Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Wed Oct 21, 2015 9:06 pm
by armymen12002003
Ok cool
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Thu Oct 22, 2015 2:46 am
by TheLightBad96
About the Wolfenstein Ultra Mod i do like most of the stuff but i do have a few problems/minor gripes.
Pros: # all the sprites look like their form the original game (even the new guns)
# all of the weapons are balanced in terms of damage and speed and the enemies do kick your ass if you are not careful
# Gives me another reason to play the entire wolfendoom collection (except astrostein )
Cons: # all of the weapons run off the same ammo pool
# all of the weapons use 1 ammo from the same ammo pool ( IE rocket launcher,MortarGun, Shotgun - making for unbalanced gameplay )
But i do find this mod very awesome and will enjoy with the appropriate Megawad.
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Thu Oct 22, 2015 11:01 am
by YukiHerz
I tried to keep the sprites close to classic W3D, so i used them straight from the game's files, and with minor edits for the Mission Pack weapons.
I'll fix the Ammo problems in the next update, glad you're enjoying the mod!
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Fri Oct 23, 2015 12:40 pm
by YukiHerz
Added new version.
-Added Japanese Transfer (Uses Mission Pack Officer sprites for the moment) that uses the Nambu T4 Pistol, but drops the Type 100 SubMachinegun instead, replaces the WolfensteinSS class (Doom 2 secret maps).
--You can obtain the T4 by cheating anyways.
-Fixed Ammo, now Guards and Officers may drop Shotgun Shells, while the SS may drop Mortar grenades and the Gestapo drops Rocket Ammo.
-Added Quick Knife (Check your Button Configuration).
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Fri Oct 23, 2015 12:42 pm
by armymen12002003
Nice job gonna try this when i get home
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Sat Oct 24, 2015 5:21 am
by TheLightBad96
Are there going to be more enemies/weapons for this mod? and if so do you also take suggestions/ideas for more enemies/weapons?
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Sat Oct 24, 2015 10:00 am
by YukiHerz
Please feel free to suggest, if i go on by just my ideas every enemy will be a nazi wielding an automated weapon, and every weapon's gonna be another machinegun .
Re: [WIP] Wolfenstein Ultra (v4)
Posted: Sat Oct 24, 2015 12:28 pm
by YukiHerz
Shameless Double Post.
1.4 Update:
-Changed the name of the T4 Pistol to TT Pistol.
-Added Arisaka Type 38 rifle.
-Changed Japanese Officer sprites to Green Recolor, still drops the Type 100 as i have not sprited a T4.
-Added Japanese Soldier with rifle by Jazzmaster9, drops a Type 38 on death.
--Now a randomspawner replaces the WolfensteinSS with either a Japanese Officer or Soldier.
Re: [WIP] Wolfenstein Ultra (v4)
Posted: Sat Oct 24, 2015 7:46 pm
by stroggkiller
Can you add elite soldats?
Re: [WIP] Wolfenstein Ultra (v4)
Posted: Sat Oct 24, 2015 8:52 pm
by YukesVonFaust
Liking the update so far.
perhaps Dual P-38s?
Re: [WIP] Wolfenstein Ultra (v4)
Posted: Sat Oct 24, 2015 10:44 pm
by YukiHerz
Only the colt will be dual, and i don't think more pistols or rapid fire weapons would be sane for the sake of keyboard slots .
Re: [WIP] Wolfenstein Ultra (v4)
Posted: Sun Oct 25, 2015 3:44 am
by YukesVonFaust
HazeBandicoot wrote:Only the colt will be dual, and i don't think more pistols or rapid fire weapons would be sane for the sake of keyboard slots .
Maybe Synthfire for the Colt?
Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Posted: Sun Oct 25, 2015 9:42 am
by TheLightBad96
HazeBandicoot wrote:Please feel free to suggest, if i go on by just my ideas every enemy will be a nazi wielding an automated weapon, and every weapon's gonna be another machinegun .
Sorry for the extremely late reply but yeah i do have some awesome ideas for this mod which covers every aspect
Weapon Ideas
Spoiler:
Idea 1: Tesla gun (Slot 8) - the tesla gun is effing powerful utilizing one of the most awesome thing ever "electricity" with enough firepower to effectively meltdown 3 tanks on a single battery and the nazi's being nazis's (as depicted in most games i have played) they like to get expermental and create some fucked up shit like Nazi Mechs, Super Soldiers, Secret weapons, occult stuff, so that's the reason behind the weapon.
Primary Fire: Electric stream (damage: 20-35, Rate of Fire: Very fast,Range: short)
Secondary Fire: A charged attack releasing a Ball of Lightning with medium explosive radius and high damage uses 25 ammo per attack
(Main Damage : 94-230, Splash Damage: 20-108,Rate of Fire: Very Slow, Range: Medium)
Uses Energy Cells
Idea 2: Mauser Kar-98 (slot 4) - the Main rifle of the Nazi's Army very effective and packs a punch (need i say more)
Primary Fire: Fires 1 Rifle Round (24-120 damage, Rate of Fire: Slow, Range: Long, Accuracy: High)
Secondary Fire: Sniper scope (if that can be a item found later it would be great)
Idea 3: Crossbow (slot 5) -the Nazi Occult Members found these Magic Crossbows in some Medieval Ruin Excavation about several years ago and after significant testing the crossbows it was found that these Magic Crossbows imbue the bolt with a greenish-blueish energy (not ripping of heretic) that when the bolt made contact the arrow exploded creating a Bowling Ball sized hole in the target, as per usual the Nazi Occult Scientists Sought to Replicate this weapon for the current period and after several failed attempts the Scientists have managed to Not only Sucessfully Recreate the weapon but have Improved it with existing technology Turning it into a Modern Metal Arbalest with the Magical Golden Imbuements.
Primary Fire: Fires a magically infused Bolt which explodes on impact ( I will let you determine the damage for this weapon )
Secondary Fire: Fires a Greenish Yellow Beam that travels a lot faster that pierces Multiple Targets ( I will let you determine the damage for this weapon )
Utilities Magic Power
Idea 4: Dark Staff (Slot 7) Along side the Crossbows the Nazis Found Several of theses staves but were unable to recreate them via modern means and are only issued to High Ranking Members/Officers of the Nazi Occult Society anyone wielding this weapon should be considered a massive threat
(the details i leave up to you on how it will be implemented and used)
Idea 5: Energy Rifle (Slot 4) After Creating the Tesla Rifle the Nazi Scientists have just unlocked new technological advances to further their destructive capabilities and after several Revisions which either have been too large to carry (and have been shipped to the super soldier program) or have exploded and killed the tester the first man portable Infantry Energy Rifle was created but due to the complexity of the weapon only about 500 were produced a month and were only given to specialized forces
Primary Fire : fires a beam of Superheated Energy towards the target 4 ammo a shot (Damage: 35-70,Rate of Fire: Medium, Accuracy: High)
Secondary Fire : Rapidly Fires smaller beams at the cost of halved damage and accuracy
Uses Energy Cells
Idea 6: Flare Gun (slot 2) - This tool is used to illuminate an area but it can be used to injure and potentially kill people in the most horrible way
Primary Fire : Fires a flare capable of high damage over time (20-40 damage on impact + 3-6 damage every second for 10 seconds) Illuminates area
Secondary Fire : Exploding Flare ( 35-70 damage + 18-36 splash damage)
Use Napalm ammo
Idea 7: Anti Tank Rifle (IE Mauser Tankgewehr 1918) (Slot 5) - This weapon has the power to pierce Tank armor, it would be more than enough to take out anything on two legs Primary Fire: Fires a Powerful Bullet (damage: 120-300, Accuracy: Extremely High, Rate of Fire: Extremely Slow)
Secondary Fire: There is none
Enemy ideas
Spoiler:
Idea 1: Nazi Occult Members - These Guys Clad in white hooded Capes have a significant interest of the paranormal with Dark Intentions of Resurrecting Ancient Teutonic Warlords and Exhuming Artifacts with Magical Power All for the War Effort.
Standard level: armed with either an Mp40 or a Magic Crossbow
Officer: Dressed in White Robes and armed with the Dark Staff and are capable of resurrecting troops
Fanatic: Armed with a shotgun or Gas Grenades(after explosion it emits a Venomous Gas)
Idea 2: Tech Soldiers - These soldiers selected by the people in charge of the scientific team responsible for making the Super Soldiers, Battle Suits and the Tesla gun are in charge of defending most of the secret laboratories are armed with the high tech Energy Rifle and wear specialized armor capable of withstanding several 7.92 bullets
Standard: Armed with the Energy Rifle and throw grenades
Officer: Armed with an experimental Energy Cannon (which may explode when they die)
Jet Pack Trooper : Armed with 2 modified MG42's on the Jetpack handle grip thing ( Cacodemon Replacer and will explode after death)
Jet Pack Enforcer: Just like the Jet Pack Trooper But is Armed with a modified Autocannons that fire exploding bullets at a slow rate ( Pain Elemental Replacer and will explode after death)
Idea 3: Flamethrower Soldiers - Whats there to explain He has a flamer and will mess you up if you get close (armed with a flamethrower and has decent protection against low caliber weapons)
Idea 4: Undead Cloned Warriors - The direct result of the Occult Resurrecting an ancient Teutonic warriors with the combined effect of the Scientific branches Cloning Device
they had produced a steady force of resurrected soldiers capable of striking fear into the enemy with the sheer power they wield.
Warrior: Attacks with sword and uses Magical attacks at range and requires a lot of firepower to put them down
Idea 5: Battle Suit Users - Another Invention of the Nazi Scientific Division, The Powered Battle Suit Armed with devastating weaponry and enough armor to shrug off anything short of an anti-tank rifle. (you decide on how devastating they are)
Other ideas
Spoiler:
Giving the Grenade Launcher an altfire ( firing a grenade the spews toxic gas to painlock enemies)
Using Altfire to Dual wield weapons
Stg44 using automatic fire at the cost of accuracy as an Altfire
Moving Chaingun to slot 6 (its a heavy weapon)
Moving Panzershreck to Slot 8 (Same reason for moving Chaingun)
Ammo Pool for weapons
9x19mm: Luger, Mp40, Chaingun, Colts, Type 100, TT Pistol (I know the Colts, TT pistol, Type 100, do not utilise the 9x19mm cartidge but its pointless on having different ammo types for every different weapon)
7.92mm: Mauser Kar98*, Stg44
12 gauge: Winchester 1912
13.2mmT: Anti Tank Rifle*
30mm: Grenade Launcher
Missile: PanzerShreck
Gas: Flamethrower, FlareGun*
E-Cell: Tesla Gun*, Energy Rifle*
Magic: Occult Crossbow*, Dark Staff*
( * ) = Idea weapon
thats is all the ideas i have for now, Hope you like them
Re: [WIP] Wolfenstein Ultra (v4)
Posted: Sun Oct 25, 2015 10:03 am
by YukiHerz
Very good ideas, i'll see which ones i can implement, i hope most of them.