[WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

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Should I use the original Wolfenstein 3D enemy sprites?

Yes
24
63%
No
14
37%
 
Total votes: 38

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DenisBelmondo
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[WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by DenisBelmondo »

A project that I had in mind since last year. The Wolfendoom upgrade project consists of reprogrammed enemies and weapons in DECORATE as opposed to DEHACKED. I still haven't started the project but I'm working on the sprites. Here's a preview:
Spoiler:
The pistol was from Rise Of The Triad. The muzzle flash and third frame of the pistol were shamelessly ripped from Wild Weasel's ww-ana.wad. So was the MP40. All I did was place "Agent Zero" sleeves on it to make it look like BJ's. The minigun was ripped from Wolfenstein 3D Jaguar screenshots I made from an emulator; same with the rocket launcher and the flamethrower.

I will make separate .WADs for all versions of Wolfendoom, since they all use different graphics and such. Right now I'm working on the Second Encounter upgrade.

P.S I know the Gatling-gun is terribly re-sized, I'll worry about that later.
Last edited by DenisBelmondo on Wed Apr 14, 2010 8:40 pm, edited 6 times in total.
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Snarboo
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Re: [WIP]Wolfendoom Uprage

Post by Snarboo »

What you have looks good so far. Only advice I can give you is for the pistol: the hand holding the pistol in the recoil frame doesn't look quite right. Perhaps you should adjust the hand so it looks like it's moving from the recoil? Even a small caliber pistol like the PPK has a bit of recoil, enough to rock your hand back when firing, and if that's a 9mm or .45 pistol it will have much more. Maybe you should also animate the hammer on the pistol so that it drops when fired?
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JoeyTD
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Re: [WIP]Wolfendoom Uprage

Post by JoeyTD »

Snarboo wrote:What you have looks good so far. Only advice I can give you is for the pistol: the hand holding the pistol in the recoil frame doesn't look quite right. Perhaps you should adjust the hand so it looks like it's moving from the recoil? Even a small caliber pistol like the PPK has a bit of recoil, enough to rock your hand back when firing, and if that's a 9mm or .45 pistol it will have much more. Maybe you should also animate the hammer on the pistol so that it drops when fired?
Spoiler:
our use my ROTT handgun
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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage

Post by DenisBelmondo »

That's weird, I was just about to PM you if I could use your ROTT handgun sprites, JoeyTD :?

Also I couldn't find a blood hand that looks like it's being affected by recoil, but thanks for the advice.
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Sonnyboy
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Re: [WIP]Wolfendoom Uprage

Post by Sonnyboy »

I believe a trick was pulled in Beautiful DooM, where the hand was stretched vertically, only slightly, to simulate a hand recoiling from the shot of a pistol. You might try that. Either way, the hand is unnacceptable as is.
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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage

Post by DenisBelmondo »

I fixed up the hand and used JoeyTD's pistol frames. I still haven't fixed the recoil frame...
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Duducrazy
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Re: [WIP]Wolfendoom Uprage

Post by Duducrazy »

you could also recolor those sleeves to gray.
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ZDG
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Re: [WIP]Wolfendoom Uprage

Post by ZDG »

The rocket launcher fire is awesome.
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printz
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Re: [WIP]Wolfendoom Uprage

Post by printz »

Looks like a clown to me.
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A.guy
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Re: [WIP]Wolfendoom Uprage

Post by A.guy »

Jaguar sprites + 3DO sounds + new level design

please! :geek:
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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage

Post by DenisBelmondo »

A.guy wrote:Jaguar sprites + 3DO sounds + new level design

please! :geek:
When you say Jaguar sprites, I hope you're not talking about the enemies because they only have sprites in one direction, also the weapon sprites don't animate as well as I thought they would in Doom; and I am incapable of ripping 3DO sounds. On the bright side, Macintosh sounds share the same sounds as the 3DO version. I can make a separate .wad, however, containing 3DO music because I've always found it superior to all the others.
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A.guy
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Re: [WIP]Wolfendoom Uprage

Post by A.guy »

Nosehair26 wrote:When you say Jaguar sprites, I hope you're not talking about the enemies because they only have sprites in one direction, also the weapon sprites don't animate as well as I thought they would in Doom
i was talking about the weapons actually, the only good Wolf3D enemy sprites are probably inside Doom II, as odd as that sounds
Nosehair26 wrote:I am incapable of ripping 3DO sounds. On the bright side, Macintosh sounds share the same sounds as the 3DO version. I can make a separate .wad, however, containing 3DO music because I've always found it superior to all the others.
i didn't know, but you're right, they are the same sounds :) and yes, the 3DO Wolf music is awesome, same as the 3DO soundtrack for Doom
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NeuralStunner
 
 
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Re: [WIP]Wolfendoom Uprage

Post by NeuralStunner »

Some good Wolf-worthy enemy sprites here.
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AFADoomer
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Re: [WIP]Wolfendoom Uprage

Post by AFADoomer »

Nosehair26 wrote:... reprogrammed enemies and weapons in DECORATE as opposed to DEHACKED.
You can kind of get this effect by loading the WolfenDoom wads on top of my Wolf3D TC (you have to load it with the doom2 IWAD as another PWAD for resources and a new MAPINFO lump as well). I specifically set up the decorate replacements to put the correct actor in place of their respective dehacked enemies (though there are some oddities, since he used hacked monsters inside of walls as ambient sound sources - but that could easily be added).

Granted, this only works for the standard Wolf3D/SoD enemies, not for Laz's additions, and is more authentic to the enemy behaviors in the original game, and less so to WolfenDoom, but it could be a start.

Some of his levels (i.e., 2nd_enc.wad) are next to impossible with all of the hitscan enemies around...
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printz
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Re: [WIP]Wolfendoom Uprage

Post by printz »

I really like the name, Uprage. But it sounds stronger than "Upgrade", which is probably what this thread is about. It sounds as if there'd be more levels.

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