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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
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Location: Israel

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Posted: Sat Sep 15, 2018 1:49 am
Subject: [release] SoD Extreme (1) - Eisenfaust Edition released!
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We proudly present Eisenfaust edition of SoD Extreme (1). We've got many new surprises for you this time, much beyond what Eisenfaust Edition of SoD Extreme II had to offer - new additional enemies, Bosses, weapons, features, enemy actions and attacks, scenery interactivity, missions. So many surprises to discover or get discovered by. Get Psyched!
"Eisenfaust Edition" series of mods are made to bring surprise and new twists to classic Wolf3D gameplay while keeping the oldschool charm of classic Wolf3D.
“Like ID should’ve done it” is overused but I can use it anyway in relation to those editions. Enemies are now more challenging and surprising, but you also have wider weapon selection and optional missions to care for. Have fun discovering all the new features, not all you meet right away.
Download:
https://www.moddb.com/mods/spear-of-destiny-extreme-1/downloads/sod-extreme-1-eisenfaust-edition
Main credits:
Coding: LinuxWolf
Mapping: RonWolf, Dean
New art: DoomJedi, Atina (Title Screen and some scenery animation)
Music: RonWolf
Testing: GarrettChan, WLHack |
Last edited by doomjedi on Mon Sep 17, 2018 3:42 am; edited 3 times in total
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Tricob
Moderator

Joined: 14 Mar 2005
Last Visit: 2:54 ago.
Topics: 167
Posts: 8477
Location: Neo-traditions, Inc.

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Posted: Sat Sep 15, 2018 4:13 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Love those burning plants! The screenshots do a very good job at getting the viewer interested in the game, and that's exactly what the screenshots are supposed to do. Good job!  |
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
Topics: 122
Posts: 3053
Location: Israel

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Posted: Sat Sep 15, 2018 7:19 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Thank you. Trust me, I avoided big spoilers in those shots, mod has much more to discover.
Still waiting for moddb to approve download  |
_________________ https://boa.realm667.com/
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MrWolfForever
DieHard Wolfer


Joined: 06 Jun 2011
Last Visit: 20:35 ago.
Topics: 173
Posts: 1201
Location: Northeast Ohio, USA

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Posted: Sat Sep 15, 2018 8:26 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Uh - I strongly recommend you just use a temporary link like dropbox, sendspace, mediafire, etc. That's a common courtesy until a file finds its permanent home. |
_________________ My YouTube channel - Various Wolf3D and Doom videos; comments highly appreciated and welcomed!: [link removed]
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
Topics: 122
Posts: 3053
Location: Israel

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Posted: Sat Sep 15, 2018 11:30 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Download has been since approved, so nothing more is needed. Have fun
Usually moddb were much faster at approval, was counting on that.
Once got dropbox account blocked by exceeding download width limit on new mod, since then prefer to wait for moddb. |
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Metalor
DieHard Mutant


Joined: 24 Aug 2005
Last Visit: 10:10 ago.
Topics: 95
Posts: 914
Location: California

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Posted: Sat Sep 15, 2018 2:03 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Looks good. I'll have to check it out in the near future and give my impressions. |
_________________ - Taking a hiatus from Wolfenstein for a while...
...But I'll be back, you can count on it!
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MrWolfForever
DieHard Wolfer


Joined: 06 Jun 2011
Last Visit: 20:35 ago.
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Posts: 1201
Location: Northeast Ohio, USA

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Posted: Sat Sep 15, 2018 8:43 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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I've started a blind playthrough for this.
https://www.youtube.com/playlist?list=PLTK5UMTFDo89MYb-yi1Xe1glKwoXCKjrT
However, in Floor 1, I have a question:
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_________________ My YouTube channel - Various Wolf3D and Doom videos; comments highly appreciated and welcomed!: [link removed]
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
Topics: 122
Posts: 3053
Location: Israel

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Posted: Sat Sep 15, 2018 9:34 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Thank you, will take a look
Regarding the key - GarretChan made detailed 100% “tutorial” videos on all the maps while testing the mod (though playing test beta and not the release version) - which we asked him to delay release of - not to spoil the mod too soon for others. I might be able to pm you private link to his video.
From all I know - all missions are doable with right tactics, not all are easy to find on blind play. Anyway, missions are bonus missions and are not required to finish the level. |
Last edited by doomjedi on Sat Sep 15, 2018 11:03 pm; edited 1 time in total
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MrWolfForever
DieHard Wolfer


Joined: 06 Jun 2011
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Location: Northeast Ohio, USA

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Posted: Sat Sep 15, 2018 10:07 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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I'd like the private link, or at least a private message offering up a clue please. |
_________________ My YouTube channel - Various Wolf3D and Doom videos; comments highly appreciated and welcomed!: [link removed]
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MrWolfForever
DieHard Wolfer


Joined: 06 Jun 2011
Last Visit: 20:35 ago.
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Location: Northeast Ohio, USA

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Posted: Sun Sep 16, 2018 12:42 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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How do you get the third screenshot to say it's Floor 11 AND have the correct ceiling color too? It clearly is a different floor... |
_________________ My YouTube channel - Various Wolf3D and Doom videos; comments highly appreciated and welcomed!: [link removed]
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linuxwolf
DieHard Guard


Joined: 16 Oct 2012
Last Visit: 18 Nov 2019
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Posted: Sun Sep 16, 2018 1:21 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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--tedlevel I think. |
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
Topics: 122
Posts: 3053
Location: Israel

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Thomas
Mapping Master

Joined: 23 Nov 2004
Last Visit: 4:15 ago.
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Posted: Tue Sep 18, 2018 10:12 am
Subject: [release] SoD Extreme (1) - Eisenfaust Edition released!
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What a journey. I started playing this last night and I just could not let go. I have just come back from dealing with the Angel of Death.
There are no special standouts in this mod, seeing as both mapping, music, graphics, sounds and flow are perfect. It was jaw dropping to see shooting frames a la DOOM on the guards; level 5B (Pow) especially grabbed me in this aspect. The fact that you can scorch vines and plants is just perfect. In certain areas where vines make for quite a confusing play, it is wonderful to just see them go up in smoke for the price of clarity and better sight.
The music took me aback; especially that on levels 2/5B, 4, 6, 8, 15 and 17; it fit the scenes perfectly. So in addition to being one of the few true originals in the mapping world, Ron also makes for some excellent compositions. Very intriguing music... The sounds and nuances were perfect, sort of synth-y, brass-laden in places.
In general, the maps were made so well that you never really lost your way. They are not vertical, one-way types of maps. Often, especially with both keys, you can roam around the map once the major battles are over, and pick up things you may have missed out on. When I played this mod, I did not go for the full 100 percent ratio, and opted out of bonus levels 19 & 20 (though I found their elevators and previewed the maps). However, there were levels where I just could not simply move on. I had to find out why the secret ratio was so low! Level 15 was a perfect example of this. Just a wide open, courtyard sort of feeling with small, interconnected rooms sandwiched between walkways where you can see for miles and miles and still take out guards with your rifle. That was a genius map.
Aesthetically I was also quite fond of level 7; again, as with the other classic-themed Raycast mods I am happy to see that it is okay to use the truck rear sprite. The feel of the original Spear of Destiny units was retained well; you were never in doubt that levels 6-10 were supposed to be dungeons. Level 8 also featured some exquisite design in the often used blue stone, which when used well you just do not tire of.
Level 11 had quite a tough opening, but I often felt that the generous amounts of ammo and health made for a perfect play. Sure, it was hard in places, but you were always able to find some items to relinquish your munitions. Level 13 had a lot going for it; I was especially taken aback with so many small areas concocted to the hugeness of the 64x64 slate. It felt much larger.
Level 14 had a brilliant concept but was quite tough, especially as the brown plant uses the exact same colors as both the guard and the SS; this has often fooled me and certainly many others as well. Level 17 was astonishing in design, but a pity there were so many ghosts. Even if there were mutants and other zombie guards I still feel it could have benefited without the ennui of the re-spawning ghosts.
Level 18 was an epic showdown, thoroughly a masterclass design for a big, tumultuous boss level. Though the weaponry is excellent, using various automatic rifles and flame throwers, I was sometimes surprised in how easy to defeat the bosses were. But I suppose they were not more difficult than they were in the original Spear of Destiny.
I encountered ridiculously few bugs. There was an instance where you shoot the chain gun guard with an M16 (that the name?) and he falls back. He gets up to walk in a random position 1 square from where he has been shot back to. There were two silver keys in level 13... And a couple of floor code errors in level 6, the gray slab room near the beginning. But none of these stood in the way of a good play. What, with all the bonus objectives, in-game messages, reloads, guard interactions, music playing, lossless files used for certain guards and guns etc. the mod never crashed once and ran exquisitely well. A masterpiece in coding, a masterpiece in design, sublime and brilliant mapping and intriguing, original and genuine music well fit for the occasion. Another notch in the belt that underlines why Team Raycast are so ahead of everyone else.
P.S. Dean's levels, in particular, were incredible. This came as a surprise as Ron always steals the show in collaborative efforts. Again I take my hat off to level 15... So much originality and sense of detail and battle; just tremendous work. |
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Blazkowicz3
Registered User

Joined: 13 Sep 2018
Last Visit: 28 Jan 2019
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Posted: Tue Sep 18, 2018 10:56 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Looks great. Can I play this with ECwolf ? |
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
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Location: Israel

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Posted: Tue Sep 18, 2018 11:09 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Thank you Thomas, this is so rewarding to read, this is why we mod Thank you for finding the time to write and post this, in those busy days.
I always value your opinion and feedbacks as a diehard wolfer and modder.
It's almost too good a review to be true
So much work went into it, I want to thank again - the grateful players and everyone who took part in development of this mod.
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I encountered ridiculously few bugs.
I want to thank all our testers, but especially I can't underestimate GarrettChan's testing of our mods. Since he became our "resident main tester of choice" (since Arrow mod), we have close-to-bugless releases one after the other, as he is so "ridiculousy" meticulous that... he makes Art out of testing, for me he is not just a tester but a Team Member - so large is his contribution, dedication in the testing phase of the mod.
Not only for bug reports - but gameplay balancing feedbacks too.
Eventually we released it not for having 0 unfixed reports - but after feeling that no major/critical bug are left to fix and fixing all he can notice will take years, heh
With such feedbacks we'll definitely consider making more entries to the series.
Thomas, you have fantastic maps/mods, if you have vanilla (!) SDL mappack you'd like or at least approve us making Eisenfaust Edition of, that would be fantastic I think (I need team approval, but this is good to discuss in any case). Your mods are pinnacle of oldschool mapping for me. And doing this for a good existing mod is more interesting that making better and more advanced SoD Extreme Re-releases. No pressure though
P.S. Guys, if you could post/copy your rating and reviews (also) on moddb page - that would help much promoting this work. Here only wolfers see it.
Again, it's fully up to you guys, no pressure. This is just the best way you can "give back" something that will help the team - many read reviews before downloading, and sure relate to mod rating when choosing a mod to download. |
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
Topics: 122
Posts: 3053
Location: Israel

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Blazkowicz3
Registered User

Joined: 13 Sep 2018
Last Visit: 28 Jan 2019
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Location: Marília

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Posted: Tue Sep 18, 2018 11:19 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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doomjedi wrote:
Blazkowicz3 wrote:
Looks great. Can I play this with ECwolf ?
No  It's SDL mod.
You run it directly. As is. In Windows.
Ah, ok. For some reason Streamlabs (software I use to stream on Twich) didnt capture SDL Wolf games. Thats why i am asking.
Quote:
We have no plan to make ECWolf mods, for many reasons.
Tech reasons ? |
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
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Posted: Tue Sep 18, 2018 12:29 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Blazkowicz3 wrote:
Ah, ok. For some reason Streamlabs (software I use to stream on Twich) didnt capture SDL Wolf games. Thats why i am asking.
Most wolf3d mods released (sure on this forum) are SDL mods, so you better find some solution for that.
Quote:
Tech reasons ?
Well, all sorts... Wolf4SDL is what our coder knows best, ECWolf doesn't support some key features like parallaxed skies and directional scenery and we don't want to be limited to features ECWolf maker allowed us to have - on Wolf4SDL we can have all we desire and know to code in.
Mapping-wise etc... it requires tools our mappers are not used to.
Also it still feels more Doom than Wolf3D. |
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Blazkowicz3
Registered User

Joined: 13 Sep 2018
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Location: Marília

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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
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Posted: Tue Sep 18, 2018 1:30 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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I'm not against Wolf3D-themed Doom mods, as you might know I'm a spriter for "WolfenDoom - Blade of Agony".
But for me it's Doom modding, not Wolf3D modding.
When I want to do a Wolf3D mod I go to Wolf4SDL. |
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MrWolfForever
DieHard Wolfer


Joined: 06 Jun 2011
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Location: Northeast Ohio, USA

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Posted: Thu Sep 20, 2018 2:44 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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I think SODXT was mapped mostly in 2011/2012, while SODXT2 was mostly done in 2015. Plus Dean had fewer levels in SODXT2. From what I've played of Ron's, his mapping became considerably more deviant by 2015 (not that it wasn't good in 2011 though). But that may explain why Dean is more a highlight here perhaps. |
_________________ My YouTube channel - Various Wolf3D and Doom videos; comments highly appreciated and welcomed!: [link removed]
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Robbbert
Bring 'em On

Joined: 23 Jan 2018
Last Visit: 23 Apr 2019
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Posted: Thu Sep 27, 2018 5:32 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Ah, new mod! I'll try this out next week, and the reviews look great.
The download took forever though, at just 19.5KB/s
Looking forward to playing it  |
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
Topics: 122
Posts: 3053
Location: Israel

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Dean
Moderator

Joined: 10 Jan 2006
Last Visit: 11 Jul 2019
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Posts: 2211
Location: Australia

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Robbbert
Bring 'em On

Joined: 23 Jan 2018
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Posts: 105

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Posted: Tue Oct 09, 2018 9:41 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Finally tried running this, but it errored out at start. Seems win98 cannot be used, in fact it seemed to require 64-bit. |
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AlumiuN
DieHard Wolfer

Joined: 29 Nov 2007
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Posted: Wed Oct 10, 2018 3:59 pm
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Any semi-recent version of MinGW doesn't compile EXEs that work in Win98 (because supporting it at this point would be much more work than it's worth); it should work on XP (unless it does actually need 64-bit, in which case a recompile for 32-bit might be a good idea). |
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mbender
DieHard SS


Joined: 19 Jun 2007
Last Visit: 24 Nov 2019
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Posted: Wed Dec 19, 2018 2:23 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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First-class T.C. Team Raycast - well done *again*! Very strong mapping. 'Treed Under' is a great idea and just one of many standout levels.
Loving the optional missions within levels but.....
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 19:28 ago.
Topics: 122
Posts: 3053
Location: Israel

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Dean
Moderator

Joined: 10 Jan 2006
Last Visit: 11 Jul 2019
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Posts: 2211
Location: Australia

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mbender
DieHard SS


Joined: 19 Jun 2007
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Posted: Wed Dec 26, 2018 2:23 am
Subject: Re: [release] SoD Extreme (1) - Eisenfaust Edition released!
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Thank you Doom and Dean, the videos did the trick and now I'm on to the final(?) level |
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