[WIP] Wolfenstein Ultra (v4)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
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.
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.
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
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!
I'll fix the Ammo problems in the next update, glad you're enjoying the mod!
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
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).
-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).
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Nice job gonna try this when i get home
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Can you change the japanese officer sprites?
If dont have another sprites i some sprites if want to use it
https://www.dropbox.com/s/4rjavln5w0155 ... r.zip?dl=0
If dont have another sprites i some sprites if want to use it
https://www.dropbox.com/s/4rjavln5w0155 ... r.zip?dl=0
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Are there going to be more enemies/weapons for this mod? and if so do you also take suggestions/ideas for more enemies/weapons?
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
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 .
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Re: [WIP] Wolfenstein Ultra (v4)
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.
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.
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Re: [WIP] Wolfenstein Ultra (v4)
Can you add elite soldats?
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Re: [WIP] Wolfenstein Ultra (v4)
Liking the update so far.
perhaps Dual P-38s?
perhaps Dual P-38s?
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Re: [WIP] Wolfenstein Ultra (v4)
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 .
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Re: [WIP] Wolfenstein Ultra (v4)
Maybe Synthfire for the Colt?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 .
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Re: [WIP] Wolfenstein Ultra (Working name, Ex AceofWolves)
Sorry for the extremely late reply but yeah i do have some awesome ideas for this mod which covers every aspectHazeBandicoot 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 .
Weapon Ideas
Spoiler:Enemy ideas
Spoiler:Other ideas
Spoiler:thats is all the ideas i have for now, Hope you like them
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Re: [WIP] Wolfenstein Ultra (v4)
Very good ideas, i'll see which ones i can implement, i hope most of them.