Project Einherjar - Final-FINAL Release

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.
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain

Re: Project Einherjar (WIP)

Post by Cardboard Marty »

Yes! I'm excited to see this posted. I agree with Vostyok, the ballistic knife in the artwork has got to make an appearance! It'd be a really fun weapon!

As always, I'm excited to see what you come up with next!
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (WIP)

Post by ImpieTwo »

I think I have an idea how I'll make it work, but the tough part will be making consistent graphics for it.
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (WIP)

Post by ImpieTwo »

So here's a few updates:

- New sprites for the Einherjar Juggernaut enemy. I didn't like how it clashed with the Wolf3D-esque cast, so I threw together a custom thing out of some Wolf3D mod sprites to make him look like those things from Beastmaster. He only faces one direction, but at least he meshes with the other bad guys.



- Changed the voices for the redheads and the Amazons. They better suit the characters and aren't as annoying.

- 5 maps completed. I think I'm gonna leave this at a 5-map episode, and add more episodes later.

- PDF is nearly done. Got the intro story done, but not the intermission text.

What I need now:

- Fonts that match the setting (and to figure out how to use fonts in a Doom mod, since I've never done it before.

- Some awesome weapon stuff Marty was cool enough to help me with, including the ballistic knife.

- Other shite as I think of it, I guess.
User avatar
JimpArgon
Posts: 470
Joined: Mon Jul 04, 2016 9:03 pm
Location: Florida

Re: Project Einherjar (WIP)

Post by JimpArgon »

^
Monster looks like Bane. (From Batman)
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (WIP)

Post by ImpieTwo »

lol He actually does look more like classic Bane since I made the skin white and the eyes red. The eyes might look better green anyway.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Project Einherjar (WIP)

Post by Captain J »

Of course he looks like bane because his head were literally taken from the Batman vs. Bane mod for Wolfenstein 3D, except his skin color is grey like mutants.

Also hope i can see those tough bastards with heavy guns! :twisted:
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (WIP)

Post by ImpieTwo »

Captain J wrote:Also hope i can see those tough bastards with heavy guns! :twisted:
Possibly in episode 2! They're central to the plot so they'll have to come in variants sooner or later.
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (WIP)

Post by ImpieTwo »

I updated the OP with the mod's intro storyline, and a bit of info on the novel's plot. Hopefully that'll tide people over 'til it's released. Meanwhile the book itself is out finally.
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (WIP)

Post by ImpieTwo »



User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Project Einherjar (WIP)

Post by Captain J »

Brilliant update! But i think male enemies doesn't have more smug lines than female ones.
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (WIP)

Post by ImpieTwo »

^ Managed to find a decent voice for them, so that's hopefully been rectified.
ImpieTwo
Posts: 912
Joined: Sun Aug 16, 2015 11:52 pm

Re: Project Einherjar (beta release)

Post by ImpieTwo »

Version 1 is out and ready for testing and such. Download link in the OP. Hopefully ironed out all the mistakes by now.

I'd like the final version to be a self-contained freedoom package so people don't have to have Doom to run it. Is there a tutorial on how to do that?
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Project Einherjar (beta release)

Post by Captain J »

Finally it's now here, eh? I've tried it and it was quite good! Except some flaws and bugs i see, of course.
Spoiler: for that matter, here they are.
Hope those feedback are worthy for you! And about the standalone tutorial, is this thread explaining?
User avatar
wolf00
Posts: 215
Joined: Sat Apr 15, 2006 6:47 am
Location: kladno czech republic

Re: Project Einherjar (beta release)

Post by wolf00 »

please if you can,do not include freedoom in your mod package ..,i personaly dont like freed. stuff .... anyway i tried your mod, it is a fun to play,but build around fire & pry concept
Alexandra
Posts: 54
Joined: Thu Jan 17, 2013 9:28 pm

Re: Project Einherjar (beta release)

Post by Alexandra »

It's all very fancy!

Good female player mugshots and female soundpacks are in short supply; maybe consider releasing those as a separate download? I would definitely use the mug.

Return to “Abandoned/Dead Projects”