Project Einherjar - Final-FINAL Release
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ImpieTwo
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Re: Project Einherjar (beta release)
Minor update, mostly further refining some mechanics (like those damn dogs that keep vaulting over the player's head) and changing the Gungnir Rifle sound to give it more punch.
Also been testing out some new enemies for a prototype third episode. Juno travels to the more male-dominant Jotunheim to kick some ass and probably finish off the rest of the "vampire docs" that helped Dr. Gaul with Project Einherjar. Wanted the native enemies to sound foreign, as the vampire docs are the only enemies with foreign accents. Dunno if or when I'll work on this episode's maps, but I've laid the groundwork at least.
Also been testing out some new enemies for a prototype third episode. Juno travels to the more male-dominant Jotunheim to kick some ass and probably finish off the rest of the "vampire docs" that helped Dr. Gaul with Project Einherjar. Wanted the native enemies to sound foreign, as the vampire docs are the only enemies with foreign accents. Dunno if or when I'll work on this episode's maps, but I've laid the groundwork at least.
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Captain J
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Re: Project Einherjar (beta release)
Hooray for more hostile but rude men. Can't wait for that!
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Rachael
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Re: Project Einherjar (beta release)
Just wanted to say that I am really liking this mod, so far.
Great work!
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Skelegant
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Re: Project Einherjar (beta release)
I've been wondering this for a while, and after hearing the track in that vid I now NEED to ask: Did you compose the music yourself? It's AMAZING. It compliments the game and story well 
BTW if you need a male scientist, I've got one edited (slightly) from Captain J's scientist:
BTW if you need a male scientist, I've got one edited (slightly) from Captain J's scientist:
Spoiler:
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Captain J
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Re: Project Einherjar (beta release)
Oooh, nice firing rotations! Too bad original one had only one rotations because it was ecwolf-friendly.
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YukesVonFaust
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Re: Project Einherjar (beta release)
oh boy episode 3
but to be fair, those CoD2 German sounds are (somewhat) getting overused
maybe the first CoD? or anything that speaks german?
but to be fair, those CoD2 German sounds are (somewhat) getting overused
maybe the first CoD? or anything that speaks german?
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ImpieTwo
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Re: Project Einherjar (beta release)
Yeah, they're placeholders at the moment. I'd really like voices using germanic or russian language/accent that have as much character as the voices I've already used thus far (I'd prefer something germanic to stick with the norse theme), but I'm not sure where to look for them. Any suggestions along those lines?YukesVonFaust wrote:oh boy episode 3
but to be fair, those CoD2 German sounds are (somewhat) getting overused
maybe the first CoD? or anything that speaks german?
Thanks for the sprite sheet! I might have a use for him, depending how many voices I find.Skelegant wrote:I've been wondering this for a while, and after hearing the track in that vid I now NEED to ask: Did you compose the music yourself? It's AMAZING. It compliments the game and story well
BTW if you need a male scientist, I've got one edited (slightly) from Captain J's scientist:Spoiler:
But no, regrettably I didn't compose the music. That particular track is from Mr. Chris's rokelek2.wad, and was the only track I really liked (and came close to fitting Project Einherjar). Maps 9 and 12 have music from Operation Biowar; Map 7 from The Abyss; and the rest is Perfect Dark, Terminator: Rampage, Creature Shock, Tyrian, some mobile game called Castle 3D, and midis from collections by jmickle and Mark Klem. Turns out a lot of DOS-era music was moody as hell.
The intermission tune is from Code Veronica, and is one of the first musical inspirations for the book the mod is based on, the other being Sam Kuzel's soundtrack to Angel of the City.
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ImpieTwo
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Re: Project Einherjar (beta release)
No idea where in the episode hierarchy this level will appear. Probably midway through.
EDIT: It would appear that the boss Veidt (end of Map 13) goes down as soon as she feels pain, due to a Decorate flub. Dunno how I missed it, so updated to fix the bug.
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ImpieTwo
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Re: Project Einherjar (beta release)
Here's the story for Episode 3: The Iron Invasion, as a kind of preview.
Spoiler:
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ImpieTwo
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Re: Project Einherjar (beta release)
A new year, a new build! Version 4.1 is out, with the following changes:
- Three episodes!
- 7 new levels, including a shootout on a continental train, and a hike through the snowy nuclear wasteland.
- New foreign-flavored enemies introduced in Episode 3: The Iron Invasion, which takes place in another dystopian country.
- Briefings added to the Help screen, summarizing the point of each episode.
- Various fixes to enemies, weapons, and maps to tweak overall gameplay.
- Three episodes!
- 7 new levels, including a shootout on a continental train, and a hike through the snowy nuclear wasteland.
- New foreign-flavored enemies introduced in Episode 3: The Iron Invasion, which takes place in another dystopian country.
- Briefings added to the Help screen, summarizing the point of each episode.
- Various fixes to enemies, weapons, and maps to tweak overall gameplay.
Last edited by ImpieTwo on Mon Jan 02, 2017 1:05 am, edited 1 time in total.
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Rachael
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Re: Project Einherjar (beta release)
This is awesome! ^_^ Thank you, ImpieTwo!
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Gideon020
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Re: Project Einherjar (beta release)
The only, only complaint I have now is that whenever I play this, I keep thinking, 'I wish I had a flamethrower'. 
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skyrish10
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Re: Project Einherjar (beta release)
Yeah, why not just burn the shieldmaidens into crisp with screaming sound from RTCW and also bring the Chaingun (Terminator Rampage had that Minigun featured, anyway), Sniper Rifle and a useable Gauss Rifle seen in Episode 3 as the mod's RailgunGideon020 wrote:The only, only complaint I have now is that whenever I play this, I keep thinking, 'I wish I had a flamethrower'.
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Wivicer
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Re: Project Einherjar (beta release)
Holy SHIT that was a good read.ImpieTwo wrote:Here's the story for Episode 3: The Iron Invasion, as a kind of preview.
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ImpieTwo
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Re: Project Einherjar (beta release)
I just have a tough time justifying the addition of a new gun for only one episode. I'd like to have another projectile weapon, and if I do a fourth episode, I might add it then. Or I might change my mind later, I dunno.skyrish10 wrote:Yeah, why not just burn the shieldmaidens into crisp with screaming sound from RTCW and also bring the Chaingun (Terminator Rampage had that Minigun featured, anyway), Sniper Rifle and a useable Gauss Rifle seen in Episode 3 as the mod's RailgunGideon020 wrote:The only, only complaint I have now is that whenever I play this, I keep thinking, 'I wish I had a flamethrower'.
Also, thanks Wivicer! I was thinking about making the stories for this mod into a book or two and adding it to the book series.
