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[RELEASE] Atomprojekt
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Barry
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PostPosted: Sun Feb 05, 2017 11:59 pm
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Thanks everyone! 7 was actually a level I was a bit concerned about its reception because it's quite different than my usual style. It is meant to be a "companion" level with Passage to Hollenteufel Floor 18, both levels featuring nods to various aspects of E4L5. 7 is called "The Basement" and is supposed to feel empty and dirty. If used sparingly, that kind of room design can really enhance the atmosphere.

@doomjedi How far have you made it at this point?

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PostPosted: Mon Feb 06, 2017 11:57 am
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Level 8
Great level so far, one of the better ones. Love what you're doing there, so fresh and smart.
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PostPosted: Mon Feb 06, 2017 11:58 am
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doomjedi wrote:
Level 8
Great level so far, one of the better ones. Love what you're doing there, so fresh and smart.


Thanks!

It's called "As Above So Below". There are two paths through the level and both are inverses of the other.

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PostPosted: Mon Feb 06, 2017 6:00 pm
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Agreed. Just finished level 8 and it is my favorite so far. Nice use of different textures in the same room, especially the one with the wood paneling, red brick and brown marble. And the final room was downright devious! The SS behind the obstacles sniping you from behind while a sea of enemies flow out of four locked doors that you can't keep monitored at once makes for one hell of a firefight. The mapping so far has been nothing short of superb.
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PostPosted: Wed Feb 08, 2017 9:19 am
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Barry wrote:
ronwolf1705 wrote:
I'd have to hear it to be sure. Is that where the lab section starts? I think I did most if not all for that section, so it's possible.


The track on Floor 30 is one that is contained in the IMF pack you posted on here last fall. It may have been in another mod. Floors 31-34 are ones you composed specifically for Atomprojekt.


I quickly checked it, but it seems the track on level 30 isn't one of mine actually.
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PostPosted: Wed Feb 08, 2017 10:02 am
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ronwolf1705 wrote:
Barry wrote:
ronwolf1705 wrote:
I'd have to hear it to be sure. Is that where the lab section starts? I think I did most if not all for that section, so it's possible.


The track on Floor 30 is one that is contained in the IMF pack you posted on here last fall. It may have been in another mod. Floors 31-34 are ones you composed specifically for Atomprojekt.


I quickly checked it, but it seems the track on level 30 isn't one of mine actually.


Do you know where it comes from? I thought it was yours because it was in that IMF pack you posted. I might need to release an update changing the credits for that track.

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PostPosted: Wed Feb 08, 2017 10:45 am
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I'm almost certain I've heard it in a previous mod (probably a Wolf3D one) but I have no idea what mod. Sorry to have to say that. Sad

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PostPosted: Wed Feb 08, 2017 12:11 pm
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Barry wrote:
Do you know where it comes from? I thought it was yours because it was in that IMF pack you posted. I might need to release an update changing the credits for that track.


I can't imagine it being from my IMF pack, since that pack only contains tunes I composed myself. It also isn't in my original ZIP file, I just checked. So I can't help with the source.
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PostPosted: Wed Feb 08, 2017 3:11 pm
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Could anyone send me (PM or otherwise) the IMF of the tune being discussed here? Maybe I can help identify its source. Smile
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PostPosted: Thu Feb 09, 2017 1:42 pm
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Thanks for forwarding the file! Smile The Floor 30 track appears to be created from a Midi file found somewhere on the internet. It definitely wasn't composed with the IMF format in mind, or even MUS for that matter. My first guess is that it's from the VGMusic site.
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PostPosted: Thu Feb 09, 2017 1:51 pm
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Tricob wrote:
Thanks for forwarding the file! Smile The Floor 30 track appears to be created from a Midi file found somewhere on the internet. It definitely wasn't composed with the IMF format in mind, or even MUS for that matter. My first guess is that it's from the VGMusic site.


Thanks for clearing that up!

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PostPosted: Tue Feb 14, 2017 4:33 pm
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Has anybody playing this made it to the lab levels yet or beaten it?

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PostPosted: Tue Feb 14, 2017 5:35 pm
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Currently wrapping up level 17. Where do the lab levels start?
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PostPosted: Tue Feb 14, 2017 5:54 pm
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Gary wrote:
Currently wrapping up level 17. Where do the lab levels start?


Awesome. You are about to wrap up the first unit. What did you think of Floor 17? It holds nothing back in terms of difficulty. The lab levels start at Floor 30.

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PostPosted: Tue Feb 14, 2017 8:10 pm
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Just finished 17! Took me 33 minutes of playing time, due in large part to being constantly under 20 health and 30 ammo. The knife came in mighty handy when possible around corners. Nice concept of the interlocking swastika shaped hallways of different textures. Definitely noticed the progressively higher amount of chaingunners. That trio at the very end was also a surprise. To top it off, level 18 starts out with a panic run as well. One of my favorite things about Atomprojekt so far is that they player is never comfortable. I'm rarely anywhere near full health or ammo and there's not a lot of rooms where you can just easily mow down the enemy.
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PostPosted: Tue Feb 14, 2017 10:34 pm
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Still trying to find the exit of level 10.
Enjoying this mod much though.
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PostPosted: Tue Feb 14, 2017 10:44 pm
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Gary wrote:
Just finished 17! Took me 33 minutes of playing time, due in large part to being constantly under 20 health and 30 ammo. The knife came in mighty handy when possible around corners. Nice concept of the interlocking swastika shaped hallways of different textures. Definitely noticed the progressively higher amount of chaingunners. That trio at the very end was also a surprise. To top it off, level 18 starts out with a panic run as well. One of my favorite things about Atomprojekt so far is that they player is never comfortable. I'm rarely anywhere near full health or ammo and there's not a lot of rooms where you can just easily mow down the enemy.


Thanks for the feedback! Yeah this mod requires a lot of strategy and run and gun won't cut it. I think 17 is the roughest on ammo in the game. The second unit is a bit more generous with supplies, and you'll see why when you get there.

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Last edited by Barry on Tue Feb 14, 2017 10:49 pm; edited 1 time in total
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PostPosted: Tue Feb 14, 2017 10:48 pm
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doomjedi wrote:
Still trying to find the exit of level 10.
Enjoying this mod much though.


Glad you are enjoying it!

As for the exit, you have the silver key right? If you are done and are just looking for the elevator, you might want to go back towards the starting area.

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PostPosted: Wed Feb 15, 2017 10:35 pm
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Thanks Smile Still looking what to do with the first key on level 11 Smile
Still very good mapping, love those barrel corridors...nice use of dogs too.
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PostPosted: Wed Feb 15, 2017 10:51 pm
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Look in the areas that have entrances to the barrel corridors you referred to.

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PostPosted: Thu Feb 16, 2017 10:46 am
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Thanks, 4 keys now, looking for exit, meantime no success Smile
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PostPosted: Thu Feb 16, 2017 11:25 am
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doomjedi wrote:
Thanks, 4 keys now, looking for exit, meantime no success Smile


The exit is accessible from just north of the castle area that had the huge ambush.

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PostPosted: Fri Feb 17, 2017 4:33 am
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Still can't find (sorry for having tight free time to play it so hard to visit each area 100 times, I do my best)
Love the music of that level, it's a variant of E1L9 from Doom? Loved that music and that level...
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PostPosted: Fri Feb 17, 2017 6:40 am
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Go where you got the crimson key. Exit that red area through the side opposite the side you came in when first entering the area to get the crimson key. Run through the blue hallway (you'll make a right turn), through the door, straight to the next door (the area on your right will be where you had a big fight for the silver key; just run straight past that and through the next door). Now look to the right for a wooden area with a locked door at the entrance.

Or alternatively, backtrack to where the bronze door was, go through the bronze door, and look for that wooden area entrance to the left before you reach the next door.

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PostPosted: Fri Feb 17, 2017 8:50 am
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Level 10 was actually one of my favorite levels so far, the mapping design was fantastic! I'm now in lvl 23 and I will likely finish the mode this weekend since I finally have a weekend off after a few weeks. I'm aiming for 100% stats, but I think some of the secrets are designed somewhat poorly. There is a lot of double secrets where the second part only contains a single meal or ammo clip, which seems quite uneccessary to me (I get the chaingun secrets, since you mentioned it should be possible to beat every single level from a pistol start). I especially hate some of the secrets in lvl21, I missed a double secret which only contained an ammo pack because it was in a such tiny spot and I killed a mutant in a spot where you need to push the secret and I wasn't feeling like replaying the whole level just because of that. Or was it intentional to make players who aim for 100% feel silly and annoyed? Very Happy And BTW: I'm still looking forward to the levels with invincible spiders (although I feel a little arachnophobic - is that even a real word? Very Happy)!
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PostPosted: Fri Feb 17, 2017 9:41 am
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Kumano wrote:
Level 10 was actually one of my favorite levels so far, the mapping design was fantastic! I'm now in lvl 23 and I will likely finish the mode this weekend since I finally have a weekend off after a few weeks. I'm aiming for 100% stats, but I think some of the secrets are designed somewhat poorly. There is a lot of double secrets where the second part only contains a single meal or ammo clip, which seems quite uneccessary to me (I get the chaingun secrets, since you mentioned it should be possible to beat every single level from a pistol start). I especially hate some of the secrets in lvl21, I missed a double secret which only contained an ammo pack because it was in a such tiny spot and I killed a mutant in a spot where you need to push the secret and I wasn't feeling like replaying the whole level just because of that. Or was it intentional to make players who aim for 100% feel silly and annoyed? Very Happy And BTW: I'm still looking forward to the levels with invincible spiders (although I feel a little arachnophobic - is that even a real word? Very Happy)!


100% is possible in every level but it isn't always easy, just like in the original Wolf3D. Just like in the original game, some secrets are rewarding with large stashes of supplies, some with treasure, while others might just have an ammo clip or a medkit to help keep the player going (in a difficult mod, finding a secret with just a single medkit or a box can sometimes be a huge relief). Some secrets are simply shortcuts so the player can avoid backtracking if they don't want to. I think there is a wide variety of secrets in this mod, some of them being very interesting and others being simple boosts to the player.

I hope you enjoy the Lab levels when you get there!

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PostPosted: Fri Feb 17, 2017 9:53 am
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doomjedi wrote:
Love the music of that level, it's a variant of E1L9 from Doom? Loved that music and that level...


Thanks! Not intended as a variant on that tune, though. You meant this tune, right?
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PostPosted: Fri Feb 17, 2017 10:06 am
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@ronwolf1705 Yes

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PostPosted: Fri Feb 17, 2017 12:16 pm
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I'm not sure if you understand what I mean about the secrets. It kinda sounds you are explaing it like I was a wolf3D beginner. "Oh, that man doesn't know even a single ammo pack in a secret is useful." During the last 20 years, I played an absurd amount of wolf3D. I mean some of the secrets literally just contain a single ammo clip, or are just overall weird. I took my time (is there a better thing to do on a friday evening than searching through wolf maps? Very Happy) and found some examples:



In the first level (21) - you walk right around the area and see the treasure through the wells and can tell that the pushwall is right in that room. I mean, it's so obvious, why is that even a secret? And the other double secret - there are four squares and a mutant and you need him to die exactly in one of the two squares which the pushwall doesnt move into. That is really unforgiving if you are going for the 100% and dont have a savegame from the middle of the level. And the other secret (lvl 16) - there are just two ammo clips and the secret is so small and despite that there are two different types of wall textures. Wouldn't it be better if the ammo clips were just placed in the first secret?

On the other hand, I don't want to sound like a douche. There are also some brilliant secrets that I really enjoy, like a secret in a mutant area with only rotten meal, or a sealed area in an otherwise mutant-only level, which contained regular guards. It just feels like sometimes you wanted to include too many secrets and some of them felt a little too "pushed" to me.
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PostPosted: Fri Feb 17, 2017 12:37 pm
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^^ Sorry if my post implied you were a Wolf3D beginner as I certainly didn't mean that.

However, I don't see anything wrong with the way I handled secrets in this mod in terms of the smaller secrets with a few extra supplies. If anything, the one thing I wish I would have done more of are shortcut secrets like in Floor 11. The secrets you can see from that outside are that way intentionally.

You do have a point on the secret with the mutant in it on Floor 21. Both pushwalls only have to move a single space however. The intention was for the player to not kill that mutant until they open the secret. If the mutant is alive, there is no way you can be blocked out of it since the pushwalls only have to move one tile and won't move if the mutant is blocking them.

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