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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.
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 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.
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.
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.
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.