Hm, which doors in particular you think should be visible on cameras placed potentially next to switches that open them?ZikShadow wrote: ↑Thu Apr 25, 2024 11:58 am It would be a good idea to do for doors that are visible through cameras, adding something to make them look distinct that players can recall better where the aforementioned unlocked doors were after the player uses the switch. A poster next to them, a distinct statue, something that's easily recognizable on a low resolution screen.
On that note, would probably be a good idea to move the cameras to areas that the players have previously been before instead of ones that they haven't. Recalled one camera in E6M1 that was pointing at a corridor that the player hasn't seen before, which kinda defeats the purpose of the cameras if they're meant to tell the player where to go next.
[Reds Over World] ROWAn - A Reds Over World Addon
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- WojtTheDoomer2K
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
Hmm, I'd have to replay the entire mod again to get a comprehensive list, but it's really cases like these that I'm particularly against.
Here's an example from E1M4. The player so far has only seen the former, but the camera that's next to the switch is inside of the door. How can players tell that this particular door is what opened when they haven't seen what the other side looks like?
Even outside of the gameplay design argument, security areas that have remote access would probably have the camera on the outside so they can see who's trying to get in before allowing them through.
Don't mind the HUD element on the top left, I was running Gun Bonsai.


Here's an example from E1M4. The player so far has only seen the former, but the camera that's next to the switch is inside of the door. How can players tell that this particular door is what opened when they haven't seen what the other side looks like?
Even outside of the gameplay design argument, security areas that have remote access would probably have the camera on the outside so they can see who's trying to get in before allowing them through.
Don't mind the HUD element on the top left, I was running Gun Bonsai.


- skyrish10
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
ZikShadow wrote: ↑Tue Apr 09, 2024 9:30 pm I believe I replaced Hannibal's, the first boss you meet in E3M3, the Chinese lines, American lines (both infantry and gasmasked ones), the Arabic lines, the player (to differentiate it from BoA's), and the STALKER bandit lines used for some of the Soviet soldiers. I would like to have more native language speeches instead of accented English (or shared lines in general) for enemies in other countries like the Romanians, Yugoslavians, North Koreans, and so on, but I currently do not possess the assets for such an endeavor.
Crysis has North Korean voicelines you can get (Fun Fact: Korean speaking enemies are only on the highest difficulty)
- WojtTheDoomer2K
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
They were my first idea, but I can't find them anywhere online.skyrish10 wrote: ↑Fri Apr 26, 2024 5:52 amZikShadow wrote: ↑Tue Apr 09, 2024 9:30 pm I believe I replaced Hannibal's, the first boss you meet in E3M3, the Chinese lines, American lines (both infantry and gasmasked ones), the Arabic lines, the player (to differentiate it from BoA's), and the STALKER bandit lines used for some of the Soviet soldiers. I would like to have more native language speeches instead of accented English (or shared lines in general) for enemies in other countries like the Romanians, Yugoslavians, North Koreans, and so on, but I currently do not possess the assets for such an endeavor.
Crysis has North Korean voicelines you can get (Fun Fact: Korean speaking enemies are only on the highest difficulty)
- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
Was thinking of playing ROWAn with regular ol' Doom 2 mapsets, so I went and cobbled up some wirejammers. Only works with ROWAn loaded due to the extra code being particularly specific, like redefining the Mounted PKM to not need map ACS-specific scripts. You're not playing vanilla ROW's stuff with these. Works quite nicely to extend the playtime a bit.
Wirejammers!
Wirejammers!
- WojtTheDoomer2K
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- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
Oh, nice. A full ammo revamp, hmm? I'll have to make a note of that for when 2.0 rolls around and I have to adapt it for ROWAn.
- WojtTheDoomer2K
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
I plan on adding seperate ammo for the guns like you and other people suggested; I realized that this adds a interesting dynamic to the gameplay. The only issue I sill have when it goes to fixing guns is the HUD displaying how much ammo is left before reloading.
- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
ROW got updated again while I wasn't looking, so I'm taking the time to also set up a change that I've been wanting to do for a long time.

During my last replay of 1.1, I've been taking notes on the times where the radio messages convey an objective that is then not really all that clear. Especially since a lot of the times, players solve objectives in the order that might put them as far away as possible from the actual progress. Took the time to sort out the particularly egregious examples:

During my last replay of 1.1, I've been taking notes on the times where the radio messages convey an objective that is then not really all that clear. Especially since a lot of the times, players solve objectives in the order that might put them as far away as possible from the actual progress. Took the time to sort out the particularly egregious examples:
Spoiler:On top of that, I've also made the rocket turrets in E5M4 destroyable. Getting shot by rockets through fog is already annoying, but there's just no info telling the player that they're indestructible. There's practically nothing to differentiate said turrets from regular ones seen in the field aside from sandbags that barely protect regular infantry in all other circumstances. A player could've wasted tons of resources trying to destroy them, thinking that they're just missing their shots, only to find out that they're indestructible. Replacing those for consistency just feels right.
Last edited by ZikShadow on Thu Jan 30, 2025 2:13 am, edited 1 time in total.
Re: [Reds Over World] ROWAn - A Reds Over World Addon
i think you should try to make this mod standalone and work without the main mod in other words:without the wirejammers beacuse the mod is like 800 mbs or more wich is rather large for a classic doom mod.although there arent many good mappacks to use with it.
- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
Too much of this mod relies on ROW itself for me to make it standalone. Some of the weapons still straight up use ROW's actors for both ammunition and projectiles fired, for instance.
- WojtTheDoomer2K
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
About that Content ID thing - most of the music should be fine because it comes from old video games, mostly Command & Conquer and Far Cry 1. The only one people might have issues with is the one in E2M3, which is from the soundtrack of Chronicles Of Narnia, which you already replaced (I think...).
- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
You might be surprised on what YT gets on a strop with. Not too long ago I found out that the main menu track was apparently enough to set it off, you can kinda see bits of Icarus' stream that had it muted on YT unlike the Twitch version that kept them intact. Had it replaced on my end as well.