Brutal Wolfenstein 3d-A final update

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Re: Brutal Wolfenstein v4.5[Update]

Postby demo_the_man » Mon Oct 26, 2015 6:38 am

You could do that, but what i think is more important would be some of the orignal wolf3d concepts, like dragging corpses to prevent detection by other soldiers, the ability to wear enemy uniforms to blend in with them would be even cooler and would allow some nice stealth Wolfenstien game play
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Re: Brutal Wolfenstein v4.5[Update]

Postby ZioMcCall » Mon Oct 26, 2015 7:02 am

demo_the_man wrote:You could do that, but what i think is more important would be some of the orignal wolf3d concepts, like dragging corpses to prevent detection by other soldiers, the ability to wear enemy uniforms to blend in with them would be even cooler and would allow some nice stealth Wolfenstien game play


This sound interesting.I'll see if try to made something of similiar in the next update.Thanks for these suggestions.
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Re: Brutal Wolfenstein v4.5[Update]

Postby stroggkiller » Mon Oct 26, 2015 7:29 am

I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask
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Re: Brutal Wolfenstein v4.5[Update]

Postby ZioMcCall » Mon Oct 26, 2015 7:35 am

stroggkiller wrote:I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask


Like in Castle Totenkomph?
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Re: Brutal Wolfenstein v4.5[Update]

Postby stroggkiller » Mon Oct 26, 2015 8:03 am

ZioMcCall wrote:
stroggkiller wrote:I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask


Like in Castle Totenkomph?

Yes!
Another Suggestion: the second episode needs more types of mutants like one melee, other with a mp40, other with stg44 and one with a mg42
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Re: Brutal Wolfenstein v4.5[Update]

Postby ZioMcCall » Mon Oct 26, 2015 8:57 am

stroggkiller wrote:
ZioMcCall wrote:
stroggkiller wrote:I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask


Like in Castle Totenkomph?

Yes!
Another Suggestion: the second episode needs more types of mutants like one melee, other with a mp40, other with stg44 and one with a mg42


I'll take in consideration these suggestion for future versions.Thanks.
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Re: Brutal Wolfenstein v4.5[Update]

Postby Jeimuzu73 » Mon Oct 26, 2015 10:57 pm

Couple of suggestions:
  • Replace the M1 Garand with a (scoped) Gewehr 43 so that it can share ammo with the Kar98k.
  • Bring back the chaingun!
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Re: Brutal Wolfenstein v4.5[Update]

Postby ZioMcCall » Tue Oct 27, 2015 6:32 am

MJ79 wrote:Couple of suggestions:
  • Replace the M1 Garand with a (scoped) Gewehr 43 so that it can share ammo with the Kar98k.



Why don't put both ? :)
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Re: Brutal Wolfenstein v4.5[Update]

Postby Clownman » Wed Oct 28, 2015 1:30 pm

I do really like how you took time to improve your mod unlike some other users I won't mention. I am still rather iffy with how BJ sounds, I can probably try and give out some more "Middle-Aged Soldier" lines to suit him better. Most notable in the "offend" department.

Not sure if there's a shotgun in there yet, though it would be kinda cool.
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Re: Brutal Wolfenstein v4.5[Update]

Postby Max Dickings » Wed Oct 28, 2015 7:13 pm

ZioMcCall wrote:
MJ79 wrote:Couple of suggestions:
  • Replace the M1 Garand with a (scoped) Gewehr 43 so that it can share ammo with the Kar98k.



Why don't put both ? :)


I'd rather have both than a replacement.

Can't replace the greatest implement of battle ever devised, it'd be unnatural.
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Re: Brutal Wolfenstein v4.5[Update]

Postby demo_the_man » Thu Oct 29, 2015 10:46 am

But isnt the greatest element of battle a shotgun, with a silly reload?
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Re: Brutal Wolfenstein v4.0

Postby Clownman » Thu Oct 29, 2015 2:13 pm

CeeJay wrote:Question, do you know anything about the original Wolfenstein 3D?

Episode 1 has B.J. (the protagonist of the game) imprisoned in the infamous Nazi dungeon known as Wolfenstein. It's up you to fight your way to freedom and regroup with the allies.

So why do you start outside... with a Thompson? It's a dungeon. You are a prisoner deep within Nazi territory.

I do remember one version of Wolf3D's manual or so said you started infiltrating the castle rather then being captured prisoner. It was for the SNES or so I think though.
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Re: Brutal Wolfenstein v4.5[Update]

Postby CUBERT » Thu Oct 29, 2015 5:19 pm

Всем привет! Zio, маленький недочет, карабин kar98k & MG42 стреляют одинаковыми патронами 7,92*57, а StG44 стреляет 7,92*33.
Можно ли вернуть HUD из версии 4.1?
И почему Gans Grosse выглядит по-старому как в классической версии?
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Re: Brutal Wolfenstein v4.5[Update]

Postby ZioMcCall » Fri Oct 30, 2015 6:57 am

CUBERT wrote:Всем привет! Zio, маленький недочет, карабин kar98k & MG42 стреляют одинаковыми патронами 7,92*57, а StG44 стреляет 7,92*33.
Можно ли вернуть HUD из версии 4.1?
И почему Gans Grosse выглядит по-старому как в классической версии?


You can rewrite this in English?
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Re: Brutal Wolfenstein v4.5[Update]

Postby Clownman » Fri Oct 30, 2015 10:55 am

It's worth saying that the only "fatalities" worth having I guess are the ones for taking out enemies behind their back. Wolfenstein was mostly about stealth if I remember correctly.
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