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and hell, they even used my awfully coded and sprited elite soldats without problems as well! i really appreciate for it.
oh, and btw. i'm about to make the another elite soldat who uses chaingun or any other heavy weapons only for this mod. if i can take some free-times to do so.
since i cant run the gzdoom 2.1 opengl render, and this isnt compatable with 1.9 or lower, i have to run software, so everything is kinda grey-ish, adds to the experience kinda, so far im enjoying it quite well! how many episodes are planned to be added?
If you're that eager, you can always grab the current snapshot from GitHub. I've even just added a small batch file to it to build a .pk3 of the game for you. Just hit the "Download ZIP" button, extract somewhere, then run "_zip.bat" and you're all done.
- Movement is my biggest problem with this mod. Overall it seems sluggish and feels like you're always weighed down. Bobbing is excessively vertical, the strafe-lean doesn't work, or is too quick or something. At the very least strafing could use a speed increase, because it's hard to duck in and out of cover effectively as is. Lastly, I feel like I get snagged on things constantly. The overall effect is Captain Blazcowicz sucks at walking and needs some coffee.
- Tracers is a great idea, but with everything else visual design-wise being sooo damn gorgeous, these stand out negatively to me. Outgoing tracers seems awkward somehow; it's very obvious they're coming from the center of the screen and not the gun. I think Wolf TNO has some of the best tracer work I've ever seen in a game. Coolest I should say, maybe not best.
- I'm surprised ironsights/weapon zooming isn't available, at least for rifles, or maybe I just missed it.
- I noticed when the player runs out of ammo (which is often for me), and is forced to fight melee, and finally downs an enemies and gets his ammo, you don't automatically reload and bring up your pistol or SMG. That would be nice.
- The part in the second level where you have to find the key in an underwater area: I think either an air pocket, putting the sharks slightly closer, or extending the air meter a bit, are things that would improve this section. Also the hole in the wall you need to return to is very tricky to get back into. I love that the shark gibs float >:)
- Also for underwater areas, maybe the crouch button could double as descend button (since jump ascends). Maybe not very realistic, but it would be useful and intuitive.
- I don't see why regular doors should close automatically, at least so quickly. Also, the option to kick them open and possibly stun anyone behind them would be insanely hard to implement, huh?
- I don't understand why every enemy doesn't drop his weapon. Maybe I could see 'the enemy's weapon was damaged in the fight', but if that were the case I'd say it would be a very rare occurrence.
- Noticed Nazis fight each other. But then maybe they're just that evil XD
- IMO dogs are too hard. I can see if maybe it isn't desirable to have them to die in one hit, always, like in Wolf3D, but with the general scarcity of ammo and health, and the way they erratically move, and the fact that you often have them attacking in tangent with guards, it makes them not just a challenge, but a nuisance.
- Knife is underpowered. I think it's safe to assume if BJ is going to attack someone with a knife, he's going to put them down quickly 99% of the time. Especially if he attacks from behind, which happens often.
- Also, I realize Doom has the shotgun in slot 3, but since a) this is Wolfenstein-themed, and b) you don't even get a shotgun until the third level, I suggest switching the slot placement of the shotguns and SMGs. Or maybe I should just get into the habit of using the mouse wheel more =P
- NICE touch with the Wolf3D-style secrets, the pushwalls
- Amazing style. I am new around here so I apologize if this is what you're known for, but yeah, the design polish is A++
- flamethrower guards, very fun.
I wish Laz Rojas could see this, I feel like it would inspire him.