Wolf 'en Doom Lite Classic 2.1 [completed]

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Re: Wolf 'en Doom Lite V.1

Postby GruigiGamez » Sun Jun 27, 2021 1:42 pm

JoeyTD wrote:added that in plus fixed the strip and rifle ammo box sprites with a quick patch


thanks
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Re: Wolf 'en Doom Lite Classic

Postby JoeyTD » Tue Jun 29, 2021 2:09 pm

little update

patch note:
-Fixed TITLEMAP
-Added in RtD officer
-Fixed walking speed for basic enemies
-Added in RoTT gibbing Xdeath for human enemies
-Added fake pickup for duel pistols that act like extra pistol from RoTT
-Rework on the spear of destiny
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Re: Wolf 'en Doom Lite Classic

Postby JoeyTD » Mon Jul 05, 2021 12:11 am

Update

patch note:
-Fixed up the rocket launcher and flamethrower HUD sprites
-Added more frames to rocket launcher, flamethrower, SSG, and Rifle
-Added blood effect
-Added in a fading pool of blood to killed enemies
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Re: Wolf 'en Doom Lite Classic 2.0

Postby JoeyTD » Sat Jul 10, 2021 10:25 pm

Update to version 2.0

patch note:
-re-workd the Spear of destiny
-fading pool of blood are now flat textures
-Added heated food
-Added flying blood effects
-Added new frames to the kick
-Removed a odd code that made the crouching act different from standing
-Added a new armor for blue armor slot
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Re: Wolf 'en Doom Lite Classic 2.0

Postby JoeyTD » Wed Jul 14, 2021 9:50 pm

small patch, thanks to LossForWords for telling me about some of bugs


patch note:
-no more STBAR fighting with other custom STBAR
-Renamed missile and pistol firing frames
-Added more blood effects to mutant
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Re: Wolf 'en Doom Lite Classic 2.0

Postby JoeyTD » Sun Jul 18, 2021 1:40 am

Since I can't find anymore or get reports of bugs or errors to fix and being I'm out of ideas to add stuff to this mod, I guess I can finally warp up this mod.

thanks for the help and hope you finally can enjoy the mod.

last patch
-Added in custom mugshots for death by rocket, fire, and needle.
-Switched around a few of the weapons slots
-lowered the health of some of the bosses
-Added new health items
-added a alt-reload for the rifle (little throw back to VaF)
-re-added the shotgun in but you have to summon it to get it.
-secret weapon and dead bodies weapons can no longer be cheat given
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Re: Wolf 'en Doom Lite Classic 2.0

Postby armymen12002003 » Sat Jul 24, 2021 4:54 pm

good mod but i noticed a bug when you encounter a blue ss he doesn't attack until you attack him.
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Re: Wolf 'en Doom Lite Classic 2.0

Postby JoeyTD » Sat Jul 24, 2021 5:43 pm

armymen12002003 wrote:good mod but i noticed a bug when you encounter a blue ss he doesn't attack until you attack him.

his spawn state was set a -1 .... whoops
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Re: Wolf 'en Doom Lite Classic 2.0

Postby armymen12002003 » Sat Jul 24, 2021 5:58 pm

Oh ok lol
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Re: Wolf 'en Doom Lite Classic 2.0

Postby JoeyTD » Sat Jul 24, 2021 6:07 pm

armymen12002003 wrote:Oh ok lol

should work now, any more bugs or errors please let me know.
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Re: Wolf 'en Doom Lite Classic 2.0

Postby armymen12002003 » Sat Jul 24, 2021 6:26 pm

JoeyTD wrote:
armymen12002003 wrote:Oh ok lol

should work now, any more bugs or errors please let me know.


it works now and i think i should also mention there's no title music or intermission music
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Re: Wolf 'en Doom Lite Classic 2.0

Postby JoeyTD » Sat Jul 24, 2021 8:56 pm

armymen12002003 wrote:
JoeyTD wrote:
armymen12002003 wrote:Oh ok lol

should work now, any more bugs or errors please let me know.


it works now and i think i should also mention there's no title music or intermission music

knew I forget something. updated the file with music.
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Re: Wolf 'en Doom Lite Classic 2.0

Postby armymen12002003 » Sat Jul 24, 2021 8:57 pm

thank you :)
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Re: Wolf 'en Doom Lite Classic 2.0

Postby JoeyTD » Thu Jul 29, 2021 6:29 am

patch Note:
-Added in a Lighting gun into slot 6
-Re worked on the trail effect for the rocket and flame missiles
-Fixed brightmaps for few guns
-Removed small font and needless stuff
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Re: Wolf 'en Doom Lite Classic 2.0

Postby Cardboard Marty » Fri Jul 30, 2021 10:49 am

Really like the lightning gun! Very stylistic yet fits right in the Wolfenstein aesthetic.

A couple of quick notes/feedback:
  • Not entirely sure why it seems like sometimes the SS just get knocked down rather than dying. It isn't super fun to wait for them to get back up (and sometimes it seems like they don't despite using the alternate knock-down animation?)
  • I feel like the rifle needs to be buffed a bit to make up for the delay between shots, it doesn't feel nearly as powerful as it sounds. I'm not sure which weapon it replaces but I think increasing the damage shouldn't throw things out of wack too much.
  • Is there any advantage/disadvantage for using the fist versus the knife?

Overall, I'm really digging how this coming along! I feel like the enemies do deal a ton of damage (which might be in line with Wolf3D), but the weapons feel fantastic otherwise. Great work and hope to see more soon!
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