[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: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: [WolfenDoom] Blade of Agony (new shots everywhere)

Post by Tormentor667 »

Gameplay video, Guardsoul's awesome map, Tormentor's awful skill :)
User avatar
demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Location: Workin

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by demo_the_man »

looking great, looking forward to downloading the map off github
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by Captain J »

DAAAAAAAMN SWEET-SCHEISSE, you got really great map there! also i'm really loving with this map's waterfall on the video image!

btw, i see you changed fist into a knife. but i can see it's tag is still not changed, though.
User avatar
armymen12002003
Posts: 1420
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein
Contact:

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by armymen12002003 »

Nice job as always but for the European environments change the afrika corps to the heer which is my only nit pick
User avatar
Nash
 
 
Posts: 17491
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by Nash »

Holy fuck that looks amazing!
User avatar
Peter Bark
Posts: 244
Joined: Sat Apr 20, 2013 7:35 am
Location: Italy

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by Peter Bark »

Amazing indeed, if only the new official Wolf games were as good as this.
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by Tormentor667 »

Captain J wrote:btw, i see you changed fist into a knife. but i can see it's tag is still not changed, though.
Thanks alot for the hint, I just fixed that
armymen12002003 wrote:Nice job as always but for the European environments change the afrika corps to the heer which is my only nit pick
Good point, I will let GuardSoul know about this.

To everyone who is interested in this project in terms of mapping, feel free to apply as a mapper if you have cool and interesting mission ideas, we are looking forward to support in these terms.

To everyone who is interested in this project in terms of sprite work, we are in the desperate need of spriters who are able to do pain-/attack rotations to the normal soldiers and maybe even full rotations to the bosses (even though this is not ultra-important).
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by Captain J »

Tormentor667 wrote:To everyone who is interested in this project in terms of sprite work, we are in the desperate need of spriters who are able to do pain-/attack rotations to the normal soldiers and maybe even full rotations to the bosses (even though this is not ultra-important).
i bet PSTrooper did for them including LOS enemies. well, since you've added ww_nazis on this project, using his sprites would be work for good resource.
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: [WolfenDoom] Blade of Agony (new gameplay page 12)

Post by Tormentor667 »

Tormentor667 wrote:To everyone who is interested in this project in terms of mapping, feel free to apply as a mapper if you have cool and interesting mission ideas, we are looking forward to support in these terms.

To everyone who is interested in this project in terms of sprite work, we are in the desperate need of spriters who are able to do pain-/attack rotations to the normal soldiers and maybe even full rotations to the bosses (even though this is not ultra-important).
This is still relevant :)
User avatar
demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Location: Workin

Re: [WolfenDoom] Blade of Agony (join us now!)

Post by demo_the_man »

Ok, here is my idea for a mission to map
Settup/briefing
The Luftwaffe is developing a V3 missile at the Peenemunde complex, under doctor Herman von staph. The missile is capable of hitting the eastern seaboard of the united states with a 5000 pound explosive payload.
The mission
Infiltrate "kill everything" the complex, place charges at the fuel depot, laboratory's , warhead manufacturing , explosive depot.
von Staph is wielding a chain gun and rocket launcher(need a sprite of dr shabbs edited for this)
After deafting von staph, you pick up a folder that is Intel for the next mission.
you see a Luftwaffe transport plane fly overhead, dropping a group of biengs on parachutes, near the exit.
They are about 20 mutants, with a little heavier armament than their wolf3d and wwnazis.wad counterparts
You then are captured by the mutants, and brought to the local SS headquarters for interrogation.
You find a knife under your bunk in your cell, and prepare to escape.
after you escape you are picked up by the local resistance, and are extracted back to HQ
Mission ends.
User avatar
Woolie Wool
Posts: 1713
Joined: Mon Dec 15, 2003 3:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Arch Linux, Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [WolfenDoom] Blade of Agony (join us now!)

Post by Woolie Wool »

This looks promising so far, but the WWII pedant in me feels the need to point out various historical issues or things that make no sense:

* The brown-uniformed Afrika Korps soldiers have no place in Europe. For European levels you should use the feldgrau colored Nazis from Totenkopf SDL or the ECWolf tech demo. Applying the ECWolf tech demo palette to Totenkopf SDL Nazis will give them the correct colors.
* The fist is labeled "Brass Knuckles" but B.J. is clearly using his bare hands.
* Semi-automatic G43 rifles were extremely rare in the German army (and nonexistent before 1943). I would suggest using Lippeth's Mauser K98k instead. Besides, if B.J. has access to a Thompson he should also have a Garand, which would do everything the G43 does.
* German weapon names do not have hyphens--it's P08 or MP40, not P-08 or MP-40.
* Is "Operation Overlord" supposed to be Normandy? Why is B.J. emerging from a hedgerow instead of the ocean? Where are the other Allied soldiers? Where are the German MG42 emplacements? Why is he able to take his sweet time when machine gun bullets and artillery should be carpeting the area nonstop? Why would you even try to execute Normandy in the ZDoom engine when even Call of Duty 2 failed spectacularly at it?
* Speaking of MG42 emplacements, I think it would be a good idea to replace all of those chaingun turrets with MG42 gunners.
* Does B.J. still use the WildWeasel player sprites from the first video? AFADoomer's TC has B.J. player sprites.

I might look at what you have and submit resources to you.
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: [WolfenDoom] Blade of Agony (join us now!)

Post by Tormentor667 »

Woolie Wool wrote:The brown-uniformed Afrika Korps soldiers have no place in Europe.
This has been adressed already.
Woolie Wool wrote:The fist is labeled "Brass Knuckles" but B.J. is clearly using his bare hands.
Fixed as well, BJ has a combat knife now
Woolie Wool wrote:Semi-automatic G43 rifles were extremely rare in the German army (and nonexistent before 1943). I would suggest using Lippeth's Mauser K98k instead.
Currently this is based on WildWeasel's Nazis mod and we don't have a fitting replacement yet. In this case though I think it's not a critical issue.
Woolie Wool wrote:German weapon names do not have hyphens--it's P08 or MP40, not P-08 or MP-40.
Fixed.
Woolie Wool wrote:Is "Operation Overlord" supposed to be Normandy? Why is B.J. emerging from a hedgerow instead of the ocean? Where are the other Allied soldiers? Where are the German MG42 emplacements? Why is he able to take his sweet time when machine gun bullets and artillery should be carpeting the area nonstop? Why would you even try to execute Normandy in the ZDoom engine when even Call of Duty 2 failed spectacularly at it?
This is not going to be a typical Overlord mission as it is on MoH:aa or CoD2, it's more that BJ is landing behind the enemy lines earlier to destroy some stationary flaks and defence bunkers before the complete operation begins. It is not perfectly accurate, but it works quite well.
Woolie Wool wrote:Speaking of MG42 emplacements, I think it would be a good idea to replace all of those chaingun turrets with MG42 gunners.
Adressed as well.
Woolie Wool wrote:Does B.J. still use the WildWeasel player sprites from the first video? AFADoomer's TC has B.J. player sprites.
Yes, the sprites have already been replaced by the one from AFADoomer's TC, much better!

I might look at what you have and submit resources to you.[/quote]
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: [WolfenDoom] Blade of Agony (join us now!)

Post by Ozymandias81 »

Hey Torm, I have fear that people may overwhelm us with such requests... :lol: :lol: :lol:
Just kidding, criticism and suggestions are always welcomed! :mrgreen:
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WolfenDoom] Blade of Agony (join us now!)

Post by Captain J »

Tormentor667 wrote:Currently this is based on WildWeasel's Nazis mod and we don't have a fitting replacement yet. In this case though I think it's not a critical issue.
and that's how woolie was said. lippath's kar98k does have a well made script for ww-nazis, and animations as well. from his addon, of course. if that was not you meant, what's the reason, then?
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: [WolfenDoom] Blade of Agony (join us now!)

Post by Tormentor667 »

Thanks for the hint Captain J, I will take a closer look at this as soon as I am back home
Post Reply

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