Lobo
Doomer
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Post by Lobo on Sept 14, 2020 16:14:52 GMT -5
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Post by ceejay on Oct 7, 2020 17:33:37 GMT -5
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Deleted
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Post by Deleted on Oct 7, 2020 17:49:53 GMT -5
Very cool, thanks for posting this! One question out of ignorance though, why did you choose EDGE as the source port? I'm not familiar with EDGE or it's features, is there something it has that other source ports lack?
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Lobo
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Post by Lobo on Oct 19, 2020 16:17:00 GMT -5
Why not?
Edge modding is easy and feature-rich.
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Deleted
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Post by Deleted on Oct 19, 2020 17:34:08 GMT -5
Gotcha. I don't have a huge amount of experience in using more advanced mod features like slopes, 3D floors, portals, etc., and the limited experience I have is with ZDoom. I remember that Essel at one point was using the Eternity engine to make a mod, and he mentioned that it had some features he liked. I just wasn't sure if EDGE was a different beast than ZDoom.
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Lobo
Doomer
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Post by Lobo on Oct 20, 2020 1:02:13 GMT -5
Completely different to zdoom. Map format is normal limit removing. Edge-specific stuff like 3d floors, slopes etc. are just new sector/line types so its easy to map for too. And just editing a text file you can invent your own types: its powerful stuff.
It was one of the first ports to have room-over-room 3d floors, a few years before zdoom got them.
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Deleted
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Post by Deleted on Oct 20, 2020 20:46:20 GMT -5
Oh wow, I didn't know any of that. Thanks for the info!
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Lobo
Doomer
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Post by Lobo on Oct 21, 2020 1:12:49 GMT -5
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Post by ceejay on Oct 23, 2020 12:57:10 GMT -5
More mappers, most certainly. But you can never have enough weapons/monsters. And considering other ports have close to millions of gameplay mods, to the point of it being oversatuated, we have a long way to go to catch up as far as EDGE is concerned. And I accept the challenge
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40oz
diRTbAg
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Post by 40oz on Oct 23, 2020 15:57:57 GMT -5
Lobo ceejay Some DBP players have floated ideas about a port-specific DBP project. My leaning towards vanilla / limit removing mapping has been because I want people to be able to work with something that is familiar and basic so that the one month mapping time frame is attainable. Suppose you'd want to join forces one month to use EDGE for DBP, I would propose a couple things. First, one or both of you guys would develop some sort of gameplay model framework we can use to map with. It's preferable that the gameplay style proposed is perhaps just some additional content to use in combination with stock Doom monsters/weapons. I think it might be a big ask to make something like a TC (though if it goes well, we might be able to move in that direction in another month.) We want something not too far removed from Doom so that it's familiar to players and won't require extensive playtesting from the mappers to understand how to use it. Second, perhaps make some test areas that mappers can refer to that demonstrates maybe 5-10 of the basic mapping features, such as 3D floors and slopes, that EDGE can do (or rather what you are willing to do.) We can make it a requirement that each map uses at least one of said features so that it's a legit EDGE wad. Third, be available and volunteer yourselves to write the necessary code for special linedef actions. I don't think it's fair to expect mappers to have to learn the coding language and get a map finished within the deadline, but if the mappers could make the maps first, then point to the mapping feature demonstrated above, and tell you where they want it and what to happen, maybe you guys could quick program it in for them? It would be cool to have someone versatile with the scripting working alongside the level designers. Doomer Boards at it's core is just a mapping project where mappers get free reign of the resources that are available to them. In this case, one of the major resources would be your assistance and familiarity with the engine. It's essential for the start of the project that most of the heavy lifting is already done. Done in such a way that just dropping some playable maps in the wad will make the project complete. If that sounds like something you could get behind, we can talk about this further.
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Lobo
Doomer
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Post by Lobo on Oct 23, 2020 17:11:31 GMT -5
40oz That sounds like a fantastic proposal! I would definitely be down for it and I'm sure CeeJay would be too. I'm sure that between both of us we can come up with a framework. It's after midnight over here and I was just about to hit the hay, so I'll get back to you on this tomorrow. This is going to be great!
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40oz
diRTbAg
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Post by 40oz on Oct 23, 2020 19:19:12 GMT -5
No problem! I think the next couple DBPs are booked, so we have plenty time. We will talk more in detail shortly.
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Post by ceejay on Oct 24, 2020 3:29:16 GMT -5
We are both very much interested and excited at the idea. This is pretty much an offer we can not refuse
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Lobo
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Post by Lobo on May 13, 2021 14:16:25 GMT -5
Arctic Wolf just got updated. www.mediafire.com/file/r2rnsd56b35rx2j/arcticre_2021.zip/fileOperation: Arctic Wolf Revisited is an update/improvement to Laz Rojas' classic WolfenDOOM scenario (https://www.doomworld.com/idgames/themes/wolf3d/arcticse) with improved gameplay, all new weapons, enemies, new mechanics, more interactivity, more immersion, scripting, updated textures, level fixes, etc. 19 levels of intensive and plot-driven Nazi-blasting fun, plus one super secret bonus level which can now be reached without cheating.
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Post by impiethethird on Aug 2, 2021 20:15:38 GMT -5
This looks dope. I had a lot of issues with the original Wolfendoom mods' gameplay and mechanics, and this looks like a much-needed fix. Used to play the original mod with Wildweasels' Nazis! mod, but that inevitably broke a lot of stuff. Will have to give this a shot.
Funny how modders keep revisiting Arctic Wolf in particular. I remade it a few years back as a Juno mod called Operation Sea Wolf.
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Post by dr_st on Aug 3, 2021 15:48:40 GMT -5
Funny how modders keep revisiting Arctic Wolf in particular. I remade it a few years back as a Juno mod called Operation Sea Wolf. It sorta was the most impressive, vast and original of the Wolfendoom projects (other than Operation Rheingold which never got completed).
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Deleted
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Post by Deleted on Aug 3, 2021 22:55:40 GMT -5
I like the level of action in this one. That's apparently the kind of Nazi-shooting I want to play, not the Blade of Agony. Fast and to the point, no choosing loadouts by buying shit and no talking to strange people at the base making stupid remarks, etc.
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Post by impiethethird on Aug 4, 2021 21:20:49 GMT -5
Funny how modders keep revisiting Arctic Wolf in particular. I remade it a few years back as a Juno mod called Operation Sea Wolf. It sorta was the most impressive, vast and original of the Wolfendoom projects (other than Operation Rheingold which never got completed). Yeah I was thinking the same thing. Even compared to Rheingold it comes closest to having an engaging mission and featuring more than just 90 degree samey corridors (still plenty of that though, and terrible level and asset design in general even for a 90s TC*). * never force the player down an endless corridor of enemies with too much health, which ends in a locked door, which requires a key that you can't reach unless you go ALLLLLLLL the way back to the beginning to collect it from a hidden room that you had no reason to suspect was there, which only opened when you approached the locked door miles away.**
**ESPECIALLY don't make them do it multiple times.
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Post by ceejay on Aug 6, 2021 4:20:48 GMT -5
Funny how modders keep revisiting Arctic Wolf in particular. I remade it a few years back as a Juno mod called Operation Sea Wolf. For me it was personal. I played a lot his work back in the day but Arctic Wolf was one of those Doom mods that really left an impact. Along with Batman which is equally impressive, if not more so. In retrospective, however, there are few minor gameplay quirks with the original Arctic Wolf which unfortunately affects the overall experience making it tedious to play. Also some bizarre creative choices throughout but the presentation is still very good and the level design ranges from decent to pretty good. For the time, of course. Lots of creative DeHacked tricks and scripted events too, which was not common back then and certainly not easy to pull off within the limitations of the Doom engine.
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Deleted
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Post by Deleted on Aug 6, 2021 11:15:23 GMT -5
Progressed a bit on fourth difficulty (dunnon what fifth is - does it have respawn? it does have more aggressive enemies sure, I will postpone it for now).
It looks like the starting weapon is the best one for accuracy, for now at least. Can't figure out how to use scope on a third weapon - pressing the bound key "=" doesn't do anything. So I just take out everyone with a pistol. Looking at source, I see pistol's range is limited, well for the first 3 levels was not really a problem, although I think I left someone behind in the first.
The turrets almost killed me, survived with 5 health and managed to take down the next troop and claim health/armor baggage. About time! It turns out the turrets can be simply shot out. Grenading them is a waste if it hits near below, it does negligible damage, so it is either landing directly on it, or shooting when it is down. I've actually never played any game in Wolfenstein series proper, if you think what's the hell. So this TCs are like all new stuff to me. Glad this doesn't overload me with choices like Blade of Agony.
It looks like there is going to be a lot of ice, not sure how long I will last. The screams are appropriate for this theme, it really looks like fighting for one's own sanity. Had no problem with landmines btw, even the burried ones.
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Lobo
Doomer
Posts: 555
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Post by Lobo on Aug 6, 2021 17:28:25 GMT -5
Well it is *Arctic* Wolf so there's gonna be snow 😉
But later there's really cool maps like the submarine base one and sewers and the headquarters so there will be plenty of variation.
Gotta admit I liked this TC a lot, though I didn't like a lot of the back-tracking in some of the maps. Not CeeJays fault: that was all Laz Rojas mapping style.
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Deleted
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Post by Deleted on Aug 6, 2021 22:16:20 GMT -5
The diving was fucked. "... gear. Time for a little swim!" - what? You put this on me but I don't really see where I enter the water yet. Of course it ran out before I could reach the switch, no, the blue bar that was there after the gear disappearance run out before I pulled the underwater switch, guess I'm not making it backwards lol.
I will replay that level later. However, I should say this scenery wasn't boring, and a gear on on pickup was only a mild disturbance, since getting to that point is not hard. That is, the boredom set in because 2nd and 3rd levels were similar enough, pure ice setting, but the 4th level is more varied in colors. I miss my friend landmines though, wandering over those huge ice platos without a risk of being blown up is... strange. Could be cool if covering from chaingun turrets while they are going live could be a bit explosion risky. Pea-shooter still kicks ass, didn't try pistol starts yet though, would be intense shooting over long distances without armor (pea-shooter's range is limited, while the spread on MP-40 is large).
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Deleted
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Post by Deleted on Aug 6, 2021 22:20:08 GMT -5
By the way, the Nazis call me a commie. Am I one? Trying to understand the setting, I have no issues playing as my glorious grandfathers.
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Deleted
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Post by Deleted on Aug 7, 2021 10:59:58 GMT -5
Ha, Nazis sometimes call me Americano too. They really don't care, it's same shit to them.
Anyway, it turned out that putting scuba gear on also resets speed if "always run" was on, and I think it also went to double the fast when I left it and elevated myself out the water (after saving, quiting and loading the save the running speed is back to normal, unless I was imagining things).
With "toggle run" pressed after the scuba gear was on, I managed to get to the next level, successfully beaten it, now have a cool automatic rifle and I also discovered the scoped rifle can 1 hit kill things from good distance without having to turn scope (which scope doesn't work for me anyway). Ha, it was fun putting down those Nazis fast, both with 1 hit kills but also automatically. Pure rat didn't think I would only open door once I already got rifle, huh? Happened naturally to me, I just was curious what was that door that I left behind in hurry, and there was a surprise waiting for me, but I had a bigger surprise for it already, and blasted the pure thing into a blood puddle. So very fun.
The opposition now lines up for automatic shots, I like killing sprees. Will see what the tunnel will bring.
Ah, and yes, there was a key and door hunt, fortunately didn't take me long enough to figure out. The silver key that worked on I don't even remember what was the toughest part mentally wise, the rest was your usual track locations you remember across the map, and deal with reinforcements, because suddenly there are. Anyway, I enjoy moderate puzzles, the original Wolfenstein apparently had worse, if Wolfendoom conversion was authentic. The double running speed might have helped, though, if it really did happen. Dunno, things might have just seemed faster after diving trip.
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Deleted
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Post by Deleted on Aug 8, 2021 13:24:57 GMT -5
Made it to level 7: The Dam. Having doubts this one is pistol start friendly, glad I'm playing continuous.
So far the levels from the one that had scuba diving onwards hadn't been boring at all. Part of me wishes AI/scripting and level design was still more involved though, like snipers trying to blow up explosive stuff near the player (fire extinguishers and other scenery stuff), concealed landmines occuring where player might likely hide from chaingun turrets, dogs may be dropping in from different height so that lift driving is not safe pause... I guess this is because it is a tune-up and not an expansion of existing levels, however would be cool if series were expanded, while keeping to oldschool spirit (no buying stuff or talking to friendlies in the camp, or loadouts or whatnot). While in doom wads I sometimes feel there is too much conflicting priorities for player to resolve, the challenge of this sort is pretty sparse here.
So far. The levels do get heavier through increasing numbers of opposition, though, will see if it actually has some challenging stuff later on. The level I reached seems to introduce chaingunners, durable fucks.
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