[3DGE] "Blitzkrieg!" WWII/Wolf3D mod (enemy tracer attacks)

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YukesVonFaust
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Re: Chris' WWII/Wolf3D gameplay mod (v2.0)

Post by YukesVonFaust »

armymen12002003 wrote: yea i understand what you mean by it looking weird can't hurt to ask right?

also i found another wad this works well with which is Nazi Auferstehung!
but sadly, it got the Worst WAD Cacoward.
Last edited by wildweasel on Sun Jul 19, 2015 9:22 am, edited 1 time in total.
Reason: Doom Wiki link corrected. Please use Doomwiki.org in the future!
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armymen12002003
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Re: Chris' WWII/Wolf3D gameplay mod (v2.0)

Post by armymen12002003 »

YukesVonFaust wrote:
armymen12002003 wrote: yea i understand what you mean by it looking weird can't hurt to ask right?

also i found another wad this works well with which is Nazi Auferstehung!
but sadly, it got the Worst WAD Cacoward.
Lol good catch i forgot all bout it getting that lol but never the less it plays good with it lol
Last edited by wildweasel on Sun Jul 19, 2015 9:22 am, edited 1 time in total.
Reason: Doom Wiki link corrected. Please use Doomwiki.org in the future!
CeeJay
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Re: Chris' WWII/Wolf3D gameplay mod (v2.0)

Post by CeeJay »

zZaRDoZz wrote:So how far are you willing to explore away from wolf3d game play? Just curious as to what's okay to suggest.

If the scientist lost the pistol attack, using only hypos, always dropping health on death?

How about 2 types of dogs- for spectre replacement, a bigger rotwiler type of dog that knocks player back on striking? Maybe a nazi falconer for the elemental replacement- but there aren't any sprites for it.

Really enjoying this ceejay! Keep up the good work.
Scientists will keep the pistol and drop ammo for it. Erasing that and making them drop health would probably hurt the balance of the game. I would like to keep the balance somewhat close to standard Doom. At the early stages of this I had random spawning enemies, variations. But sadly this did not work too well so it was scrapped.

armymen12002003 wrote:yea i understand what you mean by it looking weird can't hurt to ask right?

also i found another wad this works well with which is Nazi Auferstehung!
No, it's a nice idea for sure.

EDIT: Alright, new version is up. Most notable changes is with the barrels (a complete make-over), replaced blood splats, piercing capability for the rifle and the grenades now travel further. Enjoy.
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Wiw
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Re: Chris' WWII/Wolf3D gameplay mod (v1.0b up for download)

Post by Wiw »

Slax wrote:Sleepless hero.
Image
Am I the only one who thinks the HUD face looks a bit like a young George C. Scott?
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by Coraline »

Speaking of all this, soon 3DGE will be able to load the resources, data files, and maps from native Wolfenstein 3D with a custom DDF set (WLF).

Anyways, gameplay mod rules as usual, CeeJay!! =)
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by CeeJay »

Hooray!

Will it be fully supported?
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by Captain J »

neat going there, cj. but i can see that mp40's angle is didn't changed when it's on akimbo. so i think it would helps.

anyway i want to support for some sprites, though. if i can have sometimes to post them.

EDIT: oh, also i have few things to say;
-this fire won't off sometimes.
shot04.png
shot04.png (8.72 KiB) Viewed 737 times
-panzer rockets and grenades' explosion makes the enemy burn, like a flamethrower.

are those both are intentional or one of them does?
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by CeeJay »

Captain J wrote:anyway i want to support for some sprites, though. if i can have sometimes to post them.
Not sure what you want here, if its permission to use some of the sprites, then sure.
Captain J wrote:EDIT: oh, also i have few things to say;
-this fire won't off sometimes.
shot04.png
They do eventually disappear, it's random. Sometimes they just stick around for a very, very long time.
Captain J wrote:-panzer rockets and grenades' explosion makes the enemy burn, like a flamethrower.
Yeah, I might have this changed but to me it made sense. The idea was that death by splash damage would have them burst into flames while a direct impact would rip 'em to pieces. It didn't quite work out they way I intended though.
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by Captain J »

CeeJay wrote:Not sure what you want here, if its permission to use some of the sprites, then sure.
i mean, i would donate some of my sprites and editing, including editing your panzerschreck.
CeeJay wrote:They do eventually disappear, it's random. Sometimes they just stick around for a very, very long time.
so since it seems not hurting anyone and do something helpful, do you have willing about to make it disappear little fast?

so what about the akimbo MP40? it is okay to stay?
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by CeeJay »

Ohh, ok. Well, the Panzerfaust needs to be re-handed and the knife could do with some polishing. Would love to see some alternate attacks for it.

As for the dual MP40, I would consider a angled version if it matches the style and amount of frames as the centered one.

Any contributions would be greatly appreciated.
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Captain J
 
 
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by Captain J »

refinedakimbomp40.PNG
refinedakimbomp40.PNG (5.35 KiB) Viewed 621 times
say, is this better now? i've tried to make it darker and keep it's detail. although it's too dark since your mp40's color does looks like this.
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by CeeJay »

I decided to use the darker shaded variant of the ROTT MP40, since it looks better (in Doom) and the fact that the MP40 is black in real life.

Looks great, matches the centered perfectly. Any chance of the recoil frame?
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by Captain J »

sadly, no. i'm no expert for massive sprite editing. but making it rotate slightly would work to make it recoil.
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by CeeJay »

Hmm, the problem is the cocking handle. On the centered one you can get away without it showing, but it's more visible at an angle.

There is this rather awesome piece of art by Marty Kira, however it does not quite fit the style of the original. Perhaps it could be editedImageImage
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Re: Chris' WWII/Wolf3D gameplay mod (v3.0 !!!)

Post by Captain J »

i couldn't noticed it because centered one didn't showed it, but if you say so;
refinedakimbomp402.PNG
refinedakimbomp402.PNG (3.82 KiB) Viewed 579 times
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