Ah yes, it was Blade of Agony! I've seen this some times ago, I think... but maybe I'm just mistaking. Feel free to ask whatever you want for this project, you know: I'm a realm667 addicted!
Re: [WolfenDoom] Blade of Agony
Posted: Fri Feb 13, 2015 11:10 am
by Tormentor667
First ingame development shot of your first mission:
Re: [WolfenDoom] Blade of Agony
Posted: Fri Feb 13, 2015 2:41 pm
by armymen12002003
Caleb26 wrote:I'm thinking about reviving Operation Rheingold mod since it was never completed. Only the first two episodes are completed - there are 7 episodes total. I'd also like to fix the gameplay issues (more health packs and ammo + less enemies in some places )and add some zdoom / gzdoom features like breakable glass and other destructible environment.
Go for it, i'd love to see what you come up with.
Re: [WolfenDoom] Blade of Agony
Posted: Fri Feb 13, 2015 3:45 pm
by Average
I love Rojas' Wolfendoom mods so this is great news.
Re: [WolfenDoom] Blade of Agony
Posted: Fri Feb 13, 2015 5:55 pm
by Tormentor667
Mission 1 is almost finished layoutwise...
Re: [WolfenDoom] Blade of Agony
Posted: Fri Feb 13, 2015 6:13 pm
by Guardsoul
That window in the front seems to be a little bit out of place. I mean, looks like it´s just something put in the building but doesn´t belong to it.
Re: [WolfenDoom] Blade of Agony
Posted: Fri Feb 13, 2015 11:36 pm
by GuardStrike
This looks very promising.
I do have one question though. Is it possible to make this compatible with Kyle's DOOM RPG mod if you ever get permission to use it?
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 1:10 am
by Slax
Do hope you find a trench shotgun out there, BJ.
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 2:53 am
by Ozymandias81
Guardsoul wrote:That window in the front seems to be a little bit out of place. I mean, looks like it´s just something put in the building but doesn´t belong to it.
Hey Torm, what do you think about implement some 3d breakable windows of mine? It's inside Gore... but I can PM to you what you need...
Spoiler:
Notice that even if you fire something upon the line you just draw the texture, nothing happens (my maps are in Hexen's format, not UDMF BTW...).
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 4:17 am
by Tormentor667
@GuardSoul - Thanks for the hint, I just fixed that and made it look better.
@GuardStrike - I won't take care of 3rd party mods.
@Ozy - Thanks for that but I will implement my own system here.
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 4:22 am
by Nash
Fucking awesome screenshots Torm! May I suggest some more lighting and shadowing detail? Maybe tiny strips of 1-mappixel sectors to simulate ambient occlusion and depth?
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 4:39 am
by Tormentor667
That's looking sweet But implementing something like that would increase the amount of effort I'd need to put into this. I won't go overboard in terms of details this time but focus on gameplay, texture usage and overall ambience
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 5:27 am
by GooberMan
Did I just read what I think I just read?
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 5:29 am
by Tormentor667
Erm...
Re: [WolfenDoom] Blade of Agony
Posted: Sat Feb 14, 2015 5:49 am
by Enjay
Tormentor667 wrote:I won't go overboard in terms of details this time but focus on gameplay, texture usage and overall ambience