Hello ladies and gentlemen, and welcome to my 4th project, Kriegsland! Download link at the end of the post.
Spoiler: What is Kriegsland?
Kriegsland : Blutorden (or, "Warfield : Blood Order" in english), is another of a thousand WWII projects for Doom, made by YukesVonFaust and yours truly. Inspired by the new generation of Wolfenstein games (2k9/TNO/TOB/TNC), WW-Nazis, CJ-Blitzkrieg, Disruptor, Quake and more WWII/Sci-fi games. The name started as Heftig Dystopie (Violent Dystopia), then Blutig Ordnung (suggested by Deii), Kriegsland: Blutordnung (technically incorrect on German grammar) and a history teacher, close friend of mine suggested Kriegsland. Then YukesVonFaust just suggested i should merge everything. After some time, some German players suggested me to correct from Blutordnung to Blutorden.
Also, with the recent scandals involving Doom spriters and illegal games on Steam, it is good to say: Kriegsland is a FREE GAME! You should NOT be paying for ANYTHING involving it. Everything is made by pure fun, for you guys. If you see anything suspect, contact us!
Spoiler: Why should i play this?
Because we have many things you don't see everyday on WWII games and you'll probably like!
Features include:
- More than 110 DIFFERENT enemy variants for you to lead 'em down! Soldiers, officers, dogs, robots, robot dogs and MORE!
- Compatibility with Heretic and Hacx 2.0! Shoot those nazis in different time lines!
- 22 futuristic nazi weapons with cheesy german names!
- Cross Wields!!
- Dual wields!!! Press the Altfire key, and when in there, each click fires a weapon. To exit, hit the Zoom key or deselect the weapon.
- ADS for (not all, but many) weapons! Accessible with the zoom key.
- Quick kick attack! (ripped-off from Aracnocide but nobody would give a damn anyway)
- Quick knife attack, just like TNO! (How the hell B.J. gets the knife so fast?)
- Quick Grenade Attack! (bind those things on the options, sonny)!
- Custom deaths for fire, explosion, sonic, disintegration and shock states (this include the dogs)!!!
- Enemy tracers! Tracers are awesome! And they change speed as you select different difficulties!
- My first mod where i don't shove voxels and 3D models on you!
- Options to toggle special effects off, such as casings, smoke, blood and increase performance!
- Uncommon sources of German soldiers (Well, i consider Company of Heroes to be uncommon...)
Spoiler: Credits list
Sure, we must do this. Not for obligation, but for gratitude as well. It'll probably be incomplete for now, but i swear i'll do my best to gather everybody here. I always like to point out i'm not thefting people's work. If you saw something yours here and want me to take it outta the game, just give me a shout and i'll fix ASAP. And if your name isn't here, please remind me. I like to keep my name clean.
So:
-chronoteeth
-Deii
-Captain J
-jazzmaster9
-Black Rock Shooter
-Wiw (for The New Order status bar coding and icons!!!)
-DenisBelmondo
-Wolf-skevos Jones
-HorrorMovieGuy
-YukesVonfaust
-Koto
-Ceejay
-MajikMonkee
-NoozeArts
-Vader
-Neccronxis
-Sgt. Shivers
-Wildweasel
-BigDaveHadSomeToo
-LedIris
-DBThanatos
-PillowBlaster
-Kinsie
-Turbo
-abbuw
-TheRailgunner
-TiberiumSoul
-VladTopol1706
- TheZombieKiller
-ElectricPulse
-Gamma64 (Extreme Wolfenstein Rifleman)
-osjclatchford (i think i got his name right this time).
-Untrustable
-Doomjedi
-Gerolf
-Skelegant
-DavidG
-SuperSomariDX
If i forgot you, just give me a shout and i'll update this ASAP!!!
Spoiler: Add-ons and maps
Kriegsland Enemies Pack!
If the full game is not enough, you can play with the Kriegsland enemies separately in vanilla mode or with your weaponset of choice!
Be aware that it replaces difficulty levels with Kriegsland levels, so it can mantain the actors replacements. So the most convenient would be to load the KriegslandEnemies.pk3 BEFORE the weaponset desired.
If you, however, get any bugs with any weapon mod, feel free to point it out.
EDIT: Combine Arms tend to lag Kriegsland Enemies a lot in my pc. I hope i am the only one.
Just like the enemies pack, now you can blast your enemies with the lastest word from the dystopic pseudo-nazi world technology! The custom items were removed in order to avoid compatibility issues. Download now!
This great add-on made by VladTopol1706 (author of the Nuclear Dawn add-on for WW-Nazis!) replaces the sounds of almost all weapons, and add another weapon as well! It's the Panzer Alpatraum. Can be located on Slot 5 and spends 5 explosive ammunitions per shot! In compensation, it can instakill basically everything in the game (that includes you)
Edward Marlus, author of the great Wolfenstein Infinity also made an add-on for Kriegsland! This add-on replaces many weapon sounds with some REAL GOOD AND LOUD gunfire. Are you prepared for some noise?
This add-on made by Doomenator (with additional credits to TerminusEst13, Ryan Cordell and Marrub), gives Kriegsland a nice ambience by adding orchestral musics from Codename Panzers and World War II: Panzer Claws. Excellent to use with custom maps such as Epic, Epic 2, Going Down, Hell Revealed, among others!
Music Credits: Tolnay Peter, Ambrus Akos (Codename Panzers OST), Gerd Gunter Hoffman, Joachim Schafer (World War II: Panzer Claws OST).
Aditional Credits: StormRegion, In Images, ZUXXEZ Entertainment AG.
This music pack made by armymen12002003 has some fast paced techno and orchestral music from Fear 1, Fear 2 and Area 51. It's very frantic and gives a nice touch to the gameplay, specially on maps with high enemy numbers.
This add-on made by erni945 (with additional credits to TerminusEst13), brings to Kriegsland awesome Mick Gordon tunes, including musics from the Wolfenstein new games! 370MB in size, but TOTTALY worth it.
This add on made by me (with credits to TerminusEst13) utilizes the same formulae of the other music add-ons , but substitutes the music with Disruptor (PSX) soundtrack. Hope you guys enjoy it.
Since it was requested, and took me little time to do, you can use these sprites instead of the original StG-60 ones, removing the stock on single pickup animation. The akimbos are still the same, because... because it's a folding stock. Yeah.
This nifty mod made by m8f brings to the table a really nice way to deal with weapon selection. Since Kriegsland has lots of weapon per slots (mainly akimbos and cross-akimbos), this can save time (and your life in a game ). It also support other games, which are listed on the main page!
The very first build of Kriegsland had many Super Nintendo game sounds as secret tones. If you miss them somehow, now it's the time to get your nostalgia back! And there's more! It also may work on ANY MOD!
I really like (constructive) feedback, and suggestions. This means you're welcome to give them!
As another side note, you are very welcome to make add-ons for the mod! I can't promise that every contribution will be an official thing, though. I must respect all tastes.
So, as always, have fun and GET PSYCHED!!!
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Mon Jun 26, 2017 10:41 pm
by wildweasel
First thing I notice upon trying the mod is that the MissileHeight for your enemy bullet tracers isn't set correctly, so the trails are appearing below the actual bullets.
[edit] Also it very much feels like enemies take way too much damage and don't flinch easily from things like shotgun blasts.
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Mon Jun 26, 2017 11:08 pm
by VladTopol1706
Yeah i noticed that too
Also it is intentional that enemy tracers fly so slow?
Also the Mauser pistol, the STG and the MP dissapear after shooting, this could be fixed if you instead using TNT1 A 0 use the sprite names and 0 tics (i also got these problems on other mods i was working)
EDIT: What is that map?
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Mon Jun 26, 2017 11:09 pm
by comet1337
why is the pistol sound entirely in my left ear
also the shotgun
the ssg is very quiet
your bullet trails are way below the bullet projectile (protip: missileheight 8)
the mp40 bullet belt doesn't move when firing
flamethrower firing sound keeps playing when you run out of ammo
console gets spammed full of 'no ammo'
the guns are very inaccurate and shells are hard to come by
high cal bullets are abundant, but no gun that uses them is in sight
the lightning gun sprite shoots way below the crosshair
enemies drop 4X more stuff when flamethrowered
the bfg shoots above the crosshair
there's some animation inconsistencies between single and dual wielding
the recoil happens after shooting with all the weapons, more obvious with others (shotgun and explosive rifle)
left grenade launchers shoots downwards (also how are these going to be used against IoS?)
grenades are finnicky to use, they throw downwards and to the left (why???)
enemy bullet speeds vary massively between enemies and they all behave like chaingunners, firing constantly
i tried to pistol start map14 and couldn't get out the first area and kept running out of ammo on anything but the easiest difficulty
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Tue Jun 27, 2017 5:49 am
by Doomenator
I already spoke about this.
You need to pay more attention for the sound and convert all sounds to one format. I hope not to have to explain why stereo sound in the left channel?
In addition, stereo and mono sounds have different loudness at 0dB level. There's also a difference in the sound on different ports.
Similar problems exist on 80%(maybe more) of the mods.
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Tue Jun 27, 2017 6:39 am
by Expect No Mercy
Sorry if I correct you, but in proper german its "Kriegsland : Blutige Ordnung"
Looking forward to this.
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Tue Jun 27, 2017 6:25 pm
by Bofubutt
Expect No Mercy wrote:Sorry if I correct you, but in proper german its "Kriegsland : Blutige Ordnung"
Looking forward to this.
You're correct, but one minor nitpick: that's "bloody order." I'd recommend "die Blutordnung" ("the blood order"; I've actually seen this written in German before). The thing about German is that you can string a bunch of nouns together without modifying them and make one big mega-noun. Take, for instance, der Bezirksschornsteinfegermeister, which means "district chimney sweep" and is basically all three of those words glued together.
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Tue Jun 27, 2017 6:56 pm
by Dr_Cosmobyte
Whew!!!
First of all, thank you kindly for those feedback posts! It's good to see it.
Second, i actually couldn't reproduce some bugs, but i will double-check my code again, even if i had done it before.
Third, let's just answer some questions:
Also it is intentional that enemy tracers fly so slow?
What is that map?
The map is Warwick, i don't remember where i have downloaded it, but i bet it was doomworld. The thing is that it has custom classes and stuff, and i had to delete them in order to play with Kriegsland weapons.
About tracers, actually yes, but at the same time, i am not satisfied with them after some gameplay time... which also leads to this:
enemy bullet speeds vary massively between enemies
So i already thought on something, i just need to see if it'll work out.
how are these going to be used against IoS?
The Bonbenschuss and the Puls-Kanone can actually kill the icon of sin too.
they throw downwards and to the left (why???)
They were from Flakes Doom, and Flakes Doom had centered stuff. That's why they probably look weird. I barely changed the code.
animation inconsistencies between single and dual wielding
I've intentionally reduced the ticks timing on weapons to make it worth the dual wielding, and the machinegun bolts are intentionally missing a frame too. But if you're talking of offsets or anything else, i would really like to know this more specifically.
About the mod name from Expect No Mercy and Bofubutt
Sincerely, I don't really know which one is better. Blutorndung is really cool too. I'll think about something.
So, many many many thanks again to you guys, keep them comments coming!
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Tue Jun 27, 2017 6:58 pm
by Jeimuzu73
Speaking of long German names, I used to think the FMG from the Trailblazer stood for Fallschirmjägermaschinengewehr or "paratrooper machine gun". Maybe it was the side-mounted mag and scope that made it look like such.
But anyways, this mod is great but needs more work. Enemies should probably drop their weapons all the time because I have all these other ammo types that never get used. Also, why is the single Luger semi-automatic but the dual Lugers fully automatic? And what's the difference between them and the Mausers?
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Tue Jun 27, 2017 7:06 pm
by skyrish10
Jeimuzu73 wrote:
Also, why is the single Luger semi-automatic but the dual Lugers fully automatic? And what's the difference between them and the Mausers?
Dual Lugers do fully automatic to prevent tapping, the Mauser is the mod's only machine pistol anyway
the only missing for the mod is the Automatic Shotgun (Wolf TNO has already one of it)
Also will you do add the Allied weapons?
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Tue Jun 27, 2017 7:34 pm
by Dr_Cosmobyte
Skyrish10 is right, i didn't wanted the player to be obligated to mash buttons in order to fire with a so weak weapon as the dual lugers. While the Single Luger would be boring to shoot if on automatic mode. Hold the trigger and walk 'til you get the MP40.
BUT, Jeimuzu73 is also right when he asks the difference between the pistols. Once you get the dual MP40's, the game is basically on you. There's no 9mm dual weapon better.
So, what if i reduced the mauser/dual mausers spread and made them use the High Caliber Ammo? I know it actually uses 7,63 mm, but this is just a representation of some sorts, the low caliber doesn't really need to be a 9mm as well. Also, High Caliber ammo is present on many drops, it shouldn't be hard to find...
Anyway, those are just thoughts.
EDIT: About Allied weapons, not at the present moment. But i do plan an add-on with non-futuristic weapons. Maybe something slightly outta the right timeline, like the SKS, but it's not complete yet.
EDIT II:
this mod is great but needs more work
Sir yes sir! Thanks a lot, i'll work hard on it!
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Wed Jun 28, 2017 1:07 am
by RikohZX
Honestly, the Mausers, STGs and MPs make the rapid fires feel somewhat redundant, especially since the Mausers and MPs share ammo with the Lugers which have a slower pace but can be dual-wielded to do the same. Even if the Mausers were changed in ammo type, that's still three-and-a-half rapid fire weapons that mostly function the same. Also, I noticed that for some reason both Low and High Caliber ammo pickups only gave half of what the messages say, which makes it easy to run out of ammo amidst enemy jamborees if they don't frequently drop their much more ammo-sufficient weapon pickups.
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Wed Jun 28, 2017 5:53 am
by erni945
Very nice and interesting mod, which I was waiting for but I have one suggestion, could you add to the list of opponents zombies or mutants and would you fix the fall of the speed of the game when flying bullets?
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Wed Jun 28, 2017 11:42 am
by Black Rock Shooter
You've made some serious improvements since the first version, GAA. Since most of the issues I found have been already reported, I'll just say that you're on the right direction. Keep it up and I wish you good luck!
Re: (BETA) Kriegland : Blutig Ordnung
Posted: Wed Jun 28, 2017 8:06 pm
by Dr_Cosmobyte
RikohZX wrote:Honestly, the Mausers, STGs and MPs make the rapid fires feel somewhat redundant, especially since the Mausers and MPs share ammo with the Lugers which have a slower pace but can be dual-wielded to do the same. Even if the Mausers were changed in ammo type, that's still three-and-a-half rapid fire weapons that mostly function the same. Also, I noticed that for some reason both Low and High Caliber ammo pickups only gave half of what the messages say, which makes it easy to run out of ammo amidst enemy jamborees if they don't frequently drop their much more ammo-sufficient weapon pickups.
Hmmmm. Yeah, it'll be kinda hard to make each weapon distinct. The only way i can think of something is, making single weapons with tighter spread (since most of them you're holding with both hands, except for the luger), and giving bigger pitch changes and wider spreads for akimbos. And about ammo giving half of the needed, that's something i left aside and forgot to fix. I also forgot that enemy drops make everything come down to half. I'll try a way to round that.
erni945 wrote:Very nice and interesting mod, which I was waiting for but I have one suggestion, could you add to the list of opponents zombies or mutants and would you fix the fall of the speed of the game when flying bullets?
The cast is getting bigger and bigger, so i think i'll give a detailed list once we're on the 1.0 release. About slowdowns, well, there's not a lot i can do, but there are some options that can disable casings and smoke. That should give a boost on the performance.
Black Rock Shooter wrote:You've made some serious improvements since the first version, GAA. Since most of the issues I found have been already reported, I'll just say that you're on the right direction. Keep it up and I wish you good luck!
Thanks man! If you could see the size of the feedback list...
I have work for days. I just can't announce anything because i am getting very tired from work on those last days.
Probably i'll have more time to work this on the weekend. And i hope i can solve most of those issues.