[WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

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Should I use the original Wolfenstein 3D enemy sprites?

Yes
24
63%
No
14
37%
 
Total votes: 38

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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage

Post by DenisBelmondo »

NeuralStunner wrote:Some good Wolf-worthy enemy sprites here.
Yep, I am quite aware of Monkee's Image World. In fact, two of my sprite sets are there: the B.J guard and Macintosh styled Otto (both look extremely terrible.) Thanks anyway. :D
AFADoomer wrote:You can kind of get this effect by loading the WolfenDoom wads on top of my Wolf3D TC (you have to load it with the doom2 IWAD as another PWAD for resources and a new MAPINFO lump as well). I specifically set up the decorate replacements to put the correct actor in place of their respective dehacked enemies (though there are some oddities, since he used hacked monsters inside of walls as ambient sound sources - but that could easily be added).

Granted, this only works for the standard Wolf3D/SoD enemies, not for Laz's additions, and is more authentic to the enemy behaviors in the original game, and less so to WolfenDoom, but it could be a start.

Some of his levels (i.e., 2nd_enc.wad) are next to impossible with all of the hitscan enemies around...
Wow! That's pretty awesome, but does that basically mean that doing so would completely eliminate the point of this project? :shock:

Also, I sent you a PM containing new BJ sprites a long time ago for your TC instead of using those old crappy ones. Did you get it?

Edit: I also tried to re-balance the weapons and such to help you against hitscan enemies that were originally projectile-flinging ones.
printz wrote:uprage
Oops, spelling fail. You know what, you're right; Uprage does sound better.
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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by DenisBelmondo »

Bump.

[youtube]VYvawAmbgB8&[/youtube]

A gameplay video for those who waiting to finally see some more progress after this long.

Sorry about REALLY bad quality, it was way higher prior the upload.
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Xaser
 
 
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by Xaser »

Slaying nazis while blasting Rush? Sign me up! :D
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ETTiNGRiNDER
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by ETTiNGRiNDER »

I'm liking the weapon sprites, maybe you could apply scaling in the enemies' DECORATE though, so that they look closer to the Wolf3D proportions instead of like little munchkins, though? (although it would make them more pixellated up close...)
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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by DenisBelmondo »

ETTiNGRiNDER wrote:I'm liking the weapon sprites, maybe you could apply scaling in the enemies' DECORATE though, so that they look closer to the Wolf3D proportions instead of like little munchkins, though? (although it would make them more pixellated up close...)
Wouldn't they be a bit too tall in relation to the player though? I'm planning to keep all the sprites' scale factor by one but if you're caring to elaborate further I might implement it.
Last edited by DenisBelmondo on Mon Apr 19, 2010 6:58 am, edited 1 time in total.
zdude
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by zdude »

Do you plan on doing this for all of the Wolfendoom scenarios Laz made? If yes, I may be able to assist. I have been planning to do this to the Astrostein saga for a while now. My ideas included converting all enemies and weapons to DECORATE, combining all 4 packs (the portal is included), adding multiplayer support, and a few other things I couldn't remember.
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amv2k9
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by amv2k9 »

An observation regarding the video:
Just my opinion, but the metal doors really clash with the surrounding textures/architecture. Yeah I know they're a Wolf3D staple, but the bright, super-shinyness doesn't work well with the brick or wood walls and the overall earthy, subdued color choices.

A wooden, steel-reinforced door might better match, perhaps.
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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by DenisBelmondo »

amv2k9 wrote:An observation regarding the video:
Just my opinion, but the metal doors really clash with the surrounding textures/architecture. Yeah I know they're a Wolf3D staple, but the bright, super-shinyness doesn't work well with the brick or wood walls and the overall earthy, subdued color choices.

A wooden, steel-reinforced door might better match, perhaps.
Hmm, I might be able to do something about the doors, however I am not a texture artist and I wanted to keep the original textures untouched and having them feel like the original Wolfenstein.
zdude wrote:Do you plan on doing this for all of the Wolfendoom scenarios Laz made? If yes, I may be able to assist. I have been planning to do this to the Astrostein saga for a while now. My ideas included converting all enemies and weapons to DECORATE, combining all 4 packs (the portal is included), adding multiplayer support, and a few other things I couldn't remember.
Yes I do plan on doing that actually, I'll release them individually here when I'm finished. You may assist as well.
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Kinsie
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Re: [WIP]Wolfendoom Uprage

Post by Kinsie »

Nosehair26 wrote: and I am incapable of ripping 3DO sounds.
I actually have the 3D0 music laying around. Somewhere.
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Ryan Cordell
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by Ryan Cordell »

You still might have the link/attachment to the PM you sent me?
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Tormentor667
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by Tormentor667 »

Great work so far, keep it up!
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Woolie Wool
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by Woolie Wool »

I think the levels need to be completely rebuilt on a smaller scale and the textures replaced. The Spear of Destiny, Nocturnal Missions, and Original Missions have plenty of 64x64 Wolfenstein textures in them. The old double-size scale is way too silly for me to take seriously.
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Xaser
 
 
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by Xaser »

You could always take the "lazy" route and scale the player and enemies up. Make it like Macwolf... ;)
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Woolie Wool
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by Woolie Wool »

A scale of around 2.0 for the enemies and 1.8 for the player and a view height of 128 could work, I guess, although there would be an obvious resolution difference between the sprites and the textures.
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DenisBelmondo
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D

Post by DenisBelmondo »

Woolie Wool wrote:A scale of around 2.0 for the enemies and 1.8 for the player and a view height of 128 could work, I guess, although there would be an obvious resolution difference between the sprites and the textures.
Bah. I'll just leave it the way it is right now as I want to preserve the feel of the original 2nd Encounter's missions. Once I complete this project for the 2nd Encounter, I'll work on something similar to that; "Wolfendoom Rescale" sounds like a terrible title, but for now I'm just concentrating on this project.

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