The WIP Thread

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Tormentor667
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Re: The WIP Thread

Post by Tormentor667 »

First shots of the sneaky map C2M1 of WolfenDoom (kinda "Metal Gear Solid"-like)!

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Be careful and stay in the darkness to avoid enemy contact while trying to escape the Gestapo prison on Norway

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Finally outside, but this doesn't rescue yet - it's only the proof that you are somewhere in Scandinavia

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Watch-towers with machineguns everywhere, make sure to stay out of the light.
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

A forced stealth section? In the Doom engine? Really, Torm?
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

i pretty agree with kin, once you got busted, you get wasted. no fresh second chance or else.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Kinsie wrote:A forced stealth section? In the Doom engine? Really, Torm?
You act like it's never done before? Sure it's not perfect but it's completely do-able and depending on how patient you want to be with coding, it can be viable.
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TheBadHustlex
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Re: The WIP Thread

Post by TheBadHustlex »

I'd say 5% is too little. 1 hit and you're dead.
Also, I'd give the player some sort of (effective) defense. Not enough to kill every single enemy, but enough to still get out if it get's dangerous.
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Re: The WIP Thread

Post by Kinsie »

Nash wrote:
Kinsie wrote:A forced stealth section? In the Doom engine? Really, Torm?
You act like it's never done before? Sure it's not perfect but it's completely do-able and depending on how patient you want to be with coding, it can be viable.
That's an entire mod dedicated to the concept. This is one level in an otherwise shootbangy project. And I don't know if you remember those shitty forced stealth levels that were shoehorned into any given WW2 shooter from the 2000s, but they were really bad. Combine that with Torm's occasional bad habit of focusing on visuals over gameplay, and I'm sure you can understand why I'm not super-optimistic here.
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Re: The WIP Thread

Post by NeuralStunner »

If it's a significant, common pert of the mod I don't see a problem with it. But someone throwing it in once or twice at random in an otherwise action-oriented game is a sure way to demonstrate that they don't know what they're doing. (No specific commercial examples immediately come to mind, but I know they exist.)

On a less extreme note, it seems really odd to make intricately detailed, almost-real maps then populate them with cartoon characters. (Unless you don't want it taken seriously.) :?
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Re: The WIP Thread

Post by Tormentor667 »

Kinsie wrote:A forced stealth section? In the Doom engine? Really, Torm?
Captain J wrote:i pretty agree with kin, once you got busted, you get wasted. no fresh second chance or else.
Says who? :) The system works quite similar to Metal Gear Solid. When you get sighted, you still have the chance to flee, hide and wait for the soldier to continue his route.
TheBadHustlex wrote:I'd say 5% is too little. 1 hit and you're dead.
Also, I'd give the player some sort of (effective) defense. Not enough to kill every single enemy, but enough to still get out if it get's dangerous.
You got the shit beaten out, so 5% for the start is quite fair. Still, finding medikits will make your life easier, and there will even be some weapons to go along that makes it possible to stab soldiers from behind.
NeuralStunner wrote:If it's a significant, common pert of the mod I don't see a problem with it. But someone throwing it in once or twice at random in an otherwise action-oriented game is a sure way to demonstrate that they don't know what they're doing. (No specific commercial examples immediately come to mind, but I know they exist.)
Depending on how this is done. The complete map is not only "sneak-oriented", it's just a large part before the real escape begins. The player gets briefed in the intermap long before to know how the game mechanics work, so it's not like being tossed in cold water :)
NeuralStunner wrote:On a less extreme note, it seems really odd to make intricately detailed, almost-real maps then populate them with cartoon characters. (Unless you don't want it taken seriously.) :?
It's WolfenDoom, what do you expect? :D
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Re: The WIP Thread

Post by wildweasel »

Well, all I'm going to say regarding a stealth section is be really, really, really, really CAREFUL with the difficulty. These kinds of scenes, even in commercial games, have often been considered to be the least favored levels of their games - see especially Return to Castle Wolfenstein, where there's TWO of the damn things - and there could be a fair number of players that will probably stop playing on this one if the stealth mechanics aren't forgiving enough.

Part of the reason stealth games like Metal Gear, Thief, and the like are fun and popular is that there is some margin for error. If, say, Snake accidentally wanders into enemy line of sight, he can absorb a decent number of bullets as he makes his getaway. In both games, it's possible to clear a safe path by quietly disposing of guards, whether with a knife or a blackjack, with a bit of patience; if things go south, fighting doesn't completely discard all semblance of stealth, as it's still possible to get away if the player has had to open fire once or twice.
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

Tormentor667 wrote:Says who? :) The system works quite similar to Metal Gear Solid. When you get sighted, you still have the chance to flee, hide and wait for the soldier to continue his route.
Is this still with the sprint system that only lasts for like a quarter of a second before BJ needs to dig out his asthma puffer? Because between the player's starting 5% and complete lack of self-defense, and the enemy's massive machineguns and numeric advantage, you might as well just flash up a big "HIT QUICKLOAD, SUCKER" sign.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Hmm, all valid points... as long as it doesn't become a frustrating quicksave/quickload fest for the player, I think it has the potential to be a cool break for the shooty gameplay. I don't know the coding mechanics but if the end result is comparable to something like the first Deus Ex then I think it's alright for a Doom mod.

I hope we get guns later so that I can go back and murder the shit out of everyone who I had to sneak past earlier. :P
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Re: The WIP Thread

Post by iSpook »

Meanwhile, in Spooklandia-ville. (Alternative link for those who can't view the first one for some reason.)
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Re: The WIP Thread

Post by comet1337 »

iSpook wrote:Meanwhile, in Spooklandia-ville. (Alternative link for those who can't view the first one for some reason.)
MAGNUM
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jdredalert
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Re: The WIP Thread

Post by jdredalert »

I'm sold to both of you! :lol:
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Re: The WIP Thread

Post by DoomKrakken »

I prefer the handcannon any day.
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