[Wolfenstein: Blade of Agony] v3.1 released (p204)

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Tormentor667
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Tormentor667 »

Thanks alot Nash :)
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Tormentor667 »

Gameplay of C1M5
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by armymen12002003 »

Nice job with the latest video, what music is that i recognize it? but can't place where it comes from.
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Zanieon »

Hmmm... i think they are from some of the Medal of Honors eh?

If you need someone to loop those musics, i volunteer.
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Woolie Wool »

Why do none of the Nazis drop their weapons? And why didn't you check to make sure the keys actually existed in the game before recording?
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Nash »

I wonder if this project would benefit from 3D actors like Enjay's GeneTech? Just a random musing while I was browsing this thread haha - although TBH I don't think it's realistic due to the massive work involved to make them... :S
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by SamVision »

I hope there will be a nice diverse set of weapons to play with. WW's nazis is fine, but if anything it should be modified to the strengths of the atmosphere and the maps design. No offense to Torm, but weapons are not the strongest aspect of many of your mods.
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Captain J »

ooh, tough crowd. and being one of them are very informative and reasonable so i'll join; always looking good, but i hear some vanilla doom's map active sounds are still playing. walls and elevators' moving for example. and i don't think powerslave's explosion sound is not so necessary to be in this mod because every kind of sounds from it are smooth, clean yet new. unfitting. and is he going to have a fall damage like what hexen or strife did?

oh wait, except the strife one, though. it's so cruel and realistic.
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Tormentor667 »

armymen12002003 wrote:Nice job with the latest video, what music is that i recognize it? but can't place where it comes from.
Medal of Honor - Airborne
Woolie Wool wrote:Why do none of the Nazis drop their weapons? And why didn't you check to make sure the keys actually existed in the game before recording?
Fair question, though do Nazis drop their weapons in original Wolfenstein 3D? Well, in this case (or as of now) balancing things is much easier if you haven't to handle weapon drops and can actually control when the player gets access to which weapon. Concerning the keys: Shame on me!
Nash wrote:I wonder if this project would benefit from 3D actors like Enjay's GeneTech? Just a random musing while I was browsing this thread haha - although TBH I don't think it's realistic due to the massive work involved to make them... :S
Completely moving to 3D-actors would destroy the charm and classic feeling of WolfenDoom mods :) I love the sprites, I love them even more when they are bosses without rotations :D
SamVision wrote:I hope there will be a nice diverse set of weapons to play with. WW's nazis is fine, but if anything it should be modified to the strengths of the atmosphere and the maps design. No offense to Torm, but weapons are not the strongest aspect of many of your mods.
The main problem is that I am a total noob when it comes to weapons or weapon mods. Wildweasel's nazis mod is a perfect base as he is one of the best weapon modders in the community having a good feeling for balance and style. I stay concentrating on mapping, it's the part I am better in ;)
Captain J wrote:walls and elevators' moving for example. and i don't think powerslave's explosion sound is not so necessary to be in this mod because every kind of sounds from it are smooth, clean yet new. unfitting. and is he going to have a fall damage like what hexen or strife did?
Do you mean the generic explosion sound? It's actually from one of KeksDose's sfx packages (that's where the explosion sound comes from), I think it works quite well, but I am open for better suggestions. Concerning the generic wall/elevator moving sounds, thanks for the hint, I actually have elevator sound sequences but forgot to add them :)
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Captain J »

maybe KeksDose took that sound from that game because it's undoubtedly same as powerslave's to me. anyway i think i can make it least better, just hold on.
Tormentor667 wrote:Fair question, though do Nazis drop their weapons in original Wolfenstein 3D? Well, in this case (or as of now) balancing things is much easier if you haven't to handle weapon drops and can actually control when the player gets access to which weapon. Concerning the keys: Shame on me!
well, in original wolf3d, SS did dropped a machine gun if you didn't got it yet. if you already have it, they dropped ammo. and then id software table-turns everything at RTCW and so on. for example, they now drops weapons with few ammo in it.

well, my opinion is, make them drop some weapons that player don't have them yet, and drop ammo if already have them. if that's possible.

EDIT: there, made it. credit to Reelism and lobotomy studios, of course.
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Clownman »

I would glady map for this if it weren't for my lack of knowledge to make many of todays "Advanced" gimmicks used in a lot of mods today ((Realistic doors, Deep Water, 3D floors... yeah. ; v ; )). I can see about making some sort of Secret Map somewhat based on the typical Wolfenstein Layout though I guess ((Although it will include more details than just being a maze with textures everywhere)).

I'll see what I can do.
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Woolie Wool »

The SS do indeed drop their weapons if you don't have a machine gun of your own.
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Tormentor667 »

Woolie Wool wrote:The SS do indeed drop their weapons if you don't have a machine gun of your own.
You can't please everyone :P Cyberdemons don't drop Rocket Launchers, Arachnotrons don't drop Plasma Rifles and Zombiemen don't drop Rifles or Pistols. Honestly, we need to discuss this further but I don't see this as an high-priority issue atm
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by Ozymandias81 »

Nazis must only be DROPPED by the fire of OUR WEAPONS. Or just OUR HANDS. That's BoA aim IMOH, no more nor less. :-)
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Re: [WolfenDoom] Blade of Agony (intro p14)

Post by BFG »

Nash wrote:I wonder if this project would benefit from 3D actors like Enjay's GeneTech? Just a random musing while I was browsing this thread haha - although TBH I don't think it's realistic due to the massive work involved to make them... :S
there could always be a fan made patch for this!
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