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Tormentor667

[Wolfenstein: Blade of Agony] Achievement Ideas? (p13)

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The mod needs more musical variety. I am getting bored of the same tracks. 

 

I suggest tracks from the Old Blood.

 

 

 

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How can one spend over 6 hours on an easter egg that doesn't take more than 6 minutes to complete?! :roll: Curious if someone recognizes this game from the 90's  :D

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New Screenshots and some plot information about Chapter 3 (Warning: Spoiler ahead for those who didn't play C1+2)
Mission 3 of the third chapter is set at Wolfsschanze, the infamous WWII bunker of Hitler. In Blade of Agony it's not only the scenario to get deep into the heart of the Third Reich but also behind the secrets that are part of the occult background you already discovered in the previous chapters. The power of the staff has been unleashed and tested near the town of Rastenburg - but with a different outcome than expected by the nazi scientists. The third operation on Chapter 3 is heavily inspired by the Resident Evil games and the Chernobyl tv series that has been just broadcasted by HBO. Expect terrific places and a very thrilling mission!

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11 hours ago, Scuba Steve said:

Why does the compass look so blurry?

That’s just the inventory item. If it is activated, you get a clear larger version on the hud :)

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Some more screenshots from Chapter 3 (Führerbunker "Wolfsschanze" interiors; city of Rastenburg, a Zyklon C testsite; battlefields of Berlin)

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That overlayed filter seems a bit excessive, but other than that gorgeous work as always. Can't wait to try this on my new laptop.

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The final chain-link | Airport Tempelhof
After the past three months have been pretty silent when it comes to public news, the team had been working unweary on the final chapter of Blade of Agony. We made huge progress leaps in the mapping department and there is only one map left to be finished in the main part of the third chapter - Airport Berlin Tempelhof (without mentioning our secret operation and the three specials that can be played at the console, but more about that in the future). After that we will concentrate on polishing the storyline and the structures, adding sidequests and making sure everything works without any flaws and is playable from the start to the end.

"And what comes next? A release?" Well, it's not as easy as that. One of our additional goals for the final release is the localization and the voice acting. For the localization we plan to release the game in various different languages (german, italian, russian next to english) to reach a wider audience. On the other side, we want to improve the atmosphere with a special audio addition, therefore we plan to add voice actings to the briefing, the dialogues and the ingame messages. But this all can only be done as soon as most of the game is set in stone to avoid gaps or redundancies. Anyway, we won't be able to do all this on our own.

So if you are used to translating texts in the languages we aim for, or if you are interested and skilled in doing some voice acting for a specific character in the game, drop us a line, get in conctact over the forums and let us know. We are looking forward to any kind of support in this area.

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Awesome, voice acting was kind of the only thing missing from the game in the modern feel department. And we got that tiny taste of it with the commander idly rambling on before you talk to him.

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Good lord. Finally. I was dreaming of a Commander Keen TC for the longest time, at least I can get a tiny little taste of it now! Really looking forward to this (well and the "ordinary" BoA levels). Good job, looks great.

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Blade of Agony - Chapter 1, Mission 4 (before and after)
Working on Chapter 3 doesn't mean that we don't care about Chapter 2 and Chapter 1. We are still improving our work, adding content to the already finished missions to make sure that everything is streamlined and polished. I promise you: There is so much to discover that it is worth playing all Chapters in one go. It's almost like a reforged remastered edition now!
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Blade of Agony - Chapter 1, Mission 1 (before and after)
Some more footage of the improvements we are doing in Chapter 1. The left shots are from the original C1 release in 2016, the right ones are from the current build that we prepare for the Chapter 3 finale. Next to litle improvements, texture changes and atmospheric additions, we also incorporated displacement maps for a few textures. You most propably can't spot them on the screenshots but they look fabolous when moving around.

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After the second mission in the first episode i've talked with a briefing dude and ran to talk to a truck driver as the briefing was still going. I think that broke briefing guy after i finished second mission.

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Looks astonishing! I've just played this for the first time after seeing the bumped topic and it's an incredible use of ZDoom :) Just a couple of things have stuck out so far (playing the standalone e1+2 version that's on moddb):

 

- The controls aren't explained during the tutorial and several of them (like secondary fire) are unbound! Throw Grenade being in enhanced options instead of on the controls screen is very hard to find, as well

- The Union Jack hung outside the base is upside down ;)

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Public inactivity doesn't automatically mean inactivity behind the curtain. After months of dedicated commitment we can finally announce that the third chapter of Blade of Agony is finished - well, at least the rough outline. The Final Confrontation, that has been renamed for story-consistency and also as an homage to the original Wolfenstein 3D, is playable from the beginning to the end now. I admonish people not to cheer and ask for the download link though.

Even though we are making big steps towards the release of our game, there is still a lot of work to be done: Adding localization, examining story consistency, gameplay tests and implementing further improvements for the best possible experience.
 

A few days ago we added a custom help and info system directly into the game, that resembles the areas of our page. This will definitely come in handy for all those playing the mod for the very first time but somehow missted the website. On top of that, a new epilogue and cutscene system has been implemented, beautifying the old text displays with a nice frame and some custom art images.
 

One of the bigger remaining tasks though is the localization of all language strings we have. There is already a team of translators working on a Google spreadsheet that we've prepared but if you (or anyone else you know who is a native speaker of spanish, italian, german, russian, turkish or franch) might be interested in helping out, let us know and drop us a line.

 

Well, and we don't want you to visit this thread for paragraphs of boring text, do we? The media area on our webpage has been upvalued with 18 brand new screenshots of chapter 3, so before you leave, you might want to check these out - and stay tuned!

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I was going to ask about the overhaul of the previous two chapters, specifically chapter two and the grindy, tedious segments like sneaking/sniping or the awful wind tunnel area and if they had been overhauled... but then I went to the media page.

 

That's a bold choice to have a mission take place in a concentration camp. For the record, I support games exploring complex ideas and have long thought a videogame could accurately convey the horrors of a place like Dachau... but boy is that a fine line to walk; unless executed well, it could be extremely offensive--having grown up in Germany and been through their public schools, I'm sure you're well aware. Jewish groups objected to a Wolfenstein mod where you played a Jewish prisoner who escapes a camp, inevitably leading to the project being completely redesigned. I hope you and the team were able to find the right balance because, done well, it's an interesting idea that has never been explored fully in the medium of videogames. With fascism on the rise around the world, do you feel this segment of the game is both respectful of victims and survivors of the holocaust while simultaneously avoiding glorifying Nazis and properly vilifying them and what fascism caused?

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Thanks a lot for that reply Steve, it's good that someone brings up these thoughts - better now than later when the release is out and we failed to handle the sensitive topic in a reasonable way.

 

The Wolfenstein 3D mod you are talking about is most propably Sonder, a project that has been received very controversial. Our sprite artist DoomJedi was involved in the mod's development and when I suggested creating a mission where the protagonist escapes from a concentration camp, he shared his experiences with me.

 

Blade of Agony is a creative and fictional mod, based on historical events of the second world war - therefore it's not any different from Call of Duty, Medal of Honor or Wolfenstein. Still, having a mission in a camp is questionable - a place that's symbolic for the holocaust, the most disgraceful time in the history of humankind. So how can we ensure the balance between entertainment and awareness?

 

What's the mission actually about? In short and without spoiling too much: The player is infiltrating the concentration camp in Dachau, teaming up with the prisoners, killing the nazi administration and rescueing everyone. During this operation, you discover supernaturl and occult machinations located underneath the camp complex.

 

Yes, the player will face the cruelty of the holocaust, told by images, told by dialogues and told by the story - but in a respectful frame and a conscious way, that's what our goal was.

 

Something about me as a final information: I am german and the german history, especially the age of National Socialism was something that was treated in (high)schools every year. The german protection of the constitution is a lot more strict here than in other european countries, or even in the US, so it was a difficult decision for me to even consider creating a Wolfenstein mod so it was a personal concern for me all the time to be careful with the historical background.

 

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On 7/13/2020 at 1:24 AM, Tormentor667 said:

Our sprite artist DoomJedi was involved in the mod's development and when I suggested creating a mission where the protagonist escapes from a concentration camp, he shared his experiences with me.

Moreso, I orchestrated Sonder development, especially as the mod was my idea/concept and was based on my "believed at the time" past life recreation (me being a jew myself BTW). I was also the one in the team to get the 100% of media attention/controversy to the point of deep emotional scar (there is even a documentary I took part in about it and such projects - film called "Another Planet" that even participated in film festivals)

About sharing the experience - there is only so much words can describe. It also depends in the person involved and his confidence/media skills and some other actors.
I did try to explain Daniel the "mines" of such a decision as much as words can, my experience and response are also well documented all over the net.

There are a few differences here though, as Daniel mentioned - that make a difference in my opinion.

1. Sonder was not in Wolf3D universe. Not in universe of Hitler Ghosts, Mutants, Ghosts, and some BJ killing Hitler.
Sonder was sort of happening in a "real" timeline, despite being fictional interpretation of some mystical past life memory of actual 1944 SonderKommando Revolt.
So people could (especially if they don't know Wolf3D modding and lore and even engine/gameplay limitations and intentions) expect some historic accuracy from it (despite clear historical disclaimer - one you can still find on google - that was later added).
This is not the case here. Wolf3D Universe - is fictional from the start, and was one of the reason Origins was deliberately made inside such (in addition to changing red blood to purple to showcase "gore" hypocrisy of critics (beside playing safe)).

2. Sonder was a whole mod about Holocaust. It was Holocaust mod.
BoA has just one such level/location inside a wide list of unrelated locations. This is VERY different.

Even Sonder - if I'd have that controversy now, having people to support me nowdays - mod probably would not have been scrapped/remade.
I was alone in that battle and so I lost...but won...depending on how to look at it.

Edited by D00mJedi

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William J Blaskowicz is Jewish - in the modern games it's brought up often, but I think it was a stated fact back in the Wolf3D days as well.

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