Operation Schwarzfaust (formerly Operation Super Soldat)

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lukas
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Operation Schwarzfaust (formerly Operation Super Soldat)

Post by lukas »

Operation Schwarzfaust (Black Fist) - formerly known as Operation Super Soldat - is my first attempt at creating a mod for Doom and hopefully I will succeed in creating a mod that's fun to play.

Operation Schwarzfaust is a total conversion inspired by the Wolfenstein Games (mostly RTCW - Return to Castle Wolfenstein) - it will have new weapons, new enemies and new levels. It will take place during World War 2, and you will step into the shoes of an Allied Agent sent into enemy territory to stop Operation Schwarzfaust - whose goal is to create a ruthless army of the Undead.

Story

Recently, the Nazis discovered some ancient catacombs near castle Wolfenstein. The catacombs contained the remains of a medieval order of dark knights. A group of Nazi occultists known as the Schwarzfaust was sent to Wolfenstein to investigate. Operation Schwarzfaust was started; the occultists were going to attempt to resurrect the dark knights. You are an Allied Agent, sent to stop the Operation, but you are captured and brought to the dungeons of Wolfenstein to await interrogation. Now you have to escape, stop the operation and kill the Schwarzfaust leader - a man known as "The Geist" - at all costs.

Gameplay


Operation Schwarzfaust will have gameplay similar to RTCW - a mix of shooting and stealth... but mostly shooting. It has very similair enemies and weapons as in RTCW. As this is my first project - originality is not one of my top goals.

Here are the enemies you will encounter:
Spoiler:
I haven't begun working on the levels yet, but I finished all the weapons except the flamethrower (some of the weapons I coded myself in decorate, others I downloaded from Realm667). Here are some screenshots of the weapons in Doom2 levels :
Spoiler:
...and a video demonstrating how the weapons work:

Image

A video showing a battle with the Geist. Note : This is the old version of the Geist. I'll post a video with the new Geist soon.
Image

Credits

Mr. Green
- for his cool gore mod that I will use in Operation Schwarzfaust - http://forum.zdoom.org/viewtopic.php?f=19&t=24219
Laz Rojas - creator of WolfenDoom. I used some modified versions of sprites from WolfenDoom and it inspired me to make a Wolfenstein themed mod for Doom - http://www.doomworld.com/wolfendoom/index2.html
Wild Weasel - for his Axis & Abaddon weapon mod - http://forum.drdteam.org/viewtopic.php?f=5&t=20. I used his sub machine gun sprites for my sub machine gun. And for the HUD he made - http://forum.zdoom.org/viewtopic.php?f= ... 5&start=45.
Tormentor667 - for his Realm667 site - http://www.realm667.com/
ID software - for making Wolf3D, RTCW and Doom - http://www.idsoftware.com/
Randy Heit - for Zdoom - http://zdoom.org
Majik Monkee's Image World - http://mmimageworld.dugtrio17.com/
Captain Toenail - for his Nazi enemy resource. http://www.doomworld.com/idgames/index.php?id=15833

Please post comments, suggestions and any helpful ideas or constructive criticism.

Thanks in advance,
Lukas
Last edited by lukas on Fri Apr 09, 2010 8:24 am, edited 3 times in total.
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wildweasel
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Re: Operation Super Soldat

Post by wildweasel »

I like the looks of this one, I look forward to seeing your map design.
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chronoteeth
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Re: Operation Super Soldat

Post by chronoteeth »

While its not too much of a problem, generally speaking when it comes to weapon mods, you may wanna keep a consistent sprite theme (I.E. Center view or side view, as mixing them up tends to make it odd)
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lukas
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Re: Operation Super Soldat

Post by lukas »

I like the looks of this one, I look forward to seeing your map design.
Thanks for the comment. I have very little experience with mapping, so I'm not sure how the maps are going to turn out.
While its not too much of a problem, generally speaking when it comes to weapon mods, you may wanna keep a consistent sprite theme (I.E. Center view or side view, as mixing them up tends to make it odd)
Yes, I know. I will probably replace some of the sprites by the end of the project.

EDIT - I have a problem regarding this mod - http://forum.zdoom.org/viewtopic.php?f=3&t=25517
Any help will be greatly appreciated.

EDIT 2 - The problem is solved.
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lukas
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Re: Operation Super Soldat

Post by lukas »

A small update - I have finished 'The Geist', he will be a miniboss at the end of the first level - 'Escape from Castle Wolfenstein'

Here is a video that shows a battle with the Geist. For those that do not know, the level in the video is one of the two secret levels in Doom2, I didn't make it nor will I include it in the final version of Operation Super Soldat.

Image
Baphomet
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Re: Operation Super Soldat

Post by Baphomet »

Impressive! I look forward to seeing this mod in action. :mrgreen:

Word of advice: In the demo you posted of the Geist, there was music from RTCW. Put "ALL" RTCW songs in this mod.
Also, notice how the music in RTCW changes at times? Like when the situation becomes more intense? Do that too! :wink:
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lukas
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Re: Operation Super Soldat

Post by lukas »

Impressive! I look forward to seeing this mod in action. :mrgreen:
Thanks for commenting. :) I'm glad you like what I've done so far.
I only hope my below-average mapping doesn't ruin the rest of the mod. :(
Word of advice: In the demo you posted of the Geist, there was music from RTCW. Put "ALL" RTCW songs in this mod.
Also, notice how the music in RTCW changes at times? Like when the situation becomes more intense? Do that too! :wink:
Yeah, like when you kill all the enemies in the room - the music becomes slower. When more enemies appear the music becomes fast and intense. I'll most probably do that.
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chronoteeth
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Re: Operation Super Soldat

Post by chronoteeth »

The only thing that legit gets to me is the using of that machine gun for a bolt action rifle (it may not be that, but the action appears to be that way)
Baphomet
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Re: Operation Super Soldat

Post by Baphomet »

Another idea. Put weapon reloading into the mod. If making reload animations is too hard, then simply make the gun drop lower upon reloading, and have it raise up again when reloading is complete.
chronoteeth wrote:While its not too much of a problem, generally speaking when it comes to weapon mods, you may wanna keep a consistent sprite theme (I.E. Center view or side view, as mixing them up tends to make it odd)
I recommend side view, its more realistic.
CaptainToenail
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Re: Operation Super Soldat

Post by CaptainToenail »

This may be of use: http://www.doomworld.com/idgames/index.php?id=15833
Wolfenstein style projects always interest me, good luck with this :)
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lukas
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Re: Operation Super Soldat

Post by lukas »

Another idea. Put weapon reloading into the mod. If making reload animations is too hard, then simply make the gun drop lower upon reloading, and have it raise up again when reloading is complete.
Yeah, I already planned that, but I wanted to finish the enemies first.
I recommend side view, its more realistic.
I agree it is more realistic, but most of the weapon sprites I found are not side view, so expect the weapons to be mixed (side and center).
This may be of use: http://www.doomworld.com/idgames/index.php?id=15833
Wolfenstein style projects always interest me, good luck with this :)
Thanks, this is exactly what I need! :D
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hitmanx
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Re: Operation Super Soldat

Post by hitmanx »

No. If you do put weapon reloading into this mod, don't just drop it down, play some sounds then raise it agian. This isn't goldeneye. I hate hidden reloading, it's SO lazy and just looks amature.

If you really need help on weapon reloads, ask the community, i'm sure someone will help you. :)
Baphomet
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Re: Operation Super Soldat

Post by Baphomet »

hitmanx wrote:No. If you do put weapon reloading into this mod, don't just drop it down, play some sounds then raise it agian. This isn't goldeneye. I hate hidden reloading, it's SO lazy and just looks amature.

If you really need help on weapon reloads, ask the community, i'm sure someone will help you. :)
This is the type of reloading I was suggesting if lukas would have trouble doing proper reload animations. Its not the same as in Goldeneye. http://www.youtube.com/watch?v=0GPowcBN ... re=related.

But I agree with you hitmanx. He should do professional reload animations and get assistance if necessary. And of course, these reload animations should be like in RTCW! :D
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lukas
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Re: Operation Super Soldat

Post by lukas »

No. If you do put weapon reloading into this mod, don't just drop it down, play some sounds then raise it agian. This isn't goldeneye. I hate hidden reloading, it's SO lazy and just looks amature.

If you really need help on weapon reloads, ask the community, I'm sure someone will help you. :)
Well, I'm not sure I can do full reloading animations. I could ask for help, and if someone helps me - then great. If not, I'll have to do that hidden reloading or the reloading like in the video Baphomet posted.

I'll post another video soon that shows my progress so far.
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hitmanx
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Re: Operation Super Soldat

Post by hitmanx »

That kind of reloading is what i had in mind, i know goldeneye is different, but that is just as bad. I hate it, hate hate hate. But meh. Reloads can be tricky, especially if you have a limited number of frames.
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