REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

Curunir wrote: Thu Apr 04, 2024 4:19 am
WojtTheDoomer2K wrote: Wed Apr 03, 2024 12:48 pm The plants use a shader to sway gently in the wind, maybe your GzDoom doesn't work with shaders? No other person experienced this issue, so I assume that might be the case.
I can't imagine why it wouldn't and don't think I have done anything to disable it, if I even can?

I'm running the hardware renderer.
Strange. But it has 100% something to do with shaders.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

I got a little bit of idea for what could the patch include. New enemy sounds for the Soviets!

Back when I started Reds, the only source for Soviet enemy sounds I was able to find was S.T.A.L.K.E.R. This is something a Russian reviewer said didn't sound too good - all the Soviets despite being trained soldiers sounded like street hoodlums. But now I found a good source for Russian voice acting, so maybe I could add in some more diversity.

Here are the voices i'd change:

-Separate voicebank for the Heavy Gunners, possibly a very gruff voice muffled by the Altyn, to give the playet the ability to differenciate them from the Tesla Troopers by just hearing them (this is important, as they're some of the most dangerous hitscan enemies)
-Separate voicebank for the VDV, to differenciate them from the Soviet ground forces
-Separate voicebank for the winter gear soldiers, just for fun
-Soviet Scientists would have a new voicebank, sounding more dignified; I mean, Soviet scientists yelling PAPALI PAPALI SUKE was sounding weird even to me.

In addition, i'd add voice to Jaruzelski (I only need to find a good interview with him saying some intimidating stuff). Torm also noted that the Chinese should talk Chinese, and not accented English but tbh, I wanna leave that in, because it adds a campy edge to the game, much like my voice-acting of some of the bosses.

What do you think? Or is this too unnecessary to add?
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

Now here's some proof that im actually working on the patch, and not just slacking and writing lore. Behold - I fixed those three damned unkillable ghosts in E1M1. I limited the soldiers behind the glass to just one, and added a shutter that prevents the player from killing them before the script finishes.



Recently a certain DOOM streamer, one of the people that were my key inspiration to return to making Doom mods after my Terry phase, made a livestream of Reds Over World on Twitch and man... his criticisms and the Twitch chat's were pretty harsh; especially as the livestream went on some people started to outright bash the mod. I won't lie, it did made me ashamed of ROW, and think to myself that I basically created hot garbage, as as the livestream went on pretty much everything about it was criticized, ending with the streamer stating that people who tell me the mod is good are "lying" and "blowing steam up my ass" or something like that. Really made me rethink "what the hell did I create" and look at ROW with a more harsh/unfavourtable light, not unlike the one I look upon both versions of MOTI with now, especially as i've read what people on the chat were saying about it.

The streamer stated that the enemies and their placement are too hard. If that bothers more people, I can tweak them to possibly be "easier"; perhaps give them a longer wind-up to their shooting, and/or possibly lower their HP a bit? I always thought the HP on soldiers was reflective of the body armour and helmets they wear etc. Once more, perhaps my worry that people might complain about the game being too easy and too "handholding" caused me to develop a game that is too hard?

Now here's something more complicated. I am looking for someone that would be willing to program this into SBARINFO. I was never good at SBARINFO programming, and thus, I am unable to program this myself. There is no other way for me to achieve this much requested feature other than ask for help. The programmer, if he would do such a thing, would be fully credited in the 2.0. version's credits.



That's it for now.
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Dynamo
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by Dynamo »

WojtTheDoomer2K wrote: Mon Apr 08, 2024 4:42 amhis criticisms and the Twitch chat's were pretty harsh; especially as the livestream went on some people started to outright bash
While there are certainly issues to iron out, that sounds like they were being excessively mean. You most likely did not create hot garbage, and some people out there love bashing things for the sake of it. Surely you can take the pointed criticisms and polish them up, but otherwise don't let stuff like that get to you - you clearly are passionate about mod making and are a respectful guy on top of that, and that's all that matters.

In any case, looking forward to the patch! I sadly haven't been able to play more than a few levels thus far due to IRL obligations, but I'll get there eventually. :)
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

Dynamo wrote: Mon Apr 08, 2024 9:14 am
WojtTheDoomer2K wrote: Mon Apr 08, 2024 4:42 amhis criticisms and the Twitch chat's were pretty harsh; especially as the livestream went on some people started to outright bash
While there are certainly issues to iron out, that sounds like they were being excessively mean. You most likely did not create hot garbage, and some people out there love bashing things for the sake of it. Surely you can take the pointed criticisms and polish them up, but otherwise don't let stuff like that get to you - you clearly are passionate about mod making and are a respectful guy on top of that, and that's all that matters.

In any case, looking forward to the patch! I sadly haven't been able to play more than a few levels thus far due to IRL obligations, but I'll get there eventually. :)

Thanks man; just to add more info to my previous post, here are some issues that the 2.0 version (it's gonna be a new complete .pk3, not a patch, because people had issues installing the previous one) has already fixed so far:


-Actually making the normal difficulty and hard difficulty differ. The hard difficulty is regular Reds Over World as it was ( people said it's hard so it's fitting), the normal difficulty lowers the enemy damage by a bit.
-Objectives such as crucial destroyable fire extinguishers, radios, etc., previously unmarked, now having "!" markers next to them, steam that damages you has "warning, hot!" sign next to it, etc.
-The fact that in a previous patch Milkor MGL literally was unable to run out of ammo
-Several less obvious puzzles/where-to-go-next moments now have clues added, relayed to you via your radio officers, f.e. E1M4 now includes an elevator tip
-Added a new cool addition to the HUD - now you can see if you have the bomb required in certain levels.
-Added automap door colors for the Bronze, Silver and Gold keys.

And there's more coming too; I polished a lot of bugs, missing textures, difficult encounters for new players, etc. I am potentially also considering nerfing some enemies and adding more items to levels.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

I keep on yammering about making 2.0 a thing and how it's gonna fix a lot of stuff, but I am not showing any results in action! Why, it's time to show some! This video showcases a few of the issues 2.0 will fix, namely:

-Knife being too weak and enemies shooting at you after you hurt them using it
-The assault rifles firing being hilariously slow
-The S Q U E A K Y doors (I saw one guy in the livestream chat say something among the lines of (paraphrasing) "I HAD ENOUGH OF THIS MOD!!! THE SQUEAKY DOORS!! THE PIPE BANGING!!!" and i can't stop snickering at it each time i remind myself of it, really reminded me of AVGN's rants).
-Those three cursed unkillable soldiers and that overkill ambush with them.



There's much more to come! It's gonna take a lot of time to fix all the stuff people report, or at least the stuff i'll be able to fix (so far I only had issues with the SBARINFO).
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Void Warrior
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by Void Warrior »

WojtTheDoomer2K wrote: Wed Apr 10, 2024 8:09 am
The S Q U E A K Y doors (I saw one guy in the livestream chat say something among the lines of (paraphrasing) "I HAD ENOUGH OF THIS MOD!!! THE SQUEAKY DOORS!! THE PIPE BANGING!!!" and i can't stop snickering at it each time i remind myself of it, really reminded me of AVGN's rants).
Those three cursed unkillable soldiers and that overkill ambush with them.
Seriously? Did someone quit the game just because of the creaking doors?! LOL!!! 38^))

No, they kind of creaked a little, but I didn't say that it infuriated me. Come on? Where have you seen such doors not creak? :D

But the teaser shows how other important problems have been solved: A knife, a Pistol, a Machine gun and this damn bug with Soldiers (Here, really, thank you! He really pissed me off!). :thumb:
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

Void Warrior wrote: Wed Apr 10, 2024 2:21 pm
WojtTheDoomer2K wrote: Wed Apr 10, 2024 8:09 am
The S Q U E A K Y doors (I saw one guy in the livestream chat say something among the lines of (paraphrasing) "I HAD ENOUGH OF THIS MOD!!! THE SQUEAKY DOORS!! THE PIPE BANGING!!!" and i can't stop snickering at it each time i remind myself of it, really reminded me of AVGN's rants).
Those three cursed unkillable soldiers and that overkill ambush with them.
Seriously? Did someone quit the game just because of the creaking doors?! LOL!!! 38^))

No, they kind of creaked a little, but I didn't say that it infuriated me. Come on? Where have you seen such doors not creak? :D

But the teaser shows how other important problems have been solved: A knife, a Pistol, a Machine gun and this damn bug with Soldiers (Here, really, thank you! He really pissed me off!). :thumb:

And im also gonna fix that Soviet "Gopnik-esque" voicelines problem you mentioned, I plan each Soviet soldier type to have more dignified/proffesional lines, and reserve the S.T.A.L.K.E.R Bandit ones for just the bald-headed soldiers to represent them being new recruits.
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by armymen12002003 »

I would also like to point out that the rockets and the explosives the bosses and enemies shoot are a too op even on the easiest difficulty.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

armymen12002003 wrote: Thu Apr 11, 2024 2:06 pm I would also like to point out that the rockets and the explosives the bosses and enemies shoot are a too op even on the easiest difficulty.
Should I lower the damage dealt by the explosion?
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by armymen12002003 »

WojtTheDoomer2K wrote: Thu Apr 11, 2024 4:14 pm
armymen12002003 wrote: Thu Apr 11, 2024 2:06 pm I would also like to point out that the rockets and the explosives the bosses and enemies shoot are a too op even on the easiest difficulty.
Should I lower the damage dealt by the explosion?
yea cause i died repeatedly.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

armymen12002003 wrote: Thu Apr 11, 2024 6:10 pm
WojtTheDoomer2K wrote: Thu Apr 11, 2024 4:14 pm
armymen12002003 wrote: Thu Apr 11, 2024 2:06 pm I would also like to point out that the rockets and the explosives the bosses and enemies shoot are a too op even on the easiest difficulty.
Should I lower the damage dealt by the explosion?
yea cause i died repeatedly.
Sure thing, I lowered the impact damage from 20 to 10, and the Explosion damage from 100 to 70.
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

Updates from 2.0 patch making, here are the changes made for weapons - the mod's most problematic aspect - so far:


-Knife now swings much faster, and deals 10 damage points instead of 5 per swing; adding that to the new longer pain frames and increased PainChance in some weaker enemies allows for the much-desired melee sneak-attacks
-Micro Uzi's damage-per-bullet has ben raised from 4 to 5
-MP5SD damage-per-bullet has ben raised from 5 to 6
-AK-74's damage-per-bullet has ben raised from 6 to 8, it also now fires faster
-M16's damage-per-bullet has ben raised from 7 to 10, it also now fires faster
-P90's damage-per-bullet has ben raised from 6 to 9, it also now fires faster
-Milkor MGL's infinite ammo bug has ben fixed
-RPG-7's ammo pickup sprite has ben changed to that from ROWan
-SVD's scope has ben changed to that from ROWan (still working on removing that pesky double scope, can't get it to work)


Things I still have to-do with weapons so far are:

-Improving the Desolator Cannon, potentially by adding a alt-fire that irradiates an area causing damage to enemies around the player or which plants explosive rad-mines (I could use a 2020 Soviet mine sprite that never got to be in-game)
-Improving the Laser Rifle's accuracy, and potentially adding a cool alt-fire to it, maybe releasing a laser battery that works as a turret that fires lasers at the enemy
-Potentially change the Pistol to Skorpion in some of Yuri's missions as a starting weapon, I mean, it was used by Spetsnaz operatives, and it's a rather rarely seen weapon in the mod, why not make it appear more often?
-Removing the double scope from SVD
-Adding the much-desired "each assault rifle has it's own ammo" feature (will require some work with adding the new ammo to maps, etc.)
-Figuring out how to do the mag-counting HUD
-Potentially making new cool reload animations for the guns, instead of the BOA-like ones, because I know some people really like reload animations in games.
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

Time to reveal the changes made to the mod's two BFG-tier weapons.


The Desolator Cannon

Gierek's brainchild, The KBR (Konceptualna Broń Radiacyjna) 001 Desolator Cannon has ben designed to fire a singular concentrated wave of deadly radiation - enough to kill a man, and pass through him to kill the man behind him, and so on, and so forth. However, General Sylwester Kaliski, a man co-creating the KBR-001 had a brilliant suggestion on how to improve the weapon. By changing it's blueprints using his own knowledge in atomic science, he added an additional firing mode; a soldier operating the KBR-001 could overclock it's uranium conversion processor and allow the weapon to fire an even deadlier radiation "spiral" that upon hitting a solid object would explode into a small nuclear shockwave. Gierek was outraged at this, proclaiming that this might be too dangerous to use; Kaliski could not care less.



In 2.0. the Desolator Cannon will be even more deadly, fitting for the mod's BFG - it can fire a devastating alt-fire "crowd control" shot; it uses 5 whole batteries, but it's one of the most powerful commie removers in the game, as it releases a massive faster-moving radiation missile that not only tears through large groups of enemies, but also explodes upon hitting a wall, releasing a small nuclear explosion that deals some miniscule additional damage.

The downside of this dangerous high-damage-dealing secondary fire that can eliminate large groups of enemies in just one second is the fact that while it deals more damage, and it can hit multiple enemies at once, the projectiles might not fit through some doors and might explode preemptively on doorframes or tight corridoors - it doesn't hurt the shooter, thankfully, so don't worry about blowing yourself up, like with the RPG-7.

The Laser Rifle

"What da ya mean it ain't ready yet...? We are at war here! We are still repairin' the damage that backstabbin' rattlesnake did here in Groom Lake!"

"Doctor Bittersweet, we just got the laser stabilizer from Kali. Well, Martin got it..."

"An' that doggone gun ain' shootin' straight! Doctor Dyson tried ta shoot a Bradley wiv it, and he missed every single time! One of the laser balls flew away and dunked staight into a porta-potty!"

"Perhaps the laser stabilizer was not calibrated properly...? There seems to be a discrepancy between the amplifiers used in Paladins and some guns we gave to our generals and the prototype we are currently working with..."

"Make it more accurate, hun, ah' don' care how long it'll take, jus' make it sure it'll be ready the moment we cross the Soviet border! And bring me a donut while ya at it!"




In 2.0, the Laser Rifle will be far more accurate. Admittedly, it was a weapon copied from Realm667, and while it was alright with me when I was testing the game it was not that fun for others, and after all this buildup of gathering parts for it, and it being lauded as America's secret weapon, I can see how it was a bit underwhelming.

The changes in action:



What do you think?
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Tyrannotitan Fan
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by Tyrannotitan Fan »

A bardzo dobrze, wodę dostałem. For real though, I'm optimistic for those changes.

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