Doomaholic Posted October 1, 2009 Wow, that looks EXTREMELY AMAZING. Keep it up! I have a thought: Maybe you should change the normal doom guns to German WWII weapons Such as the following: Karabiener 98k (shotgun) Mp40 (chaingun) Luger (pistol) MG 42 (plasma rifle) Panzerfaust (rocket-launcher) Knife/bayonet in hand (fist) And I don't know about the BFG, SuperShotgun or chainsaw but I'm sure you can think something up. It'll be hard making them all but I think if you put all your effort into it, It'll be the top wad in Doomworld!! 0 Share this post Link to post
Starke Von Oben Posted October 1, 2009 Today I've been doing more work on exterior textures and sprites. Check out this forest: http://img205.imageshack.us/i/forestexample.jpg/ I'll be releasing this Forest/Outdoor texture pack by itself as soon as I've fixed it's glitches for other designers to toy around with. It's a combination of textures and sprites. I used the following site as a reference: http://purple.worldforge.org/~zzorn/forest_rendering/forest_rendering.html 0 Share this post Link to post
Enjay Posted October 1, 2009 That screenshot looks pretty impressive. I'm really interested to see how the effects detailed on that page have transferred to a Doom level too. 0 Share this post Link to post
Doomaholic Posted October 1, 2009 So, you're working on a castle and a forest. This is a very well set pair of areas for the theme/s: WWII behind enemy lines; in Nazi territory. Are you thinking about more levels OTHER than inside the castle (on another floor) or in a forest (different area in forest = different level)? I could give some suggestions if you didn't have anything in mind. 0 Share this post Link to post
Starke Von Oben Posted October 1, 2009 Doomaholic said:So, you're working on a castle and a forest. I'm working on all sorts of textures and designs right now, including war-torn streets, villages, underground bases and Nazi style (see Albert Speer). Right now I'm working on a Castle, which I'll release as a demo wad as soon as it's finished (and I'll release the texture pack also). This is a very well set pair of areas for the theme/s: WWII behind enemy lines; in Nazi territory. Are you thinking about more levels OTHER than inside the castle (on another floor) or in a forest (different area in forest = different level)? I could give some suggestions if you didn't have anything in mind. [/B] As soon as I've done the Castle and released it I'll then consider if I'll go on to create any further levels. The idea does seem appealing, but I want to take things piece at a time. I don't want to create myself a mammoth task before all the requirements are met. As said previously, I'm working on a story that will be influenced by Nazi occultistism and 1970s Italian Nazi sexploitation films - I like the idea of including semi-naked nazi babes in a Salon Kitty level, reminiscent of Duke Nukem's political incorrectness. Think Nazi Pulp: http://wk.frothersunite.com/sc/pulp/weirdwar.htm I don't want to make a realistic WW2 mod, since it will hold the project back with regards level design. That's not to say the levels wont look realistic, but creating large tracts of forest for WW2 style "deadly dozen" maps simply doesn't look good in Doom. WW2 GI, a game built on the Build engine tried to do that and it was frankly boring and the level design was repetitive. 2D "3D" engines are essentially corridor shooters, so it's best to work within that framework. 0 Share this post Link to post
Starke Von Oben Posted October 1, 2009 Enjay said:That screenshot looks pretty impressive. Thanks Enjay, coming from you that's a proper compliment :D 0 Share this post Link to post
Doomaholic Posted October 1, 2009 Thanks. That's good. You may use this shotgun that I edited if you can.... It's only v1.0 so if you can use it (if it works) but i'd advise you to wait for v1.1 or something. It sort of looks like an M1 Carbine, so I thought it would work as a, "Ready to be picked up" shotgun. No credit needed. I just like to help people out. Link: http://Doomaholic.deviantart.com/art/Doom-Tactical-Shotgun-Design-138826069 0 Share this post Link to post
Starke Von Oben Posted October 1, 2009 WildWeasel is taking care of all the weapons, but thanks anyway Doomaholic :D 0 Share this post Link to post
Doomaholic Posted October 1, 2009 Wow. Weapons coming from WildWeasel! You can only expect the best from him! :D Have you got any info on what type of weapons he's making? 0 Share this post Link to post
Starke Von Oben Posted October 3, 2009 Hi everyone. I've more or less finished the exterior of the Castle for the demo, it's just a matter of filling it up now which will take some time. I'm a bit of a fusspot and I want it to play well, and advice regarding level design would be most helpful (after all, this is my first wad). I've mastered doom architecture more or less, but there's more to a good level than mere architecture. Anyway here is the exterior of the Castle: http://img169.imageshack.us/i/castle.jpg/ That's the exterior done. Expect more detail in the final release, such as windows and the like. Weapon (P38) courtesy of WildWeasel :D 0 Share this post Link to post
Whoo Posted October 3, 2009 Starke Von Oben said:Anyway here is the exterior of the Castle: http://img169.imageshack.us/i/castle.jpg/ You definitely have the Wolfenstein feeling handled well. I'm definitely looking forward to this. 0 Share this post Link to post
Captain Toenail Posted October 3, 2009 Cool, but that Luger is taking up half the screen! 0 Share this post Link to post
PRIMEVAL Posted October 3, 2009 It's lookin kitchen ace! I agree that the Luger is a bit large, though. Really lookin forward to this. 0 Share this post Link to post
Woolie Wool Posted October 4, 2009 The Walther P38 is not a Luger. It's a completely different weapon that replaced the Luger. 0 Share this post Link to post
Dutch Doomer Posted October 4, 2009 Starke Von Oben said:http://img169.imageshack.us/i/castle.jpg/ The angle of that weapon looks weird. And I agree with Captain Toenail. 0 Share this post Link to post
kristus Posted October 4, 2009 Yeah it's completely misdirected. It also doesn't follow the angle of the hand holding it. 0 Share this post Link to post
wildweasel Posted October 5, 2009 kristus said:Yeah it's completely misdirected. It also doesn't follow the angle of the hand holding it. I am not a hand artist - this sort of thing is just about unavoidable for me. 0 Share this post Link to post
cybdmn Posted October 5, 2009 Starke Von Oben said:As said previously, I'm working on a story that will be influenced by Nazi occultistism and 1970s Italian Nazi sexploitation films - I like the idea of including semi-naked nazi babes in a Salon Kitty level, reminiscent of Duke Nukem's political incorrectness. Think Nazi Pulp: http://wk.frothersunite.com/sc/pulp/weirdwar.htm That sounds great, Ilsa. :-D 0 Share this post Link to post
printz Posted October 5, 2009 I've found the Doom pistol to be compatible with virtually any setting that uses pistols. 0 Share this post Link to post
Col Kernel Posted October 7, 2009 I think any weapon modeled in Doom should have the view looking down the gun sights, like it looks like when you are actually aiming a firearm in reality. In other words, have the weapon centered in the screen, so you only model the top of the weapon like with all the traditional weapons in Doom. Another suggestion, if you have an outdoor level moving through a huge forest you could have a section that is fought in a vast network of deep, muddy trenches and fortifications so you don't have to render an unrealistic-looking forest. Since the natural 'forest' would look realistic since you can't see above the trench line anyways, you'd just see the tree-tops and sky and would not have to have the treeline stretch out very far or do something gamey like an invisible wall or whatever. A 3d game on the Doom engine is best used to represent corridor-fights which models trench warfare. The gameplay is suited for it and it fits very well into the theme you are working on. Yeah, and the default pistol even looks a little bit like the Walther P38 if it had a shorter barrel. Maybe it would be simple to just add some extra barrel length to the default doom-pistol? 0 Share this post Link to post
wildweasel Posted October 7, 2009 You've got your opinion, and I understand your reasoning for it. But if I were to do center-view weapons, I'd rather do them as proper iron-sight view, a la Call of Duty, rather than align them toward the bottom of the screen. And, well, if you're going to shift the weapon away from the center of the screen, you might as well make it easier to see what you're walking over, too, hence shifting it to the side. Alternatively speaking, no, I'm not going to redo the weapons. =P 0 Share this post Link to post
Dee Posted October 12, 2009 whats the progress on this mod? I was looking forward to seeing updates 0 Share this post Link to post
Starke Von Oben Posted October 12, 2009 Dee said:whats the progress on this mod? I was looking forward to seeing updates Progress is going well - I took a weekend off from working on the mod to give myself some space and reflect on my work. I'll post some screenshots up later. 0 Share this post Link to post
Starke Von Oben Posted October 12, 2009 Ok don't expect anything spectacular from these screenshots, I've not done the lighting yet or have fleshed them out. They are just screenshots to demonstrate my work in progress and to show that the project is still alive and what the general feel of the mod will eventually look like. They are also a showcase of some of the new textures and sprites I've made in the past week :D Title: http://img40.imageshack.us/i/titlepic.png/ "Return to Wolfendoom" is just a working title at the moment... This screenshot just demonstrates a new flag pole and "Nazi Babe" I made, modified from Duke3D, it is not a part of the actual level however: http://img33.imageshack.us/i/screenshotdoom200910052.jpg/ Here are some screenshots of the actual level in progress. The general layout of the level is more or less done, it's just a case of detailing it (lighting, objects, etc). It's quite large, since I don't see any point in spanning the Castle any more than a single level: http://img24.imageshack.us/i/screenshotdoom200910122.jpg/ http://img44.imageshack.us/i/screenshotdoom200910122.jpg/ http://img32.imageshack.us/i/screenshotdoom200910122.jpg/ http://img269.imageshack.us/i/screenshotdoom200910122.jpg/ I'll be releasing the textures/sprites/decorate wad to the general public along with the wad when I get this level done, hopefully it will encourage people to make their own Wolfenstein mods of better repute and quality than has previously been the general case. I've noticed with a lot of individuals trying to do a Wolfenstein style doom mod that they often lapse into the boring and repetitive nature of original wolfenstein level design. Why do they do that? Surely if they may as well simply edit original Wolf3D and be done with it, to be frank. 0 Share this post Link to post
pavera Posted October 12, 2009 Is that Bruce Willis? I know those screens are still WIP, but they still look great as the inside of a cold, barren Nazi castle. 0 Share this post Link to post
Dutch Doomer Posted October 12, 2009 Aw no nazi bitches to screw around with :( 0 Share this post Link to post
Dee Posted October 12, 2009 OMGsh this project looks incredible! Those updated screens are amazing! 0 Share this post Link to post
Starke Von Oben Posted October 13, 2009 dutch devil said:Aw no nazi bitches to screw around with :( ...what? 0 Share this post Link to post
aaglo Posted October 13, 2009 I think the previous poster thought that the nazi babe isn't part of the level. But I think what you meant that the "picture of those flagpoles and nazibabe" is not part of the level. Oh yeah, those pics from the castle look incredible. Good job, SvonO. 0 Share this post Link to post