Brutal Wolfenstein 3d-A final update

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Tue Apr 07, 2015 4:01 am

Mr.Enchanter wrote:Image

Also here's my STG iron sights sprite.


Your stuff ia amazing man.I think i will use your sprites and naturally i will give you credits
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Tue Apr 07, 2015 4:06 am

AFADoomer wrote:
BFG wrote:I thought this was a gorier version of Wolf, but it doesn't really look much like Wolf, I thought you'd use that AFADoomer's mod as a base.


He is, kind of. An ancient, bastardized version that someone hacked apart to work with Skulltag. I'm not sure why he hasn't pulled from the last version, if only for the resources.

He still hasn't acknowledged me by name, of course.


You talk about version 2.5.1?
That version has not been publicized much and was mainly intended to my friends on Facebook. If it bothers you Afadoomer , i will delete from my Mediafire's Account, quiet. However,for the official version i will give you credits because i still use some your sprites and graphic.
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Tue Apr 07, 2015 4:08 am

Tormentor667 wrote:After Brutal Doom, this must be one of the worst things I have ever seen in my life.


Why do you think this project sucks? Explains better.
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0 Beta

Postby wildweasel » Tue Apr 07, 2015 8:18 am

Zio, could you please expand the credits list and give credit to all involved creators in the first post?
User avatar
wildweasel
from a different perspective.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Tue Apr 07, 2015 11:15 am

wildweasel wrote:Zio, could you please expand the credits list and give credit to all involved creators in the first post?


I think it's better to remove the old post and this too, because i will post the official version (with a very long list of credits)In this days.
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0 Beta

Postby wildweasel » Tue Apr 07, 2015 11:23 am

You can easily use the Edit button on your first post. You don't need multiple threads for one project.
User avatar
wildweasel
from a different perspective.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Tue Apr 07, 2015 3:05 pm

wildweasel wrote:You can easily use the Edit button on your first post. You don't need multiple threads for one project.


Ok,thanks Wild.in this days i will be update the post with the link of the official version.I have yet a long list of credits.
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0 Beta

Postby cem26 » Sun Apr 12, 2015 11:02 am

good luck with your project
User avatar
cem26
 
Joined: 07 Jan 2015
Location: i will ask somebody ''where i am?!''

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Sun Apr 12, 2015 3:22 pm

cem26 wrote:good luck with your project

Thank you very much :)
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0 Beta

Postby SilverShield » Sat Apr 18, 2015 2:34 am

Just curious what aspects of v3.0 did you think were bad? I'd like the idea of an updated wolfenstein3d project that would stay true and keep the same charm as the original (ish), and not be exactly be like brutal doom & doom.

Several things I thought about 3.0/4.0:
- The player height was too tall (head was basically at ceiling level) and this looked weird with free mouselook.
- The excessive gore and huge recoil + bullet hit sparks of weapons seem overdone. I don't think having it the same as Brutal Doom here works and it feels out of place. The reason being is that the levels in Wolfenstein are generally small rooms compared to doom.
- Weapon rof seem too quick and lethal for the game balance maybe, etc. Doom is a quicker paced game than the original Wolfenstein so it worked with brutal doom. In general the gameplay felt too similar to brutal doom and it didnt fit.
- It would be better for some parts of this mod to be built up from scratch to have a more unique feel and be more cohesive. It's a big project, and mashing up several mods & brutal doom makes it feel unpolished and the gameplay inconsistent.
SilverShield
 
Joined: 12 Mar 2015

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Mon Apr 20, 2015 9:55 am

SilverShield wrote:Just curious what aspects of v3.0 did you think were bad? I'd like the idea of an updated wolfenstein3d project that would stay true and keep the same charm as the original (ish), and not be exactly be like brutal doom & doom.

Several things I thought about 3.0/4.0:
- The player height was too tall (head was basically at ceiling level) and this looked weird with free mouselook.
- The excessive gore and huge recoil + bullet hit sparks of weapons seem overdone. I don't think having it the same as Brutal Doom here works and it feels out of place. The reason being is that the levels in Wolfenstein are generally small rooms compared to doom.
- Weapon rof seem too quick and lethal for the game balance maybe, etc. Doom is a quicker paced game than the original Wolfenstein so it worked with brutal doom. In general the gameplay felt too similar to brutal doom and it didnt fit.
- It would be better for some parts of this mod to be built up from scratch to have a more unique feel and be more cohesive. It's a big project, and mashing up several mods & brutal doom makes it feel unpolished and the gameplay inconsistent.


I like These tips and I'm happy that someone wants to give me advice to improve the gameplay of this "shit", but I think I will adopt for the next version. At best, I lowered the view of the player to give the feeling of not being a giant. Sure, I could just lower the effective height of the player but I'd rather do it when I'll just make mine personal BJ's sprites.
Last edited by ZioMcCall on Wed Apr 22, 2015 5:39 am, edited 1 time in total.
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0 Beta

Postby demo_the_man » Mon Apr 20, 2015 10:42 am

heres a good suggestion, is to re-design completely from scratch the wolfenstien 3d levels, decrease to gore to a little bit saner levels( bullets dont splatter blood everywhere, but when they die, the start to slowly leak blood.) Balance the weapons, and enemy's to where the player can deal damage but has to worry about being shot. Add some variety everywhere.
User avatar
demo_the_man
Did i ever tell ye the story of me old bones?
 
Joined: 28 May 2013
Location: Workin
Discord: demo_the_man#8942

Re: Brutal Wolfenstein v4.0 Beta

Postby ZioMcCall » Mon Apr 20, 2015 1:25 pm

demo_the_man wrote:heres a good suggestion, is to re-design completely from scratch the wolfenstien 3d levels, decrease to gore to a little bit saner levels( bullets dont splatter blood everywhere, but when they die, the start to slowly leak blood.) Balance the weapons, and enemy's to where the player can deal damage but has to worry about being shot. Add some variety everywhere.


Well, I like the maps of Laz Rojas. To remember then that I intend to make a version compatible with apart wads with which you want to play. Honestly these days I just focused on different things in my mod and I think that, at the time, would be fine. But rest assured that I will keep in mind your advice for future versions.
User avatar
ZioMcCall
 
Joined: 05 Dec 2014
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.0

Postby wildweasel » Mon Apr 20, 2015 4:34 pm

It's come to my attention that the MP40 used in this mod comes from the ECWolf Tech Demo; I helped create those sprites specifically for that project (from a Day of Defeat model with HEAVY edits) and really do not like seeing them here uncredited.
User avatar
wildweasel
from a different perspective.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Brutal Wolfenstein v4.0

Postby Jeimuzu73 » Mon Apr 20, 2015 9:31 pm

The mod is playable, but has severe design flaws.
At least he didn't use your NAZIS mod to create this.
@Zio I can help with weapons and enemies.
User avatar
Jeimuzu73
Name's Odd. James Odd.
 
Joined: 03 Jul 2011
Location: Dropping today in Station Square.

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Carrotear, DreemurrDeceevurr, GamingMarine, Matt, MsrSgtShooterPerson, NeenerWiener and 12 guests