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

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Should I use the original Wolfenstein 3D enemy sprites?

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

User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

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

Post by chronoteeth »

Great music choice.
User avatar
Woolie Wool
Posts: 1713
Joined: Mon Dec 15, 2003 3:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Arch Linux, Windows 11
Graphics Processor: nVidia with Vulkan support

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

Post by Woolie Wool »

Nosehair26 wrote:
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.
The original Second Encounter mission didn't look like that. It looked like this:

Image



Everything was the same size as the PC version, only in higher res. The WolfenDoom version is a bizarre, ridiculous-looking caricature of it. The walls in Wolfenstein are not supposed to be 15 feet tall. The original Wolfendoom scale is wrong and Laz actually fixed this (to the best Dehacked and vanilla could manage) in Halten Sie, Original Missions, and Nocturnal Missions.
User avatar
DenisBelmondo
Posts: 380
Joined: Fri Jun 06, 2008 6:26 pm
Location: Two-Key Return

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

Post by DenisBelmondo »

Woolie Wool wrote:
The original Second Encounter mission didn't look like that. It looked like this:

*Stuff*

Everything was the same size as the PC version, only in higher res. The WolfenDoom version is a bizarre, ridiculous-looking caricature of it. The walls in Wolfenstein are not supposed to be 15 feet tall. The original Wolfendoom scale is wrong and Laz actually fixed this (to the best Dehacked and vanilla could manage) in Halten Sie, Original Missions, and Nocturnal Missions.
I am aware of that; the Second Encounter I was referring to was the Wolfendoom version.
chronoteeth wrote:Great music choice.
Thanks, and sorry I haven't been on MSN lately :/
User avatar
Woolie Wool
Posts: 1713
Joined: Mon Dec 15, 2003 3:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Arch Linux, Windows 11
Graphics Processor: nVidia with Vulkan support

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

Post by Woolie Wool »

Why would you want to "preserve" something about the early WolfenDoom scenarios that is completely broken? It's ridiculous! The early WolfenDoom wads looked absolutely ridiculous due to the incorrect scale!
User avatar
ETTiNGRiNDER
Posts: 766
Joined: Sat Jan 30, 2010 7:02 pm

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

Post by ETTiNGRiNDER »

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.
This is the sort of thing I was thinking of.
User avatar
DenisBelmondo
Posts: 380
Joined: Fri Jun 06, 2008 6:26 pm
Location: Two-Key Return

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

Post by DenisBelmondo »

Woolie Wool wrote:Why would you want to "preserve" something about the early WolfenDoom scenarios that is completely broken? It's ridiculous! The early WolfenDoom wads looked absolutely ridiculous due to the incorrect scale!
It is only because I'm making an enhancement wad without altering the playerheight/enemyheight. Although, I am considering of making something like that, where all the players are scaled correctly to look like the 2nd encounter on the Macintosh. Besides, details Laz added in such as nazi crates and boxes are going to be really small if I do this.

Return to “Abandoned/Dead Projects”