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Coop would be awesome! I would love to play with my brother as well, as we played brutal wolf!
2.0 version I think was almost working even if not tested much yet (most probably some cheat needed sometime), 3.0 goes out of sync almost immediately I suppose due to too many zscripts, I noticed this even in other recent mods, however if you are planning it I'm really happy!
Great job once again, I'm currently playing it in my little free time
Once finished I would be pleased to join coop testers as well!
Desyncing due to "too many ZScript" is preposterous. Hideous Destructor is one of the most complex ZScript mods out there, and playing coop with that is perfectly fine. It all depends on the programmers and how their work goes together with GZD's synchronization. Anything that goes differently from one player to another will always cause desyncs, no matter the language used.
yes my bad, I've just tested 3.1 with newer version of gzdoom and doesn't desync as 3.0, I tought about that because of what I encountered before with other things but seems they were just coincidences.. I apologize
Anyway I'm happy to hear that.
I was enjoying this mod until I reached chapter 3. Although most of the mod seems to be masterfully made, I have only played two missions in chapter 3 and both have proved impossible to complete without a guide. I am constantly getting lost and running in circles, desperately searching for the one hidden switch or clue I might have missed. In the first mission, I found a green key and was left completely baffled, since I had not encountered any doors or switches that it might fit. All the advice and hints at that point suggested that I was supposed to be investigating the gas refinery, but this turned out to be a red herring. I eventually looked up a guide which showed me precisely where the green switch was, which required me to backtrack and leave the refinery that I had been searching fruitlessly for hours.
Now I am playing the secret mission, and have reached "Area 3", but I am once again completely stuck. All of the doors are closed and all of the passages lead to dead ends. I was able to locate and use a rusty crank, but there don't appear to be any more switches or passages to investigate.
EDIT: I eventually used a guide to determine that the switch I needed to advance was located up a slope that I had ignored, since it blended into the walls.
Truth is, I'm not sure whether this is simply me being dense, but it seems to me as if some of the switches are placed in rather odd places. They're not really obscure, but the switches I've been searching for just don't seem to stand out at all.
IDKrisis wrote:I was enjoying this mod until I reached chapter 3.
I hate telling people to "tough it out" and slog through a game you're not enjoying, but the back half of E3 is much stronger than the front, with the final map being an absolute banger.
Truth is, I'm not sure whether this is simply me being dense, but it seems to me as if some of the switches are placed in rather odd places. They're not really obscure, but the switches I've been searching for just don't seem to stand out at all.
Yeah, the game can be very confusing... and it used to be worse.
I've finished a full playthrough of all 3 episodes, it took about two weeks, a lot content to get through, which is a good thing. I searched and found a 3.0 release as I hadn't played the mod before and didn't want anything censored.
Here is my feedback:
Spoiler:
-Very detailed and expansive level design made me sometimes forget this was a Doom engine game. Nicely done.
-I have a fairly powerful machine, Ryzen 3600X, 64GB 3600 ram, GTX 1080ti and still some maps brought my machine to it's knees, Particularly the first Berlin map, performance kept dropping as the map went on until eventually the game was stuttering so bad I had to use god mode to get though it and had around 5-10 fps
-Never really had too hard of a time figuring out where to go or what to do but that may be just because I tend to explore every last nook and cranny, and often try to get to places I'm not supposed to be (without nocliping as the would kill the challenge)
-As a result of the above, I generally managed to find most of the secrets on my own and the rest usually could be found with the help of the hint paper. Only 2 or 3 times did I have to cheat to find some secrets and once I had to open a map editor to find one (the one under a book shelf before you board the train in the second episode)
-Several times while exploring I managed to get into places I couldn't back out of without cheating(behind boxes, between trees, etc...)
-There were several times when I got to the end of a map without realizing it and was unable to go back for secrets and equipment. I often had to load and in one unfortunate case (the end of the second Berlin map), I had just saved as the screen began to fade as was unable to stop the transition to the next map, very annoying!
-The most frustrating and annoying map (and for the most part the only one) was the secret zombie map in episode 3, it started alright and the endless hoard of zombies didn't really become a problem until I got to the city. In the city there were just too many zombies, particularly the ones with MP-40s and it made it very difficult to move around without losing some HP. It probably would have been bearable if not for the constant spawning boss zombie which was the straw that broke the camels back for me. I ended up using god mode for the rest of the map and mdking the boss every time he spawned. Very frustrating.
-As surprising as it is considering this is a Wolfenstein themed game, the most enjoyable maps were the ancient temple maps, they gave me a lot of Tomb Raider vibes and triggered a lot of nostalgia, they were very well done. I also enjoyed the astrostein maps quite a bit up until the final boss fight which sucked.
-I played on the normal difficulty and for the most part didn't have much issues with it being to hard or too easy although I tend to save scum every engagement and often load if I take much damage which may contribute to why I often had an abundance of health I did not need
-Most of the inventory items I did not use much, particularly the health items seemed unnecessary to me and I almost never remembered to use any of the powerups during boss fights, the land mines also seemed mostly useless. I used grenades fairly regularly however. I hardly ever used the compass as it wasn't usually needed.
-Most of the bosses where rather easy, Hitler was particularly a joke to fight as he melted so quickly, I never needed any health items or powerups in the one fight I thought I would. The one boss who was frustrating was James Ryan, I lacked any power weapons that could easily melt him in the close quarters environment and his constant healing was extremely annoying. It took several tries to beat him without cheating. Easily the hardest boss in the game. Second time around, I just melted him the blade.
-One of the biggest disappointments for me was the extremely limited arsenal. I was fully expecting there to be an STG-44 and was extremely disappointed each episode I got to and it wasn't there. It also didn't make much sense to me at all that everyone including all the allies were using MP-40s. Where are the Thompsons, Garands, and pretty much all the rest of the allied arsenal?
-Apart from the max health increasing items and the backpack, the shop mostly seemed kinda of useless, the weapon selection was tiny and you could usually find whatever was being sold on the mission anyway. In particular, why would I ever want to buy a pistol, the weapon is mostly useless and completely redundant once you find a submachinegun.
Overall I enjoyed the game and thought it was pretty well done and executed for the most part. It is obvious a lot of time, effort, and passion went into it. Well done.
22alpha22 wrote:-One of the biggest disappointments for me was the extremely limited arsenal. I was fully expecting there to be an STG-44 and was extremely disappointed each episode I got to and it wasn't there. It also didn't make much sense to me at all that everyone including all the allies were using MP-40s. Where are the Thompsons, Garands, and pretty much all the rest of the allied arsenal?
From what I gathered in the HQ when you first start the game, the Allies have been getting their supply lines intercepted by the Nazis, resulting in them using anything they can find and salvage. I believe that's also the reason why your weapons and ammo are cleared after every mission, to be passed around and rationed.
I did cobble up an addon to sort the variety problem out, if you're interested, heh.
Hello everyone, we are still working on 3.2 release, which will have multiplayer compatibility fixes and lots of new improvements, specially for addons seen in 3.1, menues, gameplay and bugfixes.
But do not forget to vote us on ModDB for Mod of the Year competition! Stay tuned
I noticed that 3.1 seems to have a lot of function that don't have an appropriate option menu to switch on or off, stuff like the indicators or even binds for weapon/item dropping or querying. Any chance that they might get reintroduced for 3.2? I imagine the latter would be very useful for custom addons, particularly dropping to prevent redundancy (and I've used item dropping for various uses too like marking mines so I can pass through areas without using mine sweepers again and wasting them).
I also saw that Wolfenstein wipes your weapons from Gotterdammerung now, including the UMG43. I don't think I ever did found another one in Wolfenstein, shouldn't it be atleast put as an optional objective or something? Seems odd to have the finale but not have all the weapons available.
Ozymandias81 wrote:Hello everyone, we are still working on 3.2 release, which will have multiplayer compatibility fixes and lots of new improvements, specially for addons seen in 3.1, menues, gameplay and bugfixes.
But do not forget to vote us on ModDB for Mod of the Year competition! Stay tuned
Yeah, vote for us guys if you loved what we do
Everyone has his/her nitpicks, but everyone can see how much dedication, love and effort went into this - for so many years.
How much creativity, detail, inspiration and research.
Ozymandias81 wrote:Hello everyone, we are still working on 3.2 release, which will have multiplayer compatibility fixes and lots of new improvements, specially for addons seen in 3.1, menues, gameplay and bugfixes.
But do not forget to vote us on ModDB for Mod of the Year competition! Stay tuned