[Wolfenstein: Blade of Agony] v3.1 released (p204)
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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.
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: [WolfenDoom] Blade of Agony
Ah yes, it was Blade of Agony! I've seen this some times ago, I think... but maybe I'm just mistaking. Feel free to ask whatever you want for this project, you know: I'm a realm667 addicted!
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Re: [WolfenDoom] Blade of Agony
First ingame development shot of your first mission:
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Re: [WolfenDoom] Blade of Agony
Go for it, i'd love to see what you come up with.Caleb26 wrote:I'm thinking about reviving Operation Rheingold mod since it was never completed. Only the first two episodes are completed - there are 7 episodes total. I'd also like to fix the gameplay issues (more health packs and ammo + less enemies in some places )and add some zdoom / gzdoom features like breakable glass and other destructible environment.
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Re: [WolfenDoom] Blade of Agony
I love Rojas' Wolfendoom mods so this is great news.
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Re: [WolfenDoom] Blade of Agony
Mission 1 is almost finished layoutwise...
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Re: [WolfenDoom] Blade of Agony
That window in the front seems to be a little bit out of place. I mean, looks like it´s just something put in the building but doesn´t belong to it.
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Re: [WolfenDoom] Blade of Agony
This looks very promising.
I do have one question though. Is it possible to make this compatible with Kyle's DOOM RPG mod if you ever get permission to use it?
I do have one question though. Is it possible to make this compatible with Kyle's DOOM RPG mod if you ever get permission to use it?
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Re: [WolfenDoom] Blade of Agony
Do hope you find a trench shotgun out there, BJ.
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Re: [WolfenDoom] Blade of Agony
Hey Torm, what do you think about implement some 3d breakable windows of mine? It's inside Gore... but I can PM to you what you need...Guardsoul wrote:That window in the front seems to be a little bit out of place. I mean, looks like it´s just something put in the building but doesn´t belong to it.
Spoiler:Notice that even if you fire something upon the line you just draw the texture, nothing happens (my maps are in Hexen's format, not UDMF BTW...).
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Re: [WolfenDoom] Blade of Agony
@GuardSoul - Thanks for the hint, I just fixed that and made it look better.
@GuardStrike - I won't take care of 3rd party mods.
@Ozy - Thanks for that but I will implement my own system here.
@GuardStrike - I won't take care of 3rd party mods.
@Ozy - Thanks for that but I will implement my own system here.
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Re: [WolfenDoom] Blade of Agony
Fucking awesome screenshots Torm! May I suggest some more lighting and shadowing detail? Maybe tiny strips of 1-mappixel sectors to simulate ambient occlusion and depth?
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Re: [WolfenDoom] Blade of Agony
That's looking sweet But implementing something like that would increase the amount of effort I'd need to put into this. I won't go overboard in terms of details this time but focus on gameplay, texture usage and overall ambience
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Re: [WolfenDoom] Blade of Agony
Did I just read what I think I just read?
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Re: [WolfenDoom] Blade of Agony
I... I...Tormentor667 wrote:I won't go overboard in terms of details this time but focus on gameplay, texture usage and overall ambience