Weasel Presents: NAZIS V2

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Re: Weasel Presents: NAZIS V2

Postby Valherran » Sat May 25, 2013 8:48 am

Do you think you could do full rotations for the uber soldats?
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Sat May 25, 2013 8:52 am

untrustable did a few bosses rotations.
viewtopic.php?f=19&t=33447#p632839

but i don't wont break the traditional rules. also that's going to take a lot's of time...or rage quit.

Lava Grunt wrote:Grau Adler and the Baron seen to fit in better than the palatte swap for fatface.
Why Thank you, but i always add random spawner with same monster's variations.
i don't want gettin' massy.
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Re: Weasel Presents: NAZIS V2

Postby Princess Viscra Maelstrom » Sat May 25, 2013 9:13 am

i think the Wolfenstein bosses lacking in rotations is a charm in itself, though this mod is supposed to be a more realistic Nazi-themed mod than a Wolfenstein one, so the inclusion of rotation-less Wolf bosses makes little sense in here. not much you can do against that, though.
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Re: Weasel Presents: NAZIS V2

Postby Valherran » Sat May 25, 2013 9:24 am

"Traditional Rules"?

They need rotations to preserve map balance in various map packs.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Sat May 25, 2013 9:30 am

uhh... don't blame me, i just wanted to remake them, not whole rotations.
and of course, it's kinda sad because unless untrustable's ones, every bosses sprite's rotations are lacking.
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Sat May 25, 2013 12:40 pm

Valherran wrote:They need rotations to preserve map balance in various map packs.

At least they have look-all-around so you can't sneak up on them as they always seem to be facing you.
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Re: Weasel Presents: NAZIS V2

Postby Captain J » Sat May 25, 2013 12:57 pm

Ed the Bat wrote:At least they have look-all-around so you can't sneak up on them as they always seem to be facing you.
true physics.
and there's other reason. not more like doom, they always don't infighting each other, they just want you to die. because they are freaking smarty nazis.
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Sun May 26, 2013 8:07 pm

i wouldn't mind seein a nazis comptible with this
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Re: Weasel Presents: NAZIS V2

Postby wildweasel » Sun May 26, 2013 8:38 pm

armymen12002003 wrote:i wouldn't mind seein a nazis comptible with this

Uhhhh....what?
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Sun May 26, 2013 8:53 pm

wildweasel wrote:
armymen12002003 wrote:i wouldn't mind seein a nazis comptible with this

Uhhhh....what?


oops sorry here is what i was talkin about viewtopic.php?f=19&t=35289
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Re: Weasel Presents: NAZIS V2

Postby Lippeth » Tue May 28, 2013 5:28 am

Map02 of my mapset for Weasel presents: NAZISv2 is ready to be tested, though it has a few issues:

It claims to be missing a few textures, and when I open Map Analysis mode, Doom Builder crashes.

ZDoom also has a few issues regarding flats bleeding through shadow linedefs in one area. It won't break the game, but it can be distracting. To fix this for now, run in GZDoom.

As far as everything else goes it's not done, but getting closer, and your feedback will make it better.

NAZIS map pack (Needs NAZISv2 to play)
My version of NAZISv2
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Wed May 29, 2013 11:59 pm

nice also weasel with the new wolf game coming out maybe if you can team up TiberiumSoul & make this completely compatible with strife with the nazis actually in it
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Thu May 30, 2013 12:20 pm

Why TiberiumSoul?
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Re: Weasel Presents: NAZIS V2

Postby armymen12002003 » Thu May 30, 2013 12:34 pm

Ed the Bat wrote:Why TiberiumSoul?


cause he just finished his legacy of strife mod
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Re: Weasel Presents: NAZIS V2

Postby Ed the Bat » Thu May 30, 2013 12:37 pm

Not really sure how that's relevant to anything. Anyone can make a mod work with Strife.
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