Wolfendoom Undercover (UPDATE!)

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TheMightyHeracross
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Re: Wolfendoom Undercover (UPDATE!)

Post by TheMightyHeracross »

I'd really like to implement a Strife style objective screen, any ideas on how to do it?
Actually I just meant printing it on the screen. In Strife for example, there's "You've blown up the computer!" and "You killed the Loremaster!" that pops up when you do certain things.
Samsara Missions is a series, I'll be releasing some screenshots from the next map soon. I wanted to start off with a doom map first, but don't worry the next mission will be set in a differemt samsara dimension.
I had the idea that each map would all have many combined elements from the games, but that's OK too.
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Sgt. Shivers
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Re: Wolfendoom Undercover (UPDATE!)

Post by Sgt. Shivers »

Sorry for bumping this without any real updates, but I'd like to get some opinions from you guys.
First off, what kind of layout should the maps have? I was thinking of moving more into the "Classic" Wolfendoom style, as in 128x128 grid like rooms with detailing and some inroom walls being off the grid or on the opposite side of the spectrum completely off grid maps. Basically, on a scale from 128 grid Laz-Style maps to full RTCW style maps, how should the maps work.

Secondly, what is the amount of "realism" you want in the mission styles. At the moment the missions have pretty realistic plots (Destroy a counterfieting operation, Cancel a Missile Launch) but I was wondering if you guys wanted more super-science (Think Castle Totenkopf) or Occult (Think End of Destiny) story lines and objectives.

And last of all I was wondering about the kind of setting you want in the next mission. Should I go for more urban locations, change the kind of country the mission is in (more snowy, deserty) and also what amount should be spent outdoors.

I would really like to hear from you guys, and don't worry, there's an update for V2 Facility coming soon.
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Captain J
 
 
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Re: Wolfendoom Undercover (UPDATE!)

Post by Captain J »

128x128 grid maps would gave us a good childhood but out of qualities, though. and since occult is kinda not possible due to realism, i'd like to see it with super-science, just like what lost levels did.

anyway, it's based on grid or not, more of props, detailed textures and sprites will be cover it right up.
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Ed the Bat
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Re: Wolfendoom Undercover (UPDATE!)

Post by Ed the Bat »

May I suggest adding player sprites, so Blazkowicz (or "WolfGuy", as his name shows up in the setup menu) doesn't look like a space marine?
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armymen12002003
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Re: Wolfendoom Undercover (UPDATE!)

Post by armymen12002003 »

Captain J wrote:128x128 grid maps would gave us a good childhood but out of qualities, though. and since occult is kinda not possible due to realism, i'd like to see it with super-science, just like what lost levels did.

anyway, it's based on grid or not, more of props, detailed textures and sprites will be cover it right up.
Ed the Bat wrote:May I suggest adding player sprites, so Blazkowicz (or "WolfGuy", as his name shows up in the setup menu) doesn't look like a space marine?
I agree with both of these.
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Sgt. Shivers
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Re: Wolfendoom Undercover (UPDATE!)

Post by Sgt. Shivers »

Any chances on a link to some?
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Ed the Bat
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Re: Wolfendoom Undercover (UPDATE!)

Post by Ed the Bat »

Sgt. Shivers wrote:Any chances on a link to some?
I was picturing the ones in the second spoiler of this post. Assuming they're free to use, of course.
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dljosef
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Re: Wolfendoom Undercover (UPDATE!)

Post by dljosef »

Having played through this, the only enemies that gave me close to any sort of problem were the officers. The boss himself was a non-issue, all things considered.
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