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Background:
I started this project as I was partly inspired by Weasel’s Nazis! Mod, along with actual Wolfenstein mods I had seen and played in the collective modding scene such as Wolfenstein-Skevos-Jones’ Castle Totenkopf SDL and the bulk of Team Raycast’s more recent mods (In fact I had seen DoomJedi’s thread for the release for Eisenfaust Origins right here in ZDoom forums one time). At the time, I used to frequent Zandronum as well… I saw that there was a lack of decent survival-oriented modifications and I got inspired to try making something Wolf/World War 2 themed.
Story: APRIL 30TH, 1945
The end of World War 2 is near, and it is late April. Allied forces closing in Berlin are reporting bizarre phenomena in the German capital. The weather fluctuates abnormally from one extreme to the other while the soldiers fall prey to illnesses that grow intensity the closer they get to Hitler’s bunker. An eerie presence seems to have taken hold of the Fuhrer’s headquarters, for when the Allies finally arrive at the bunker Hitler is nowhere to be seen.
Instead, a cataclysm occurs in which Berlin is engulfed in a bizarre shockwave at the center of which Hitler’s bunker is located. Everybody present the day of the raid has been reported to have gone missing in action. The incident was classified top-secret by the Allies and the disappearance of one of their war heroes, B.J. Blazkowics, as well as the army sent to capture the bunker, has been a point of major concern though what was left of the German forces eventually surrendered. The incident in Berlin had left many people wondering what happened that day, however, but to this day the truth has yet to be known.
The truth behind the shockwave however, is that everyone who was hit with the wave was chucked across time and space. Unbeknownst to the allies swept in this temporal wave, the bulk of the Third Reich’s forces had already taken refuge within the temporal rift. Those who were unlucky enough to be hit by the wave were caught in an ambush by the Nazis. Unbeknownst to the Nazis however, the captain of this Allied army caught in hell was none other than Blazkowics himself. Leading the men into battle, Blazkowics essentially continued to fight World War 2 in the hopes that he could defeat Hitler, end the madness and bring his men back home to their families someday.
Welcome back to one of the darkest periods in human history. You have been personally hand-drafted by President Franklin D. Roosevelt himself in an effort to capture Hitler and destroy the Nazi regime, and you have come back from the depths of Hell to finish your mission and wage a one-man war in the process. Your objective is to find Hitler and his armies and end the regime and its fanatics once and for all.
On your quest you will meet all kinds of enemies standing in-between you and the Fuhrer, some being the result of horrible experimentations by the regime’s most prominent scientists such as Dr. Schabbs while others are supernatural abominations summoned by the sorcerers under the Nazi Regime. Topping these magical and mutant apparitions are the numerous technological advances made by Nazi scientists such as Doctor Quarkblitz.
Features:
Spoiler:
- Plenty of somewhat-historically-accurate weapons.
- Additional Science-Fiction weapons from the recent Wolf trilogy join the weapon roster such as the Leichenfaust/Corpsefist.
- Enemies from all across the spectrum, including the Wolf trilogy (RTCW/2009/TNO), the Wolfenstein RPG and enemies hailing from fan-made mods, all groomed for the roles they serve.
- Enemies are balanced thoroughly to compensate for being mostly hitscan, though some enemy types have additional attacks.
- Plenty of Wolfenstein-centric references and props such as the new barrels, including the one from the title picture for Episode 4 of Wolfenstein 3D, A Dark Secret (WIP).
- “You may wield the spear!” (please don’t ask me what spear…) ComingSoonTM
- An actual help screen too many pages long in the same vein as typical classic Wolfenstein games and Wolfenstein mods.
Weapons;
Spoiler:
Slot One - Melee
• Knife; Your simple, typical Bowie Knife. Goes from Wolf3D fire-rate to RTCW fire-rate upon picking up a berserk pack.
Slot Two – Pistols
• Colt M1911; Made by Colt, this weapon is the standard-issue pistol handed out to the military. It comes chambered in .45 ACP and has good accuracy, a decent fire-rate and impressive stopping power given its caliber.
• Colt Peacemaker; A six-shooting revolver made by Colt as a sidearm to accompany the M1911 during the war. This weapon has immense accuracy and power to compensate for its slow firing rate. Occasionally spawns in place of backpacks (Rare Spawn).
• Walther P38; The standard sidearm of the Wehrmacht, this pistol intended to replace the more costly Luger P08. The P38 has adequate stopping power and excels at any range due to its great accuracy. It cannot fire as fast as its predecessor however.
• Luger P08; The predecessor to the Walther P38, the Luger was the pistol that the 9mm Parabellum cartridge was developed for. A lightweight pistol whose stopping power leaves much to be desired, the Luger makes up for this drawback in that it can be fired as fast as you can press the trigger. It can accurately hit targets within close to medium ranges.
Slot Three - Shotguns
• Winchester M1897 (Trench Gun); A pump-action trench gun made by Winchester, this weapon is used in trenches and close-quarter warfare. The trench gun does not spread outwards with each shot, making it ideal for close quarter fights whereas long-term sustenance is needed.
• Browning Auto-5; An automatic shotgun whose trigger must be pressed to fire every time (Rare Spawn).
• Baikal IZH-43; A coach gun of Russian origin, this shotgun shoots a large number of pellets at its target for massive damage, though in-between every shot you will need to reinsert some fresh shells.
Slot Four - Sub-Machine-Guns and Assault Rifles
• Maschinenpistole 1940 (MP40); The trademark Machine Pistol developed and adopted by the regime in 1940, this SMG runs on 9mm Parabellum ammo, a lightweight caliber. This gun has a high rate of fire, though its damage leaves much to be desired.
• Sturmgewehr 1944 (STG44); A project developed in secret, this weapon was the first mass-production rifle in the world. Slower rate of fire than the MP40, but with double the firepower.
You can ADS with this weapon using alternate fire (STG44)
Slot Five – Bolt-Action Rifles and Combat Rifles.
• Karabiner 98 Kurz (KAR98); The mainstay of the entire country, from the army to the regime, the Karabiner 98 Kurz is a bolt-action rifle that fires powerful rounds with consistent accuracy and is an all-around excellent weapon.
You can ADS with this weapon using alternate fire (KAR98K)
• Gewehr 43 (G43); Few troops were lucky enough to wield this battle rifle for it was a luxury. Those that afforded this luxury had a battle rifle capable of a consistent fire-rate, reliable accuracy and decent firepower, even if this weapon did not hold up exactly to the Karabiner.
You can ADS with this weapon using alternate fire (G43)
Slot Six – Weapons of Destiny
• Rocket Launcher (M1A1 Bazooka); The Bazooka from the MAC ports of Wolfenstein has been rechristened as the American M1A1 Bazooka. The rockets are +RIPPER projectiles just like the MAC but will explode upon contact with upper-class enemies in the same fashion as a normal DooM Rocket. Can inflict self-damage upon its user, so the Bazooka must be used with care.
• Flammendrache (Flamethrower); The feared flame dragon, the weapon of choice of the Allemeigne’s Dragon Troopers. This weapon consistently spits out flames with primary fire but can spit out mancubus-style shots as a secondary fire. Occasionally replaces the Bazooka, otherwise it drops from Dragon Troopers.
Slot Seven – Machine Guns
• Maschinengewehr 42 (MG42); Nicknamed the German chainsaw, this weapon can fire at an absurd rate and spits that suppressive fire in a caliber powerful enough to lay most things the weapon encounters on the field to waste.
• Energy Rifle (???); You’ve never seen anything like this before… (Secret weapon drop from AstroStein Nazis)
Slot Eight – BFG-Class Weapons
• Corpsefist 1944; The Corpsefist is an energy-based weapon that fires large green “balls”, projectiles that carry the energy within them until they make contact with any object or solid surface. Upon contact they release their energy, irradiating everything around the point of impact.
• Chaingun; The good old fashioned Wolfenstein Chaingun at the apex of its power, accompanying Blazkowics in almost every one of his adventure. Little spread and little bloom over time even with sustained fire for long periods of time, along with a very high firing rate and minigun caliber bullets make this weapon hit fast and furious.
Screenshots; (More coming soon)
Spoiler:
Credits (A big thank you to everyone who played a hand in this!):
Spoiler:
Gardevoir, for working with me on this wonderful mod!
TerminusEst13 for giving us permission to borrow some of Samsara's resources and code in the making of this WAD, see Bazooka and Bullet Tracers.
Also, for the inevitable use of ROTTSprite that will ensue as I polish the WAD once base resources are in.
Per Kristian Risvik for giving us permission to borrow some of his resources as well, see IZH43, Chaingun, and Bazooka.
Captain J for most weapon SPAWN states as they come from Captain J's WolfenDoom resources, as well as the sprites to the M1911. Additionally, he has been a wealth of Wolfenstein resources.
TorridGristle as he has been an amazing source of sound effects, all A.V.A. sound effects in-WAD are the results of his sound thread in the resources section of ZDoom.
Marrub for KILLING FLOOR sound effects used in this WAD, prominently the Trench Gun (Slot 3) and the M1A1 Bazooka (Slot 6)
Team Raycast for being an additional source of inspiration, with a thank you to Lozer for letting me use his sound effects for the Luger and the “Schrotflinte” (IZH-43), and DoomJedi for providing council on spriting issues on multiple occasions.
Love you guys!
Wolfenstein Skevos Jones for the firing effect and the bolt cocking sound for the Karabiner 98K and the pickup sound effect for the MG42 which are from Castle Totenkopf SDL. Also, the Afrika Korps, Wehrmacht and Allemeigne troopers which are his, along with the mutant sounds and elite mutant.
Additionally, Skevos is another source of inspiration.
Moritz "Ripper" Kroll for the wonderful German dialogue spoken by the enemy.
Kodack for the flamethrower trooper active sounds which are comprised of Kodack's mask breathing sounds.
splitwolf for Fake Hitler Rotations.
PSTrooper for Fake Hitler Rotations, and further Wolfenstein resources including the Spear of Destiny ammo box.
Minigunner for Smoother DOOM explosion sprites, used for the Bazooka’s projectiles.
Raven Software, Midway. ID Software, Eriance, and Blizzard all together for the combination of sounds used for the new Poltergeist.
Minigunner, Captain Toenail, and NAMCO games altogether for the sprites involved in making the new Poltergeist.
Again, thank you to Untrustable for the early days of the Mecha Hitler!
WildWeasel for the Colt Single Action Army Sound Effects and the tracer effects. Also, for the Accesories to Murder shotgun effects that I used in the mix on the Browning Auto-5
HellCatX for creating the Original MG42
PillowBlaster for polishing MG42 sprites, few frames of throwing knives, creating an ammo icon for pistols, editing the dropped weapon sprites (soonTM) and contributing to the project!
ShadesMaster for plasma rifle sprites.
Sgt. Shivers for a few edits of the Return To Danger bosses, and for contributing to the project! Also, for throwing around ideas which eventually led to the creation of the Afrika Korps shock troopers.
Doomnukem for the Colt edit, as well as the Super Shotgun sprite, along with other weapon sprites and frankensprites (the slide on the M1911 is an edited slide from one of Doomie’s pistols, also the new trench gun uses his shotgun sprites)
Meat Cleaver sprites are from Blood as a placeholder until Ubermutant projectiles that fit the Wolf3D art style can be made. Credits to Monolith for the sprites.
Navaro from FPSBanana for the IZH43 reloading sounds.
BigDaveHadSomeToo for the medkits though I edited them to reflect Wolf3D’s medkits! Also, his stripper clips! Thank you Dave!
Las Rojaz for the sprites to the AstroStein Nazis
Apogee Software for the Rise Of The Triad M1911 (I mixed and matched Captain J’s M1911 sprites with the ROTT M1911 sprites)
DavidRaven, ID software and the author(s) of sirens.wad for the sounds behind the witches (Pain Elemental replacements)
OSJClatchford, his pair of hands are used for the handgun sprites.
Lord Smash for the base sprites to the chaingun, which were revamped into the Leicheinfaust.
ID Software, and Tripwire Interactive for the sound mix used on the Browning Auto-5
P.S.; If you see a resource of yours used here and you have not been credited for it, please remind me to add your name to the credit lists! I’m pretty sure I forgot something while we were whipping this mod up, and I will also do my best to track down who did what.
I've been testing this quite a bit so far. (Doing a Whispers of Satan run with this mod) So far, here are my thoughts in a nutshell. Pros and cons, of course.
Pros:
-Loving the weapon variety. With some weapons having their own ammo pools. Not to mention, ammo being plentiful.
-It's neat that the bosses are a rare spawn among the high-class non-boss enemies. (even though they're rare spawns)
-The Browning shottie pretty much allowed me to stunlock those shock troopers and the rocket troopers with how quickly it fires, especially right up in their faces.
-Dr. Schabbs dropping a morphine powerup's rather nice.
Cons:
-The two sniper rifles are rather annoying to aim with.
-A minor one, but I don't see Trans Grosse anywhere.
-The Angel of Death and Devil Incarnate don't drop anything.
That's all I got. I'm looking forward to whatever updates you have coming up.
Hey, thanks for the first bit of critique! As for Trans Grosse, we didn't want another character that would act just like Hans, so we were planning on adding a little something to his sprites for an altered behavior, and we were still working on his stuff when we wanted to release this version. Don't worry, he will come soon enough. As for the sniper rifles, the 'annoyance' that comes with using them is because they are very powerful weapons, however, I might reconsider changing how they work (at least the kar, which I'd probably keep permanently zoomed in as long as you're in scope mode, as people been having a problem with that one from what we've been testing). As for Angel of Death/Devil Incarnate drops, also a work in progress. We still have a lot of plans for this mod and want to add even more content to it, so please share your thoughts with us!
Well, I can appreciate a little bit of differentiation with Trans, much like you did with Gretel. (Her auto shotguns are kinda like her ww-nazis incarnation) I do have a few ideas of my own.
-Maybe have a chance of replacing the berserk pack with a powerup that causes your knife to deal mad damage akin to the fury sphere from Spear: Resurrection and End of Destiny.
-For the blur sphere, maybe replace it with the equivalent powerup of Heretic's shadowsphere? That could potentially make it quite a bit more useful against the tracer enemies.
-Maybe do a little something to alter the Icon of Sin's behavior to create a sort-of boss rush, perhaps? (As an option, perhaps.)
And I have found a few more tidbits. The future troopers remind me quite a bit of those evil troopers from Scythe 2, in terms of the damage they deal. Another funny thing, I don't really see much of a point using pistols once I get the MP40. (Well, other than the colts, due to them having their own ammo)
This is a pretty good mod. 1 major glaring problem that needs to be fixed is that the Wolfenstein enemies like Hans Grosse needs to have full sprite rotations. It breaks map balance severely when they are always facing you. I'll gladly come back to this when you get those put in.
And I have a question; Why do bazooka rounds go through targets and then explode when hitting walls?
dljosef wrote:Well, I can appreciate a little bit of differentiation with Trans, much like you did with Gretel. (Her auto shotguns are kinda like her ww-nazis incarnation) I do have a few ideas of my own.
-Maybe have a chance of replacing the berserk pack with a powerup that causes your knife to deal mad damage akin to the fury sphere from Spear: Resurrection and End of Destiny.
-For the blur sphere, maybe replace it with the equivalent powerup of Heretic's shadowsphere? That could potentially make it quite a bit more useful against the tracer enemies.
-Maybe do a little something to alter the Icon of Sin's behavior to create a sort-of boss rush, perhaps? (As an option, perhaps.)
And I have found a few more tidbits. The future troopers remind me quite a bit of those evil troopers from Scythe 2, in terms of the damage they deal. Another funny thing, I don't really see much of a point using pistols once I get the MP40. (Well, other than the colts, due to them having their own ammo)
Hey man!
For your first point, I'll look into it with Garde and we'll see what we can do! Maybe we can randomise the Berserk powerups in the future.
As for the second point, I like that idea and given that all attacks are no longer hitscan we might have to move to something akin to the Shadowsphere. Good point in bringing it up, though I'll admit that having the sprites go translucent bugs me a little. I'll think of something though.
As for the third point... That would be a fun option... If it's possible I would definetily consider it as a long-term goal!
And as for the tidbits, insofar as the Astrostein Nazis are concerned Garde did want something less powerful than the evil doomguys... Of course they still had to be threatening to some degree. I actually want to give the Astrostein Nazis a makeover at one point as well (I had already started on their plasma rifle but never finished it).
As for the pistols... They use the same ammo as SMG's historically from what research I had done so I decided on pistols and SMG's sharing ammo. You'd be surprised but the pistols in this mod are actually a lot more buffed up than the regular Doom Pistol. Think of them as more accurate semi-automatic submachineguns if you will, great for saving accuracy and plinking from far away with well-placed shots.
skyrish10 wrote:My only con for the mod is missing the Thompson, the FG42, Particle Cannon, Tesla Gun and the Sten (which are appeared in RTCW and Wolfenstein 2009)
You picked just the right weapons to talk about, I've been considering just about every weapon you mentionned and have tried spriting the Thompson but can't quite get the art style just right. But yeah, everything you mentionned I do wanna add in at some point, and because they're weapons they're all very high on my priority list (Weapons and Enemies I want to flesh out before consistently focusing on everything else).
Valherran wrote:This is a pretty good mod. 1 major glaring problem that needs to be fixed is that the Wolfenstein enemies like Hans Grosse needs to have full sprite rotations. It breaks map balance severely when they are always facing you. I'll gladly come back to this when you get those put in.
And I have a question; Why do bazooka rounds go through targets and then explode when hitting walls?
My colleague and I decided on the current way in which the bosses were done for the sake of consistency. At the moment not all the bosses have rotations and work is still underway at the hands of solid sprite artists such as Untrustable to try and deliver consistent rotations for every boss including the ones from The Lost Episodes. Furthermore, I would like to add that until the rotations are all done I will be keeping them the way they are and that I actually have plans to pitch in to Untrustable's Wolf3D bosses rotation project at one point (I initially tried making rotations for Quarkblitz' Robot when I first started this project).
As for the Bazooka, I am not sure if I addressed it correctly in the weapons section of the thread but it's both the Wolf and Doom rocket launchers combined into one weapon. What this means is that the Bazooka's rockets behave like Wolfenstein's in that they will deal damage as they pass targets by, unless the target is a heavyweight (Minibosses/Bosses). They also deal explosion damage like a regular Doom rocket when they make contact, so the aforementionned heavyweights still take damage.
* * * * *
By the way, Josef, we're actually looking for new ideas for power-ups and we're happy to take in some feedback from the community!
-A possible quad damage powerup that has a chance of replacing the berserker powerup.
-Two regeneration powerups that restore health and armor...or just the health regen powerup if that sounds too cheap.
-An invulnerability powerup that doesn't turn your screen white while also deflecting projectiles. (Normal invulnerability turning my screen white really makes it annoying to navigate.)
-A very rare quad ammo cap backpack. (ideal for those slaughtermaps, at any rate.)
-And something from End of Destiny, portable medkits.\
this was actually good alternative to ww-nazis for good ol' vanilla style wolfenstein gameplay i love the score with the hud keep it up man although i've got two things to gripe about the nazi grunts and mutants are getting stuck in walls and decorations you should the flag +LOOKALLAROUND for the front facing bosses which makes it look weird them just standing there.
I honestly have no idea what's the cause of enemies getting randomly stuck. If I knew where lies the problem I'd fix it asap. As for +LOOKALLAROUND, that's been in the mod before and didn't really work that great. Some mappacks require you to sneak past some encounters, so consider that all nazis have really poor sight in those cases.
Amazing wolfendoom mod i ever played along with ww_nazis! While ww_nazi gives me the modern wolf3d vibe, this mod gives me a good ol' classic nazi-fantasy vibe! I just love this kind of the mod!
Spoiler: But i've got some gripes to talk about, too.
- For some reason, Nightmare font seems to be broken.
- I don't know, but bullets seems not perfectly coming from the muzzle itself. They appears from the mid air.
- I think STG44 and MP40's accuracy has no difference at all. Perhaps make STG44 inaccurate a bit?
- I'm not against with the rifle's accuracy since you can zoom them, but my, KAR98k's Fire rate is WAY too slow. I know it's a bolt action rifle that costs more times to fire again, but i still have to wait more after reloading a chamber.
- M1 Bazooka penetrates through enemies... Hmm. Sounds bizarre yet it penetrates the stronger enemies and bosses as well, which you always have to aim for their feet or wall for extra explosive damage. Otherwise, i'm not big fan of it.
- Hand Grenade doesn't explodes after being pulled off for many times. Because of player's safety?
- Seems like a Plasma Rifle has no brightness at all when fired!
- I hope there's new change for the sprites, such as plasma weapons and artifacts! I actually expected the astrostein-style weapons, actually!
And now for the enemies;
- They are all commonly, mostly drops so many ammo. It kinda helps, but sometimes they gives ammo too much, i don't feel challenging at all. Heck, even common soldiers gives you a hand grenade often, after all.
- I know Elite Mutant is elite of all mutants, but could you at least give him a delay before shooting like other mutants does?
- I'm don't think spectre replacement isn't bad at all, but i'm thinking about robotic dog rather than dogs with demon magic. Like kampfhund.
- Drache Trooper is way too strict to his vanilla monster, Mancubus. Just act the same as Mancubus and it doesn't feels like i'm fighting the new enemy. Would be nice if he fires single fireballs three times, though.
- I love the look of Poltergeist, but not much. Its base is from doom and it doesn't sounds new to me. Perhaps use a skull sprite from Spear of Destiny?
- Shock Troopers and Advanced Shock Troopers has no difference except has rocket launchers on their shoulders. Except those, they have no differences whatsoever. So i'm thinking putting hans' body for lesser one might be the good idea to make them different a little.
- Gretel Grosse grunts like... a man?
- Dr. Quarkblitz's left gun acts same as his pistol on the right. I expected something threatening.
- TNO Rocket Trooper has nice design, but those banana-colored plates... You might recolor them into something fitting.
- Otto Giftmacher fires rockets really fast, literally. He has no aiming animation but just fires right away anyways.
- Last thing. I really hope you can add even more enemies to the mod. You can search new things from my wolfers for wolfers file, like you mentioned in the credits. So yeah, you have my supports!
Hey, thanks for the feedback Captain J! The Nightmare! graphic isn't broken, it's just supposed to be a razor wire fence with mines under it, but I must agree when I first time saw it, it got me confused. I'll ask Marlus to do something about it.
As for the bullets not coming directly from the guns, I decided to put a small delay on the sprites appearing because I'm really not a fan of making weapons not fire from the middle of the screen. Messing up with the height causes stupid things to happen like being unable to fire over windows and such. I might attempt to make em look slightly better in the future, though. I buffed STG's accuracy in the current version, although I might turn it back to the old values if it feels too similar to MP40. I can buff KAR98's firing speed. In general, I was thinking of reworking that gun a little bit. M1 Bazooka pierces through all enemies but Mini-Bosses (aka rare variants of enemies) and Cyb/Mastermind replacements. The ripper itself is capable of doing way more damage than direct hit + explosion. If you prefer a more classic approach to a missile launcher, use flamethrower's alternative fire. Hand Grenades don't explode in your hand after you hold em for long enough cause I'm a lazy coder. I can add that if you really want. I'd fix the Plasma Weapon but Marlus already said he wants to change its sprites at some point. I really wanted to actually have a weapon from Astrostein, but I didn't really like any of the designs it had.
Hopefully, we will be able to add more custom pickups with new sprites in the future. As for common ammo drops, I really want to change how the entire ammo system works later. I didn't want to touch it at the moment just to see how the balance goes. I might reduce the spawn rate of Grenades thought. Elite Mutants are strong and will be strong. They are rare enough to spawn so you most likely won't be fighting more than one or two at a time. I've been reconsidering changing the behavior of Drache Troopers for a very long time but I couldn't come up with anything new besides single fireballs, and those wouldn't be as threatening. Gretel sounds like a man because it's just Hans with makeup ;p Quarkblitz fires a railgun on long range, although I might change his close fire to something different because he pretty much fires just like the robots do. Otto is a dick so nerfing him slightly by giving him a delay would be a nice thing I guess. And finally, don't worry, we will be adding more content soon! We're both really busy with school/university stuff right now but we keep working on this mod whenever we have free time.
Edit: Oh whoops I actually messed up with Otto's sprites and forgot to use the correct frame for him aiming. Fixed.
Here are my 2 cents.
I really like the weapons, except for the Bazooka. Like Captain J said it penetrates enemies and I think it should leave more visible impact. It doesn't have to be like in Brutal Doom but the enemies just dropping dead like they were shot with a bullet is kinda boring. The constant enemy chatter is kinda annoying plus the recordings sound very amateurish. Since I'm german maybe it affects me more. I think it would be better if they would just shout the usual "Der Feind", "Halt" and so on. I would offer some help to record some lines, but I don't have a mic or any other devices to do so.