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!
Re: WolfenDoom Chronicles
Posted: Mon Apr 22, 2019 10:10 pm
by Rex705
Sweet I have been keeping my eye on this. Gotta check it out.
Re: WolfenDoom Chronicles
Posted: Tue Apr 23, 2019 4:23 am
by Captain J
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;
- Would be nice if we can see the information of this TC. You know, by pressing F1?
- Can we expect the new Secret Area Sound Effect?
- Ammo Box plays plain Ammo Clip pickup sound.
- Elevator Switch plays Weapon Foley(?) Sound and i found this pretty weird.
- Speaking of Weird, Guards now play only just one Death sound and Officers plays the Death Sound in Multiple Variety.
- Guards are overall very slow and less threatening than the Original Wolf 3D one. If i can remember their mechanics. They're less of a threat in Death Incarnate Difficulty even.
- Overall the musics are unnecessarily blended. Sometimes i hear Clean MP3 Musics and then i hear Classic MIDI one, and so on.
- Unlike in Wolfenstein 3D, the Doors will open Vertically. And because of that, the Corpses are now able to be Crushed.
- Are Nazis actually speaking English? Huh, i didn't know they can speak like that so BJ would actually understand what they're saying. Intentional?
-
The Elevators are the most Weird and Critical feature of this TC so far. When i use the Switch inside the Elevator, the Platform next to it moves instead. The other way is even weirder. There's no Switch and no Door, so you have to just walk on it. Stage 3 also had the Same problem. I would like to see the Normally Functional Elevator in the future update!
- On top of that, All the Switches looks the same as Elevators to the Exit's! I know it has the Certain Exit Door, but gotta be honest, it kinda made me puzzled until i actually used it. Because you know, you hit the Switch, you beat the game.
- You can swing the Knife a lot faster and i found it rather Comical, and useful.
- Death Incarnate Doors and the Big Gate from Stage 2 and 3 opens really slowly. It takes quite a time to be fully opened. And i'm not sure why Death Incarnate Areas are never shown on the map. That's gonna make Wolfers traumatic for a while!
- The Player Sprite is still Doom Marine.
- Chaingun's Firing sound get cut off by the wild off Sound Effect.
- Although i beat the Boss, but the Boss music never stops anyway.
And that's about it. I really loved the Death Incarnate Levels. Pretty challenging, i say! Looking forward to the Update!
Re: WolfenDoom Chronicles
Posted: Tue Apr 23, 2019 5:15 am
by Hgluzowski
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.
Re: WolfenDoom Chronicles
Posted: Tue Apr 23, 2019 5:16 am
by DeathIncarnate
To answer your questions:
Spoiler:
- Would be nice if we can see the information of this TC. You know, by pressing F1?
True. I agree. Even though this is a demo, I should have included that.
- Can we expect the new Secret Area Sound Effect?
Now that you mention it, I think I will.
- Ammo Box plays plain Ammo Clip pickup sound.
I had a bit of a challenge trying to find a unique sound from RtCW for the BoxAmmo pickup.
- Elevator Switch plays Weapon Foley(?) Sound and i found this pretty weird.
That's actually a switch sound from RtCW. (pak0.pk3 - sound/movers/switches).
Though now that I look at it, I do see a "butn2.wav" sound effect in the same folder, and actually suits the switch better. Thank you for bringing this up.
- Speaking of Weird, Guards now play only just one Death sound and Officers plays the Death Sound in Multiple Variety.
It becomes troublesome when trying to mix old Wolf3d sounds and RtCW. I didn't want to take too much from RtCW. But then again, I guess it wouldn't hurt.
Also note that I'm trying to avoid using anything from CoD or MOH (Nothing against those games, I'm just trying to use resources from mainly Wolfenstein games - Wolf3d, RtCW, Wolfendoom).
- Guards are overall very slow and less threatening than the Original Wolf 3D one. If i can remember their mechanics. They're less of a threat in Death Incarnate Difficulty even.
You asked for it... Prepare for real torture in future missions.
- Overall the musics are unnecessarily blended. Sometimes i hear Clean MP3 Musics and then i hear Classic MIDI one, and so on.
This too shall change. No MP3. MIDI is king.
- Unlike in Wolfenstein 3D, the Doors will open Vertically. And because of that, the Corpses are now able to be Crushed.
This is something that I've decided not to waste too much time on. I do agree that it seems silly, but creating 100+ polyobjects for each and every map just takes up way too much time and effort.
- Are Nazis actually speaking English? Huh, i didn't know they can speak like that so BJ would actually understand what they're saying. Intentional?
RtCW
-The Elevators are the most Weird and Critical feature of this TC so far. When i use the Switch inside the Elevator, the Platform next to it moves instead. The other way is even weirder. There's no Switch and no Door, so you have to just walk on it. Stage 3 also had the Same problem. I would like to see the Normally Functional Elevator in the future update!
I wouldn't say "weird", just different. The reason for the switch being next to/behind (and not the lift itself) the elevator is: you know how weird it looks to have a repeating texture descending?
- On top of that, All the Switches looks the same as Elevators to the Exit's! I know it has the Certain Exit Door, but gotta be honest, it kinda made me puzzled until i actually used it. Because you know, you hit the Switch, you beat the game.
It's another new thing, I guess.
- You can swing the Knife a lot faster and i found it rather Comical, and useful.
Indeed. But it's fun as hell though.
- Death Incarnate Doors and the Big Gate from Stage 2 and 3 opens really slowly. It takes quite a time to be fully opened. And i'm not sure why Death Incarnate Areas are never shown on the map. That's gonna make Wolfers traumatic for a while!
* I intentionally made it slow for dramatic effect (and yes, even I - the mapper - got frustrated every time I had to retest the level). This will definitely change for future maps.
* Oh yes... The Death Incarnate rooms need to be hidden on the automap. It adds more to the tension.
- The Player Sprite is still Doom Marine.
Nobody is going to see BJ in 3rd person. I might change this if the situation calls for it though.
- Chaingun's Firing sound get cut off by the wild off Sound Effect.
This is something I'm not sure on how to fix. Some sounds always overlap the previous one played. Still doesn't sound too bad though.
- Although i beat the Boss, but the Boss music never stops anyway.
This is also to be fixed in future boss maps.
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
Re: WolfenDoom Chronicles
Posted: Tue Apr 23, 2019 5:19 am
by DeathIncarnate
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.
Re: WolfenDoom Chronicles
Posted: Tue Apr 23, 2019 10:12 am
by Rex705
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.
Re: WolfenDoom Chronicles
Posted: Tue Apr 23, 2019 10:32 am
by DeathIncarnate
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
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.
Re: WolfenDoom Chronicles
Posted: Tue Apr 23, 2019 1:26 pm
by armymen12002003
This was great looking forward to the next demo play it.
Re: WolfenDoom Chronicles
Posted: Wed Apr 24, 2019 2:16 am
by QuakedoomNukem Cz
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:
*Considering this is a corridor Wolfenstein we know and love, wouldn't it be best to have nofreelook for the entire mod, seeing how the levels won't be as huge as they were back in 2015.
*There is a pretty low amount of health items for my liking, maybe a bit more would be great.
*Officers need a little bit of tweaking. I know they are that fast in the original games, but considering the damage output enemies dish out in this, yeah, it needs balancing.
*I hope there will be more weapons, mainly the rocket launcher and flamethrower from Second Encounter, but that's just me.
*Shouldn't this go into TCs instead, seeing how it's different from Doom? Just saying.
Re: WolfenDoom Chronicles
Posted: Wed Apr 24, 2019 2:41 am
by DeathIncarnate
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:
*Considering this is a corridor Wolfenstein we know and love, wouldn't it be best to have nofreelook for the entire mod, seeing how the levels won't be as huge as they were back in 2015.
*There is a pretty low amount of health items for my liking, maybe a bit more would be great.
*Officers need a little bit of tweaking. I know they are that fast in the original games, but considering the damage output enemies dish out in this, yeah, it needs balancing.
*I hope there will be more weapons, mainly the rocket launcher and flamethrower from Second Encounter, but that's just me.
*Shouldn't this go into TCs instead, seeing how it's different from Doom? Just saying.
* 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
Re: WolfenDoom Chronicles
Posted: Wed Apr 24, 2019 5:29 am
by QuakedoomNukem Cz
I almost forgot: The toilets are for some reason climbable, yet it should block the player from doing so.
Re: WolfenDoom Chronicles
Posted: Sun Aug 11, 2019 1:05 pm
by DeathIncarnate
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.
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.
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/1KGiANm ... sp=sharing