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jazzmaster9

Wolfenstein: Shadows of Destiny TC - now on IDGAMES [v1.2]

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Script error, "Wolfenstein - Shadows of Destiny.pk3:wolfmain.wad:DECORATE" line 1975:
Too many arguments to thing_raise


:-(

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2 hours ago, Voltcom9 said:

Hate to double post but the DL link doesn't appear to be working for me.

Sorry about that. DL link should be working now :)

1 hour ago, Noiser said:

Script error, "Wolfenstein - Shadows of Destiny.pk3:wolfmain.wad:DECORATE" line 1975:
Too many arguments to thing_raise


:-(

Ill look into that. It may have something to do with the Ghost enemies.

EDIT: what version of (G)ZDoom are you using?

Edited by jazzmaster9

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10 minutes ago, jazzmaster9 said:

EDIT: what version of (G)ZDoom are you using?

The last available for ZDoom: v2.8.1

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Oh, nevermind... it works on GZDoom v3.1.0. I tried before with another version of GZDoom and it wasn't working. Sorry for the mess =P

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Starting playing it looks like a fair tribute to End of Destine but you choose a diferent gameplay i like the diferent movement of the player, dont remenber the dos one, but this's cool, i started in "i'm the death incarnate" skill, so i tried knifing the guy by behind to instant kill but it not worked like in EoD, also side scrolling door was going to be a better choice for a mod like this, and the new sounds not pleased me so much the original ones are still epic. p´layed until map06 where i died to the switch traping, i'll try finishing it soon, looking foward to next version. btw there's a misplaced texture in end of map02. ;)

 

i still have other thing to say if you want to hear you can pm me.

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1 hour ago, Xindage said:

i still have other thing to say if you want to hear you can pm me.

No problem. If you want to give some feedback feel free to pm as well :)

 

As for the sound effects and sliding doors. I do not intend to change those.

I love the Mac SFX and Sliding doors are a bitch to set up and the regular doors work fine IMO.

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Minor update:
- Fixed some the death animations for the bosses so that they play faster.
- Also fixed one of the boss' death frame that was not playing.

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Minor update uploaded:
- Added the BRIGHT flag on the bosses and also the rocket sentry.
- Fixed some typos
- Also I forgot to put Nash in the text file for the movement code, so now he is in the credits :)

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Beta Version 2 is out.

- Changed the enemy behavior so that they will continuously shoot you when they are in point blank range

- Just Changes in decoration placement

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Downloaded this (and the new GZDoom I guess; I swear I only just downloaded 2.3.2 last month.) Anyway, man, I just cannot get used to the new movement. It feels like I keep getting hung up on corners and whatnot, but it's just me taking my fingers of the keys for a split second.

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Yeah the Wolf3d Movment is something that takes a while to get used to.

But once you get the hang of it, it feel similar to playing Wolf 3d.

 

I guess its because I played more Wolfenstein than Doom, that I got used to it.

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1 hour ago, jazzmaster9 said:

Yeah the Wolf3d Movment is something that takes a while to get used to.

But once you get the hang of it, it feel similar to playing Wolf 3d.

 

I guess its because I played more Wolfenstein than Doom, that I got used to it.

Yeah, I've only ever played Wolfenstein stuff that was Doom engine-based.

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Keep those feedback coming guys.
The final beta version is coming soon.

 

Thank you to the people who have provided feedback so far.

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Still playing my way through this but I am really loving this so far! I thought it was cool seeing ROTT elements integrated throughout. Good job.

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Finally got to play this, I'm on map 6 and liking it a lot so far. Maybe it's too late for feedback, but here two thoughts related to balance:

 

The rifle (slot 5) feels too unreliable, sometimes common enemies survive a hit and you are left open to enemy fire during the long reload animation so in the end I feel like the weapon is only useful for "fire & hide" tactics around corners.

 

Had lots of problems defeating the first boss, probably because I'm bad, but still it felt like a huge difficulty spike to anything else up to that point. I'm playing on difficulty 3 ("Bring it on", I think). Personally I'd nerf it slightly, maybe a few more frames when he stops walking before firing.

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Hello. Yes this project is not dead.
The final Release is coming this weekend :)
You still have time to give your feedback and bug reports. Thank You so much to those who have participated in the beta.

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The official release (v1.1) of Wolfenstein - Shadows of Destiny is now available :)

IDgames link to coming soon.

 

Changes:
- All walls are now in Truecolor PNG
- Some changes in texturing

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I'm not really a fan of the classic Wolf 3D - I just think the gameplay aged badly. That's why I was hesitant to give this a try, but did anyway, and I'm pleasantly surprised how good it is.

 

The small and careful additions - like breakable pillars, snipers, mines, and of course the fire balls - keep the gameplay interesting and varied. For being on a rough grid the maps are also surprisingly atmospheric and believable. The darker ones have a definitive a dungeon crawler vibe to it, which is a good thing in my book. I was also able to find quite a few secrets, by looking for hints and not by humping every available wall.

 

There are some negatives though, too. For one pillars taking up one whole square of the grid feels a bit unnatural, since it's easy to bump into them even though they still seem to be farther away. I realize it's intentional to stay closer the the grid style, so it's no biggie. Another thing is that there's no visual feedback when shooting at bosses, so you don't even know if you're hitting or missing.

 

All in all it's a really nice mod.

 

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If you like more advanced stuff like this there's quite a lot of essentially free standalone full-blown TCs for Wolf3D that get very innovative and creative with limitations by utilizing new features and skillful mapping.

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