[Release]Wolfenstein 3D Bosses rotations.

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armymen12002003
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by armymen12002003 »

PSTrooper wrote:I finished the bat's missing attack rotations and added them in. I don't feel like doing a gif for them, but here's a preview of them.

Image

Also I touched up the doberman some more, and replaced the old Lost SS pain rotations with ArmanAhmadi's updated ones he supplied.
http://www.mediafire.com/download/1mdnh ... ECWolf.zip
Nice job on these hey could you do full firing rotations for the AstrosteinSS?
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by PSTrooper »

UnTrustable wrote:Veeerryy nice Dobberman :wub:

..and Bat.

At the moment im stuck in making rotations to the bosses.
My day job takes to much energy, time, and money.... :cry:
Thanks. I totally understand about that. I'm not able to work on anything right now either, because I'm in the middle of moving.
spforce wrote:can you do please rotations for the mutant guard and mutant ss from mutantstein?
armymen12002003 wrote: Nice job on these hey could you do full firing rotations for the AstrosteinSS?
I mean I could do them, but from what I see, some of the sprites look to be simply the original Wolfenstein ones with the colors changed. I think it would make more sense to post a tutorial somewhere on how to do proper color palette swapping on sprites, if one doesn't exist already, since it really is the easiest thing in the world if you know how. I'll let you guys know if I get that made. But that doesn't mean I won't do the more elaborate sprites, as long as they have an angled sprite to base my source on. That's why I've not done any bosses myself. I admit they're too hard for me right now.
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UnTrustable
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by UnTrustable »

Thanks all for the understanding.
As soon as i can, ofcourse i will continue.
In the meanwhile im doing a remake of a Wolf3D map but in full 3D floors....

I doubt i can pull it off, but the idea is to make a column of 9 floors on top of each other, so that players can go back to the previous floors.
Im almost done with floor 1.
Anyways, this may be off topic, but i just wanted to show you guys, im not doing nothing. :3:
Spoiler: WolfMap01_Coop_0002.png
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armymen12002003
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by armymen12002003 »

UnTrustable wrote:im doing a remake of a Wolf3D map but in full 3D floors....

I doubt i can pull it off, but the idea is to make a column of 9 floors on top of each other, so that players can go back to the previous floors.
Im almost done with floor 1.
Spoiler: WolfMap01_Coop_0002.png
Oh nice it looks good i got my fingers crossed man
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by Blzut3 »

UnTrustable wrote:In the meanwhile im doing a remake of a Wolf3D map but in full 3D floors....
May I ask what the point is? The player wouldn't know the difference between a 10 floor column and being teleported to another section of the map a la ROTT. Well besides the frame rate probably being better with the teleport method. :P
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by VGA »

Maybe an accurate working elevator, a recreation of the original one? That would be a remarkable novelty.
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UnTrustable
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by UnTrustable »

Blzut3 wrote:
UnTrustable wrote:In the meanwhile im doing a remake of a Wolf3D map but in full 3D floors....
May I ask what the point is? The player wouldn't know the difference between a 10 floor column and being teleported to another section of the map a la ROTT. Well besides the frame rate probably being better with the teleport method. :P
I dont know...Maybe because i want to do it the hard way..?
Maybe because i LOVE 3D floors?
Maybe redoing the Wolf maps is already been done by others?

But you're right about the framerate issue.

Anyways, this 3D project is not the only thing i wanted to make.
The main thing was making an invasion wad related to Wolfenstein 3D.
This 3D map set was just an extra thing, IF i can pull it off.
Spoiler: Title Screen
I also came up with 1 or 2 different coop-gamemodes that goes perfectly with Wolfenstein 3D.
For now everything is kinda a secret.
When i complete the source wad (includes all Boss rotations) i might call up some of you guys to make maps, for those gamemodes.
But thats all for later....much later next year or maybe even the next year after that...
VGA wrote:Maybe an accurate working elevator, a recreation of the original one? That would be a remarkable novelty.
That's a sure thing. It will work like the Blake Stone's elevator, so you can always return to the other floors to gather the ammo or health you have left behind.
Dont worry about the key thing, i'll think of something, like more key types.
Whatever i have now, is still kinda buggy, so i cant show much right now.
Only the luger pistol works.
Knife is not done, Machine- and chaingun fails for some unknown reason, but i'll figure it out... some day :P
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armymen12002003
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by armymen12002003 »

UnTrustable wrote:
Spoiler: Title Screen
Nice love this title screen :rock: :thumb:
Last edited by armymen12002003 on Mon Oct 06, 2014 10:42 pm, edited 1 time in total.
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Sgt. Shivers
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by Sgt. Shivers »

That's a really fantastic title screen, looks like the project will be full of action.
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by Captain J »

Hope spear of destiny title screen can be changed lil' bit if you're going to remake it, too!
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UnTrustable
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by UnTrustable »

I have not tried Spear Title screen. But its kinda difficult to have only the top tower in the screen, and then fill it up with nazi-troops.
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by PSTrooper »

UnTrustable wrote:Thanks all for the understanding.
As soon as i can, ofcourse i will continue.
In the meanwhile im doing a remake of a Wolf3D map but in full 3D floors....
I'm sure these might come in handy, if you haven't already seen this. http://forum.zdoom.org/viewtopic.php?f=37&t=46658

I've also updated (finally) the Spritefix and Rotations Project with new attack rotations ArmanAhmadi made for the Green Guard. All that's left is the Lost Mission's Officer and pain rotations for a few non boss enemies.
Image
http://www.mediafire.com/download/1mdnh ... ECWolf.zip

This update also includes finalized updates to the Doberman attack rotations I made, (one thing to know is I'm never satisfied with my work), updated rocket frames for front and back sprites, which I made using both, a voxel I made of the Wolfenstein rocket, and UnTrustable's front and back sprites I was using before, as a base.

I don't have internet at my new place right now, so I can't update as often right now, but in the meantime, I'm working on a vanilla compatible version of the Sprite fixing project that only includes the fixes and not the extra rotations, since I've gotten a few requests for one.
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UnTrustable
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by UnTrustable »

Okay okay, i have stopped developing Wolfenstein 3D map in GZDoom 3D floors.
Not because i failed, but because the engine failed.
It appears the ZDoom engine or GZDoomBuilder cannot handle more than 255 3D floors TAGS in 1 map.

https://www.youtube.com/watch?v=n-e5G_WSD1M&list=UUB-voh3vCrgodk9hdxlaDyQ

If there is a way to overcome these limits, im happy to hear it.
I had almost done floor 1 and floor 2.
The only thing i had to do is the elevator itself that moves to floor 3.

Im going to continue the invasion part as soon as im able to.
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by UnTrustable »

Spoiler: Guard with Swastika armband
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Re: [Release]Wolfenstein 3D Bosses rotations.

Post by Captain J »

Great comeback, untrustable! :D

anyway i always wondered that why he have the lost levels' blue pistol unlike the original grey one, though. oh, also he bleeds a lot when he rotates at the pain state unlike the first one, too.
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