- 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.