Brutal Wolfenstein 3D 6.0-"Confrontation" Update!

Projects that alter game functions but do not include new maps belong here.
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.
Post Reply
User avatar
demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Location: Workin

Re: Brutal Wolfenstein v4.5[Update]

Post by demo_the_man »

You could do that, but what i think is more important would be some of the orignal wolf3d concepts, like dragging corpses to prevent detection by other soldiers, the ability to wear enemy uniforms to blend in with them would be even cooler and would allow some nice stealth Wolfenstien game play
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

demo_the_man wrote:You could do that, but what i think is more important would be some of the orignal wolf3d concepts, like dragging corpses to prevent detection by other soldiers, the ability to wear enemy uniforms to blend in with them would be even cooler and would allow some nice stealth Wolfenstien game play
This sound interesting.I'll see if try to made something of similiar in the next update.Thanks for these suggestions.
User avatar
stroggkiller
Posts: 166
Joined: Sun Jul 19, 2015 10:02 am
Location: south america, chile

Re: Brutal Wolfenstein v4.5[Update]

Post by stroggkiller »

I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

stroggkiller wrote:I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask
Like in Castle Totenkomph?
User avatar
stroggkiller
Posts: 166
Joined: Sun Jul 19, 2015 10:02 am
Location: south america, chile

Re: Brutal Wolfenstein v4.5[Update]

Post by stroggkiller »

ZioMcCall wrote:
stroggkiller wrote:I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask
Like in Castle Totenkomph?
Yes!
Another Suggestion: the second episode needs more types of mutants like one melee, other with a mp40, other with stg44 and one with a mg42
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

stroggkiller wrote:
ZioMcCall wrote:
stroggkiller wrote:I can suggest a thing?
In some levels of Operation eisenfaust you could make the level have toxic gas and you need to find a gas mask
Like in Castle Totenkomph?
Yes!
Another Suggestion: the second episode needs more types of mutants like one melee, other with a mp40, other with stg44 and one with a mg42
I'll take in consideration these suggestion for future versions.Thanks.
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: Brutal Wolfenstein v4.5[Update]

Post by Jeimuzu73 »

Couple of suggestions:
  • Replace the M1 Garand with a (scoped) Gewehr 43 so that it can share ammo with the Kar98k.
  • Bring back the chaingun!
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

MJ79 wrote:Couple of suggestions:
  • Replace the M1 Garand with a (scoped) Gewehr 43 so that it can share ammo with the Kar98k.

Why don't put both ? :)
User avatar
Clownman
Posts: 882
Joined: Fri Oct 07, 2011 6:35 pm
Location: USA

Re: Brutal Wolfenstein v4.5[Update]

Post by Clownman »

I do really like how you took time to improve your mod unlike some other users I won't mention. I am still rather iffy with how BJ sounds, I can probably try and give out some more "Middle-Aged Soldier" lines to suit him better. Most notable in the "offend" department.

Not sure if there's a shotgun in there yet, though it would be kinda cool.
User avatar
Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

Re: Brutal Wolfenstein v4.5[Update]

Post by Max Dickings »

ZioMcCall wrote:
MJ79 wrote:Couple of suggestions:
  • Replace the M1 Garand with a (scoped) Gewehr 43 so that it can share ammo with the Kar98k.

Why don't put both ? :)
I'd rather have both than a replacement.

Can't replace the greatest implement of battle ever devised, it'd be unnatural.
User avatar
demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Location: Workin

Re: Brutal Wolfenstein v4.5[Update]

Post by demo_the_man »

But isnt the greatest element of battle a shotgun, with a silly reload?
User avatar
Clownman
Posts: 882
Joined: Fri Oct 07, 2011 6:35 pm
Location: USA

Re: Brutal Wolfenstein v4.0

Post by Clownman »

CeeJay wrote:Question, do you know anything about the original Wolfenstein 3D?

Episode 1 has B.J. (the protagonist of the game) imprisoned in the infamous Nazi dungeon known as Wolfenstein. It's up you to fight your way to freedom and regroup with the allies.

So why do you start outside... with a Thompson? It's a dungeon. You are a prisoner deep within Nazi territory.
I do remember one version of Wolf3D's manual or so said you started infiltrating the castle rather then being captured prisoner. It was for the SNES or so I think though.
CUBERT
Posts: 2
Joined: Thu Aug 06, 2015 4:43 am

Re: Brutal Wolfenstein v4.5[Update]

Post by CUBERT »

Всем привет! Zio, маленький недочет, карабин kar98k & MG42 стреляют одинаковыми патронами 7,92*57, а StG44 стреляет 7,92*33.
Можно ли вернуть HUD из версии 4.1?
И почему Gans Grosse выглядит по-старому как в классической версии?
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: Brutal Wolfenstein v4.5[Update]

Post by ZioMcCall »

CUBERT wrote:Всем привет! Zio, маленький недочет, карабин kar98k & MG42 стреляют одинаковыми патронами 7,92*57, а StG44 стреляет 7,92*33.
Можно ли вернуть HUD из версии 4.1?
И почему Gans Grosse выглядит по-старому как в классической версии?
You can rewrite this in English?
User avatar
Clownman
Posts: 882
Joined: Fri Oct 07, 2011 6:35 pm
Location: USA

Re: Brutal Wolfenstein v4.5[Update]

Post by Clownman »

It's worth saying that the only "fatalities" worth having I guess are the ones for taking out enemies behind their back. Wolfenstein was mostly about stealth if I remember correctly.
Post Reply

Return to “Gameplay Mods”