World War Wolf Gameplay Mod [WIP]

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Craneo
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Re: World War Wolf Gameplay Mod [WIP]

Post by Craneo »

I've tried to recolor and edit the Allied Justice baseball bat, you can use it if you want:
Image
Image
https://www.dropbox.com/s/ajy4dcju9yfjk ... t.pk3?dl=0
I may or not try to reshade or recolor some of the other guns, still not sure if I'll do it thought, depends on how motivated I feel at the time I guess

EDIT: also on the subject of criticism, I say that I really like the new reloads, way more than the old ones since it's atleast a bit more consistent, one criticism I'll give is that I kinda miss the weapon limit WW_NAZIS! had, specially since this one has EVEN MORE weapons, and sure you may not find all of them in a normal playthrough but I still liked that feature personally, maybe you can readd it but a bit less limited (say, you can hold 2 shotgun/smg tier weapons instead of 1 like WW_NAZIS! since this mod has atleast 4 shotguns and like 6? SMGs)

EDIT2: tried to reshade one of the guns, idk, I'd like feedback
Image
EDIT3: aaand here is that gun: https://www.dropbox.com/s/3utxmkmbrbuzd ... e.pk3?dl=0
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

These are both amazing. I will defiantly be using them. Thanks so much! The carcano was one of my biggest sprite problems so this makes me super happy.

Also have done more work on the Pistol and smg reloads and they look even better now, Rifles will be next so this is super helpful.

May look into the inventory limit stuff, but not priority right now, moving the Carbine to the Rifle slot which means there is now 8 on key 5 so might end up as needing to this. Thanks again
Last edited by DeeDeeOZ on Tue Jul 27, 2021 3:51 pm, edited 1 time in total.
Craneo
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Re: World War Wolf Gameplay Mod [WIP]

Post by Craneo »

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UnTrustable
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Re: World War Wolf Gameplay Mod [WIP]

Post by UnTrustable »

Downloaded...just checking.... sofar it looks great...
The only thing i can nag about, are the incomplete rotations.... any other thing, nice resource pack.
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

This is also amazing and has gone straight into mod. Really,really good stuff. Thanks again :D
UnTrustable wrote:Downloaded...just checking.... sofar it looks great...
The only thing i can nag about, are the incomplete rotations.... any other thing, nice resource pack.
Thanks, in all honesty without your stuff it would have been 1 Rotation only Bosses, or might have never even got of the ground. So This means a lot to me.
-This is a fair Nag, will hopefully work on these more.
Kokonut wrote:I've played through a couple episodes of Doom 1 and this is really fun, but dear lord please make the lost souls easier to kill, they become a nightmare when there's more than 5 of them and E3M2 is being a real pain with its avalanches of lost souls that just eat up tons and tons of bullets. They're already powerful enough with their shooting attack!
Lowering the Health on the Lost souls (Nazi Probe) will be in next update. Because yes they are a pain in the arse. This also means you can stop the obnoxious floating noise quicker! :D

Again. Thanks for Feedback, and thanks for playing!
Craneo
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Re: World War Wolf Gameplay Mod [WIP]

Post by Craneo »

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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Went straight into the Mod. Looks great, way more sprite style then the original game rip. Thanks for doing all of these.

Updated main Post with new version, all Craneo's new sprite stuff, full reloads for pistols/smgs/couple of ars. couple of gameplay adjustments (Probe has less health) higher chance of shotgun shells spawning.

Working on the Rifles next
Craneo
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Re: World War Wolf Gameplay Mod [WIP]

Post by Craneo »

and here two more:
Image
Image
https://www.dropbox.com/s/0gs1zccmj78tq ... d.pk3?dl=0
EDIT forgot the reload frames for the STG40something it seems,e ffs, I'll do them later
EDIT 2: fixed, please redownload
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Man these are really, really nice. I should be finished with the new rifle reloads before to long. So If you plan on doing them you should probably wait. Don't want you to do double work for no reason.

Again Thanks for these, Its amazing how much the shine improves them.

*EDIT* -Main post Download uploaded again. now has all rifles with better reloads.
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ZikShadow
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Re: World War Wolf Gameplay Mod [WIP]

Post by ZikShadow »

Something I noticed immediately when checking out the new reload, you used the M1928 Thompson bolt action for the M1A1 one. The former goes on top while the latter is on the right side.

https://upload.wikimedia.org/wikipedia/ ... nobg-1.png
https://upload.wikimedia.org/wikipedia/ ... d/M1A1.gif

The Kar98k is all over the place. It looks like you made the bolt open up from the back side instead of the middle, made significantly more noticeable when the reload animation has the clip in the right place, but the open chamber in the wrong place.

https://i.ytimg.com/vi/kXTRC7FKc-s/maxresdefault.jpg

Garand still has the ping delayed, it's a bit odd. It should happen the moment the weapon hits zero ammo.

I'm pretty sure the Stg44's bolt is on the left rather than the right. Might be inaccuracy from the sprite's side. Could do with a mirror if possible.
Last edited by ZikShadow on Wed Jul 28, 2021 5:56 am, edited 1 time in total.
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armymen12002003
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Re: World War Wolf Gameplay Mod [WIP]

Post by armymen12002003 »

Any chance of having the double barrel shotgun firing both barrels for the alt fire?

EDIT: I would love to see a score system implemented in this with treasure items, I'm also pretty sure with a m1 Garand you're supposed to finish off the clip before reloading.
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

ZikShadow wrote:Something I noticed immediately when checking out the new reload, you used the M1928 Thompson bolt action for the M1A1 one. The former goes on top while the latter is on the right side.

The Kar98k is all over the place. It looks like you made the bolt open up from the back side instead of the middle, made significantly more noticeable when the reload animation has the clip in the right place, but the open chamber in the wrong place.

Garand still has the ping delayed, it's a bit odd. It should happen the moment the weapon hits zero ammo.

I'm pretty sure the Stg44's bolt is on the left rather than the right. Might be inaccuracy from the sprite's side. Could do with a mirror if possible.
Yeah was thinking about the M1928 for some reason. Fixed now.
Kar98 should look better now
Stg bolt was on left, just went with what sprite came with. Fixed now
Will be aiming to do the proper Garand ping later, dont have time right now. will also hopefully sort out the 50cal belt,and smoother sword animations.
armymen12002003 wrote:Any chance of having the double barrel shotgun firing both barrels for the alt fire?

EDIT: I would love to see a score system implemented in this with treasure items, I'm also pretty sure with a m1 Garand you're supposed to finish off the clip before reloading.
The Double barrel shotgun now has 2 shot alt fire. :D
Originally i planned to have treasure in levels as powerup replacements, but some doom levels are designed around the use of powerups. Not sure about the points system but I love the whole Wolfenstein nazi treasure thing so maybe later
In real life you don't actually have to empty the Garand to reload it, its it more fiddly but doable.
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armymen12002003
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Re: World War Wolf Gameplay Mod [WIP]

Post by armymen12002003 »

Ahh I see could have the treasure pickups randomly spawn among the armor shards but yea with most ww2 games i've played in particular Medal Of Honor had the mechanic of finishing off the Garand clip for reloading.
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DeeDeeOZ
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Re: World War Wolf Gameplay Mod [WIP]

Post by DeeDeeOZ »

Had thought of this idea myself, the Armour shards are bit less useful then most of the other pickups. Ideally if i ever get some maps done the treasure would be its own item, along with food (cant be Wolfenstein with out plates of food).

EDIT- The main problem is replacing items means you get treasure and food scattered all over the floor.
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ZikShadow
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Re: World War Wolf Gameplay Mod [WIP]

Post by ZikShadow »

armymen12002003 wrote:I'm also pretty sure with a m1 Garand you're supposed to finish off the clip before reloading.
Absolutely wrong on many accounts. https://youtu.be/ebmGLDG1g5M?t=552
Video games rarely depict it most probably because they'd have to code in multiple reload states for the weapon. It's easier to just leave it as empty reload only.
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