing this and i can't wait for more update... Even though the whole map and the weapon sprites are now in 60 x 60 pixels all over again. But hey, it's Wolfenstein 3D. So that can happen.
Spoiler: And here are some feedbacks, minor to major;
And that's about it. I really loved the Death Incarnate Levels. Pretty challenging, i say! Looking forward to the Update!
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Re: WolfenDoom Chronicles

Postby Hgluzowski » Tue Apr 23, 2019 6:15 am

I played this and, oh my, too much nostalgia for me. It's just too much for me, because I had very nice experience playing original WolfenDoom maps made by Laz Rojas in good ol' days... and this TC is not very much different (meaning that I had very good time playing this).

Keep it up, because you done very neat TC that has potential to make it even better.
Last edited by Hgluzowski on Tue Apr 23, 2019 6:18 am, edited 2 times in total.
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Tue Apr 23, 2019 6:16 am

To answer your questions:

Spoiler:


TL;DR
* Horizontal doors are going to take WAY too much time.
* D.I rooms are to stay hidden in the automap
* Some things will change and improve
* Other things I have a challenge with (chaingun winding sound overlapping firing sound)

Thank you for bringing some of these points up. I will sort most these out in future :D
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Tue Apr 23, 2019 6:19 am

Hgluzowski wrote:I played this and, oh my, too much nostalgia for me. It's just too much for me, because I had very nice experience playing original WolfenDoom maps made by Laz Rojas in good ol' days... and this TC is not very much different (meaning that I had very good time playing this).

Keep it up, because you done very neat TC that has potential to make it even better.


Thank you. Keep an eye out for neater content coming in future. :D
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Re: WolfenDoom Chronicles

Postby Rex705 » Tue Apr 23, 2019 11:12 am

Looks pretty cool so far. :)



I would like it if the HUD was moved to the corners of the screen instead of being in the center just looks funny. Also, it would be nice if the Kills, Items, and secrets counted down instead of up just so you know if you are missing anything. :) Can't wait to see more.
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Tue Apr 23, 2019 11:32 am

Rex705 wrote:Looks pretty cool so far. :)



I would like it if the HUD was moved to the corners of the screen instead of being in the center just looks funny. Also, it would be nice if the Kills, Items, and secrets counted down instead of up just so you know if you are missing anything. :) Can't wait to see more.


Thanks. :)
The HUD fits quite nicely if you force the 4:3 aspect ratio, which is what I did when testing and playing.
I like the effects in this video. Is this the ketchup mod (never played that mod before, so pardon my ignorance)?
As for the weird transparent layer of the brick texture behind stone (later in the vid), I think it could be a clash of materials? (seeing that STONE1/STONE2 texture conflicts with another mod's textures: Doom2 included). I should probably name the textures more carefully when managing files.
I gave a bit of a chuckle when you did the "no-no" nod near the end at the D.I-locked door.

EDIT: Ah schucks. Sorry. Just rewatched the vid on YouTube and read the description of the mod list. My bad :lol:
Also, while I agree that it would be nice to see and know how many Kills, Items and Secrets you have remaining, that might just spoil some surprises, seeing that Wolf3d didn't tell you what you had done/collected until the level was complete.
Last edited by DeathIncarnate on Tue Apr 23, 2019 2:40 pm, edited 1 time in total.
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Re: WolfenDoom Chronicles

Postby armymen12002003 » Tue Apr 23, 2019 2:26 pm

This was great looking forward to the next demo play it.
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Re: WolfenDoom Chronicles

Postby QuakedoomNukem Cz » Wed Apr 24, 2019 3:16 am

Well, this was quite an adrenaline test on Death Incarnate, took me about one hour to beat, because I wanted to see those special areas. Needless to say, looking forward to a full product, but I have some things to say:
Spoiler:
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Wed Apr 24, 2019 3:41 am

QuakedoomNukem Cz wrote:Well, this was quite an adrenaline test on Death Incarnate, took me about one hour to beat, because I wanted to see those special areas. Needless to say, looking forward to a full product, but I have some things to say:
Spoiler:


* I have had mouselook disabled during development. I should have made an auto config file that disables freelook, jumping and crouching, so that other players play it the way it was intended.
* More health pickups - I'll try balancing better item placement for future levels.
* I wanted officers to be significantly faster at firing their pistols (even faster than their Wolf3d counterparts). However, I guess I'll see what I can do regarding their behaviour.
* There were initially more weapons. However, any weapons that aren't in the demo were removed and placed into the current episode I'm working on right now.
* That is true. It should be under TCs. I have created this post about 4-5 years ago. I don't know how to change the category it falls under though. If anyone can help with that :)
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Re: WolfenDoom Chronicles

Postby QuakedoomNukem Cz » Wed Apr 24, 2019 6:29 am

I almost forgot: The toilets are for some reason climbable, yet it should block the player from doing so.
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Sun Aug 11, 2019 2:05 pm

Any spriters that could help out with making some Helghast-like Nazis? Or where I could find such sprites?
Low-res Wolf3D style. IIRC, SOD Reloaded had a gas-mask Nazi.

Reference:
https://creativemarket.com/Getmilitaryp ... are-doomed
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Re: WolfenDoom Chronicles

Postby QuakedoomNukem Cz » Sun Aug 11, 2019 2:49 pm

DeathIncarnate wrote:Any spriters that could help out with making some Helghast-like Nazis? Or where I could find such sprites?
Low-res Wolf3D style. IIRC, SOD Reloaded had a gas-mask Nazi.

Reference:
https://creativemarket.com/Getmilitaryp ... are-doomed

There are gas mask soldiers in Impie's Winter Agent Juno mods, maybe you can use these as edits, just get the heads and put them on the enemy you need to do it on.
https://drive.google.com/file/d/1KGiANmHoOcKo6hSmfaXMJFaMfIV93bOx/view?usp=sharing
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