Brutal Wolfenstein 3D 6.0-"Confrontation" Update!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
Something like.....
Brutal kriegsland?
Brutal kriegsland?
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
Wouldn't that mean that it's with the Kriegsland enemies? But yeah, something along that line. Keep your BW enemies but use Kriegsland weapons. To be honest I already tried to load both mods together but it doesn't matter which is loaded first, it's always BW. Maybe I'll try to make a enemy replacer from your BW, just for fun and testing.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
Or a enemy only version of BW. I am already preparing the Weapon pack fot the next updates of Kriegsland. Then both mods could be combined.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
free to make it.Honestly,i'm not thinking about making my mod compatible with others.SoundOfDarkness wrote:Wouldn't that mean that it's with the Kriegsland enemies? But yeah, something along that line. Keep your BW enemies but use Kriegsland weapons. To be honest I already tried to load both mods together but it doesn't matter which is loaded first, it's always BW. Maybe I'll try to make a enemy replacer from your BW, just for fun and testing.
Especialy,i don't want it compatible with Blade of Agony.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
I tried to achieve that but unfortunately my modding knowledge isn't good enough for that.GAA1992 wrote:Or a enemy only version of BW.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
ZioMcCall wrote:Something like.....
Brutal kriegsland?
Or how about, something even better... A BRUTAL WOLFENSTEIN MAP-PACK!!GAA1992 wrote:Or a enemy only version of BW. I am already preparing the Weapon pack fot the next updates of Kriegsland. Then both mods could be combined.
Then, we could play these great, remade maps but with any sort of mod! Perhaps even Vanilla Doom 2, yes? = ) I'm sure there's some interest in that! (i.e, MY interest!)
Btw, BW looks like an awesome mod, and I'm totally pumped to try it out.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
Wow this is great! Although I do want to point out that it is entirely possible to reload an M1 Garand mid-clip. You can take the clip out when you pull back the bolt. Or put individual bullets in.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
This is generally considered more difficult than simply firing off the remainder of the clip, though; a handful of games (Brothers in Arms, CoD: World at War) depict this by making a mid-clip reload take longer than an empty one.xenoxols wrote:Wow this is great! Although I do want to point out that it is entirely possible to reload an M1 Garand mid-clip. You can take the clip out when you pull back the bolt. Or put individual bullets in.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
I wanted to make it,but scrapped the idea.xenoxols wrote:Wow this is great! Although I do want to point out that it is entirely possible to reload an M1 Garand mid-clip. You can take the clip out when you pull back the bolt. Or put individual bullets in.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
But this makes sense. As far as I know you can't reload a M1 Garand mid clipZioMcCall wrote:I wanted to make it,but scrapped the idea.xenoxols wrote:Wow this is great! Although I do want to point out that it is entirely possible to reload an M1 Garand mid-clip. You can take the clip out when you pull back the bolt. Or put individual bullets in.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
Could you add a flashlight, like the one from Brutal Doom v21?
And a melee attack with the kar98 bayonet would be cool
And a melee attack with the kar98 bayonet would be cool
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
"....like in Brutal Doom v21....."muhnwalker wrote:Could you add a flashlight, like the one from Brutal Doom v21?
And a melee attack with the kar98 bayonet would be cool
I want make this clear once for all.
This is BRUTAL WOLFENSTEIN!NOT BRUTAL DOOM!
This project aim to have bloods and death animations as Brutal Doom and various other thing like kicks or taunts,BUT ONLY THIS!
I want a different gameplay and look for my mod and trying to don't make it like a stupid Brutal Doom's clone done in five minutes,as a lot people do.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
Youtube led me here, but I'd like to add a buck-fifty to the conversation.
A flashlight isn't exactly a good idea. This is the 1940's - at least 1944, if the STG-44 is in the game. Flashlights were - with very few exceptions - not mounted to weapons, and the military L-Bend flashlight was in use only by the Allies (correction from earlier claim that it hadn't been invented yet - I'd thought it was Korea when they came about, my bad). Thus, giving BJ a flashlight would require a separate "weapon," an actual handheld flashlight (presuming it was taken from the Axis troops), and deploying it would slow down game play, as one would have to pull out the flashlight, look around, then put it back and switch to a firearm.
There was a Luger variant made with a small flashlight attachment, but very few were manufactured, and the light put off by it would be marginal at best. The M3 "Snooper" rifle and the STG-44 Vampir sights used infrared lamps and optics that could see with them, but they were heavy and cumbersome to say the least - for a fast-paced mod like this, they'd be out of place, I think.
Basically, while it "could be done" it's not necessarily a good idea.
Now, regarding the Mod itself, there's a few things I'd like to address. Mainly in the descriptions of things.
The STG-44 uses 7.92x33mm, not 7.92x57mm (the K98k is chambered in 7.92x57mm).
Saying "9mm's Clip" made me wonder if I was picking up ammunition for the MP40 or the Luger - while they might use a common ammo pool, specifying if the item is a magazine for the Luger or the MP40 would be appreciated.
"You take the rifornements for you're Thompson" - I'm not going to give you shit for your English. I can't speak Italian, I'd sound like Peter Griffin, if I did, so that'd be hypocritical of me. May I suggest, instead, simply "Picked up .45ACP Ammunition"? Or something like that. If you'd like some assistance with English translation in other areas, I'd be more than happy to help.
All in all, I absolutely love the way this plays. It's literally done for Wolfenstein what Brutal Doom did for regular Doom/Doom II. This is really amazing.
A flashlight isn't exactly a good idea. This is the 1940's - at least 1944, if the STG-44 is in the game. Flashlights were - with very few exceptions - not mounted to weapons, and the military L-Bend flashlight was in use only by the Allies (correction from earlier claim that it hadn't been invented yet - I'd thought it was Korea when they came about, my bad). Thus, giving BJ a flashlight would require a separate "weapon," an actual handheld flashlight (presuming it was taken from the Axis troops), and deploying it would slow down game play, as one would have to pull out the flashlight, look around, then put it back and switch to a firearm.
There was a Luger variant made with a small flashlight attachment, but very few were manufactured, and the light put off by it would be marginal at best. The M3 "Snooper" rifle and the STG-44 Vampir sights used infrared lamps and optics that could see with them, but they were heavy and cumbersome to say the least - for a fast-paced mod like this, they'd be out of place, I think.
Basically, while it "could be done" it's not necessarily a good idea.
Now, regarding the Mod itself, there's a few things I'd like to address. Mainly in the descriptions of things.
The STG-44 uses 7.92x33mm, not 7.92x57mm (the K98k is chambered in 7.92x57mm).
Saying "9mm's Clip" made me wonder if I was picking up ammunition for the MP40 or the Luger - while they might use a common ammo pool, specifying if the item is a magazine for the Luger or the MP40 would be appreciated.
"You take the rifornements for you're Thompson" - I'm not going to give you shit for your English. I can't speak Italian, I'd sound like Peter Griffin, if I did, so that'd be hypocritical of me. May I suggest, instead, simply "Picked up .45ACP Ammunition"? Or something like that. If you'd like some assistance with English translation in other areas, I'd be more than happy to help.
All in all, I absolutely love the way this plays. It's literally done for Wolfenstein what Brutal Doom did for regular Doom/Doom II. This is really amazing.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
It would seem that you can reload the M1 Garand without firing all of the bullets first: https://www.youtube.com/watch?v=kXwHXymfmxYGadosen wrote:But this makes sense. As far as I know you can't reload a M1 Garand mid clipZioMcCall wrote:I wanted to make it,but scrapped the idea.xenoxols wrote:Wow this is great! Although I do want to point out that it is entirely possible to reload an M1 Garand mid-clip. You can take the clip out when you pull back the bolt. Or put individual bullets in.
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Re: Brutal Wolfenstein 3d V5.0[DEMO RELEASED]
I decided to give the Brutal Wolfenstein v5.0 Demo a try today. I was a little sceptical at first, but I have to say, I really had fun. Only played through the first 5 levels, and then died during the 6th, but it was great fun.
I did notice some issues with the secret walls, though. Firstly, they show up in the textured automap (though maybe you aren't meant to use the textured automap?). Secondly, you can push them more than once, which can sometimes cause them to block further secret walls or passages if they are in close proximity to each other. Thirdly, I did see one secret wall that failed to move far enough, meaning I could see through the small space what was behind the secret wall, but because it hadn't moved enough I couldn't get through. Nothing was game breaking in those first 5 levels that I completed, though.
I did notice some issues with the secret walls, though. Firstly, they show up in the textured automap (though maybe you aren't meant to use the textured automap?). Secondly, you can push them more than once, which can sometimes cause them to block further secret walls or passages if they are in close proximity to each other. Thirdly, I did see one secret wall that failed to move far enough, meaning I could see through the small space what was behind the secret wall, but because it hadn't moved enough I couldn't get through. Nothing was game breaking in those first 5 levels that I completed, though.