[Wolfenstein: Blade of Agony] v3.1 released (p204)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Tormentor667 »

I am just uploading a gameplay video of the first mission, more at the first post in about 80 minutes when it is online... *ageslater*
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Tormentor667 »

PSTrooper
Posts: 191
Joined: Wed Oct 16, 2013 1:40 pm

Re: [WolfenDoom] Blade of Agony

Post by PSTrooper »

"AMI!!!"

Good stuff.
User avatar
xenoxols
Posts: 2128
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: [WolfenDoom] Blade of Agony

Post by xenoxols »

Remove the tracers. Otherwise level looks pretty; internet sucks so I only saw a bit of the video.
chelonian
Posts: 29
Joined: Mon Jan 19, 2015 12:43 pm

Re: [WolfenDoom] Blade of Agony

Post by chelonian »

xenoxols wrote:Remove the tracers. Otherwise level looks pretty; internet sucks so I only saw a bit of the video.
Why remove the tracer resources when they're such a integral part of the weaponry's function? Hell, even I've used them in a wad I never plan to release due to Weasel's (not wholly unjustified) reactions to people cannibalizing his stuff.

Hell, I even think I adapted them to make a Unmaker that fired tracers once.
User avatar
xenoxols
Posts: 2128
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: [WolfenDoom] Blade of Agony

Post by xenoxols »

Because the tracers were designed around doom levels. Tracers are not designed around wolfenstein/wolfendoom levels.
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Tormentor667 »

xenoxols wrote:Because the tracers were designed around doom levels. Tracers are not designed around wolfenstein/wolfendoom levels.
Said who?
User avatar
xenoxols
Posts: 2128
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: [WolfenDoom] Blade of Agony

Post by xenoxols »

Because wolfenstein games and wolfendoom mods are cover shooters, and tracers are for dodging, not for running to cover to avoid.
User avatar
Ozymandias81
Posts: 2062
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Ozymandias81 »

xenoxols wrote:Because wolfenstein games and wolfendoom mods are cover shooters, and tracers are for dodging, not for running to cover to avoid.
But we are in 2015!
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [WolfenDoom] Blade of Agony

Post by Jeimuzu73 »

Are there going to be other Allied weapons aside from the shotguns? Looking at your status bar, I don't see a separate counter for .45 ACP or 7.62 Tokarev, which implies you didn't include the Thompson or the Shpagin from Nazis.
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Tormentor667 »

@MJ79 - Actually all of the weapons were taken from wildweasel's Nazi-mod, although I removed a few of them as they are redundant in terms of firepower and behaviour. But there are other weapons from the Allied forces as well.

@Xenoxols - Making all the weapons hitscan is something I want to avoid, as it is more interesting in terms of gameplay to "dodge and avoid" projectiles. It's not always possible though because of their speed but it's more of a challenge and controllable than hitscan attacks.
User avatar
Nash
 
 
Posts: 17433
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Nash »

Those ultra-tall doors bother me. Is it not possible to make the player taller? Or scale the entire level and textures down to match all actors' heights? I understand the Wolf3D actors are not tall. Or perhaps scale all actors UP to match the tall doors, and THEN use PixelRatio 1.0 to balance it all out?
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Tormentor667 »

@Nash - This is something I want to take care as well, adjusting the viewheight of the player and adjusting the scale of the nazis. It won't be perfect but I am sure I can achieve something in between that feels okay.
User avatar
Nash
 
 
Posts: 17433
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Nash »

Yeah IMO I think in 2015 we already have enough tools to properly address the scaling problem that has been plaguing Doom modding for 20+ years... personally I would make the player and the nazis taller, and then mess around with PixelRatio at the end of the chain until it feels correct.
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WolfenDoom] Blade of Agony

Post by Tormentor667 »

What is this PixelRatio actually?
Post Reply

Return to “TCs, Full Games, and Other Projects”