Wolfenstein and beeeeeeeeeeeyooooooond!

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Tormentor667
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Tormentor667 »

By the Way, would You also be able to draw a Medic? ;)
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BigDaveHadSomeToo
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by BigDaveHadSomeToo »

Easy enough:
Image

I assume this is going to be an NPC? (Like the bartender) Generally speaking combat medics weren't armed (Geneva convention), so I'm not sure I'd be entirely comfortable doing a full "monster" sprite set. (casualty clearing frames could be interesting, though.)

(Also, I noticed I forgot to included the backpack layer on the pistol soliders. Derp! I'll get the fixed versions up soon)
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Ozymandias81
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Ozymandias81 »

Done with BarKeepNoGun.zip
@BigDaveHadSomeToo
[EDIT]: So it seems that your nice BarKeeper works well, I just needed to scale through decorate a bit and...
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Last edited by Ozymandias81 on Fri Jul 10, 2015 8:56 am, edited 2 times in total.
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Tormentor667
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Tormentor667 »

BigDaveHadSomeToo wrote:Easy enough
That was quick :) no need for a Weapon,having it as an npc is the Plan, One at the intermap and Others on the Batterieleistung as a healing support :)
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MaxED
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by MaxED »

Heh. What if we add a Nazi medic, who doesn't attack, but resurrects fallen enemies like Archvile? :)
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Captain J »

i never realize that you really worked hard on those awesome allied sprites for blade of agony, neat work and keep going!
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Tormentor667 »

MaxED wrote:Heh. What if we add a Nazi medic, who doesn't attack, but resurrects fallen enemies like Archvile? :)
Now we just need a nazi Medic as well ;)
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Captain J »

hope they don't resurrect them endlessly, or else they actually CAN use some demonic and occult revive magic. without help from any medical tools.
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BigDaveHadSomeToo
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by BigDaveHadSomeToo »

MaxED wrote:Heh. What if we add a Nazi medic, who doesn't attack, but resurrects fallen enemies like Archvile? :)
Shooting at combat medics is a pretty big no-no. Could finish off the cultist sprites (just a few rotations and various casting frames to do) for an archvile style enemy, but, actual medics... Like I said, I wouldn't feel comfortable making something like that.
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Tormentor667 »

I agree, nazi medics as pendant to allied medics dont seem right in the mod's context but I think cultists ressurecting their occult comerades might be the good way to go :)
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BigDaveHadSomeToo
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by BigDaveHadSomeToo »

Medic NPC:
Image

"And, when he woke up, the doctor was gone and all his organs were missing! ...So, anyway, that's how I lost my medical licence..."
Image

(Also included the fixed versions of the pistol troops in the archive)
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Captain J »

i think right arm needs to be bulkier like left one, though. otherwise looks decent!
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Ozymandias81
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Ozymandias81 »

Awesome and brilliant as always BigDavvie! :cool:
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Tormentor667 »

Very good work :)
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Ozymandias81
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Re: Wolfenstein and beeeeeeeeeeeyooooooond!

Post by Ozymandias81 »

Done with BritParatroopers.zip
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