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Tormentor667

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  1. Tormentor667

    [Blade of Agony] We are almost there | News 13.11.2020 | p9

    After almost 6 years of being in development, we reached a special milestone today. With the latest commit on Tuesday, November 10th, 2020, the mod is fully playable, that means: all chapters can be played through from start to finish. Because any of us in the dev team lives several thousands miles apart from each other (not to mention COVID-19 restrictions), we had to celebrate this with some good old German beers in our chat group, exchanging a few photos and videos to make sure everyone was drunk to celebrate this glorious moment - well it wasn't that glorious anymore after beer number then but... well, we had some fun, now on to the news people are waiting for. In the middle of the year, we were certain that a release in the fourth quarter of 2020 was realistic. But during our own playtests, a large number of issues came up, and we needed to adress those first. This was also the reason why finishing the maps took us longer than expected. We fixed game-breaking bugs, we improved the storytelling, and we added new content to the first two Chapters - we polished like crazy. Now that all of the maps are done, we will start to balance, fix, and finish the mod in order to make the best possible experience available for all you players out there. This also means that we need to spend some more time on the mod in order to achieve that. As of now, we are confident that a release in the first few months of 2021 is a reasonable target. Until then, we will make sure to keep you informed and entertained when it comes to Blade of Agony. I recommend subscribing to our YouTube channel. We will be posting some interesting content on our YouTube channel over the next few weeks for those who are really impatient. Until then, stay safe, and have a good time.
  2. Tormentor667

    [Blade of Agony] We are almost there | News 13.11.2020 | p9

    Thanks kindly for your reply and your thoughts about the controversity of the death camp in Blade of Agony. I know about these concerns already, we talked about it in our development team for a while already (mostly due to experiences @doomjedi has made with Soner) and I also had a long conversation with @Scuba Steve in private where we made a lot of changes and decisions towards the operation. What I want to tell you: We didn't add the concentration camp for publicity, and it wasn't a spontaneous idea that arose during the development of Chapter 3. I already had that in mind for a long time and began the development of it in early 2018. Blade of Agony is a fictional scenario based on historic events. We have battlefields in the center of Germany, we have a D-Day operation in the Normandy, and yes, we have an operation that is placed at a death camp. From this point of view, we see the settings very objective. What we mostly want to have is a huge variety of places to visit and scenarios for an entertaining gameplay. To make sure that this isn't turning into a tasteless treasure hunt and slaughterhouse, we adjusted the place in many points to avoid any problems when it comes to sensitivity, so let me explain this further: The concentration camp is fictional (placed in a fictional town in Germany), no direct historical connection The prisoners are war prisoners (we avoid to use the term 'Jews' in this context) The graphic style is narrowed (less vibrant colors, some kind of a 'Schindler's List' approach) The mission is about freeing the prisoners and uncovering a fictional biochemical weapon that is developed in an underground laboratory The prisoners mostly can't be killed (instead they hide or take cover) We are aware that this mission still has a certain controversity, but remember: You are the good guy, and we made sure that difficult aspects of this place have been taken care of with the highest sensitivity and respect that we could do and I think we managed it. Thanks kindly for your feedback!
  3. Tormentor667

    Doom Pictures Thread 2020

    We've come a long way Comparison shots of the allied headquarter from the beta (left) and the current development version of Chapter 3 (right).
  4. Tormentor667

    [Blade of Agony] We are almost there | News 13.11.2020 | p9

    We've come a long way Comparison shots of the allied headquarter from the beta (left) and the current development version of Chapter 3 (right).
  5. Tormentor667

    Doom II - Hell Unleashed Episode I (Gzdoom Remake)

    I can't wait to play this, it looks totally stunning.
  6. Tormentor667

    Crystal Caves Remaster incoming

    I want more of that! Monster Bash anyone?
  7. Tormentor667

    Sgt_Mark is making his own game, "Brutal Fate".

    I used to know a Gez who isn’t talking total garbage out of context.
  8. Tormentor667

    Sgt_Mark is making his own game, "Brutal Fate".

    I wonder how he can sale the mod when it’s using the GZDoom engine.
  9. Tormentor667

    DOOMGATE.de WILL DIE

    Count me in
  10. Tormentor667

    [Blade of Agony] We are almost there | News 13.11.2020 | p9

    The page got a nice overhaul for the design, nothing too fancy, but it resembles the ingame graphics much more to make the whole project fit together. There is also some more content to discover on the page, so have fun discovering it! Link: https://boa.realm667.com
  11. Tormentor667

    [Blade of Agony] We are almost there | News 13.11.2020 | p9

    Well, I should have said it, that the C3M0_A mission is still under development, so I'd suggest not (!) collecting all clues and then proceeding with C3M2 :) Thanks for the kind feedback though!
  12. Tormentor667

    [Blade of Agony] We are almost there | News 13.11.2020 | p9

    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.
  13. Tormentor667

    [Blade of Agony] We are almost there | News 13.11.2020 | p9

    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!
  14. That's what Kurt Kessler stood for and that's the reason why I love his maps so much.
  15. Tormentor667

    The City of the Damned : Apocalypse | Remaster | Dev

    Well, there will be one - but that will take some time :)
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