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What are you doing with Wolfenstein?
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Thomas
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PostPosted: Wed Nov 21, 2012 1:41 am
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Really love that second shot! Though brown marble and gray stone/slime ought to be worlds apart, they actually compliment each other graphically and therefore make the map interesting and diverse.
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PostPosted: Wed Nov 21, 2012 7:05 am
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Thanks! Smile

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PostPosted: Wed Nov 21, 2012 5:38 pm
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Edit: Thanks for the screenies, Gerolf. If I'm not mistaken, the Brown Marble Tile walls you see are actually a recolored version of the background in the Spear Of Destiny menus. The artist overlapped the texture with some "edges", covered 128x64 of the graphics screen, and then split that area into two Marble Wall textures.

gerolf wrote:
Can't wait to see it Tricob..
Well, your waiting is over. Enjoy! Smile
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PostPosted: Wed Nov 21, 2012 5:56 pm
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Tricob wrote:
Enjoy! Smile


Thanks, that's pretty interesting, I never noticed it before, I guess that's good to know to make new menu screens Smile

Anyways, I enjoyed it, I can't get rid of all those Mutants though, so that's where I'm at right now. Graphically, it's very appealing, the only thing I'd suggest is the removal of shadows from the lights, dog, etc. Code wise, it's perfect! I may wish to use the Base of Operations code someday.

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PostPosted: Thu Nov 22, 2012 7:46 pm
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gerolf wrote:
Anyways, I enjoyed it, I can't get rid of all those Mutants though, so that's where I'm at right now.
What area? Is this the outside area near the first key? I do plan to make a video walkthrough to upload on my YouTube channel, but my dialog was written for v1.1 of the map, so it needs some rewrites in places. Smile

Quote:
I may wish to use the Base of Operations code someday.
Well, there's no need to wait for it. You've got the source code *and* ChaosEdit files I use. Geek
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PostPosted: Thu Nov 22, 2012 11:21 pm
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Great Very Happy

And it's the room with the red white and blue floors, where the chaingun is located. I could probably beat it if I wasn't so tired from working and the holiday.

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PostPosted: Fri Nov 23, 2012 8:55 am
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gerolf wrote:
And it's the room with the red white and blue floors, where the chaingun is located. I could probably beat it if I wasn't so tired from working and the holiday.
Ah ... that's where I figured. Smile You basically lure them through a door, and shoot each one as they walk through. Frankly, I found the next area a bit more tricky; there's mutants coming out from two different doors. The easier route is to take the door right of the outside entrance; it opens to a dead-end room, so the mutants elsewhere can only approach you from that one door once the room is cleared out.
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PostPosted: Fri Nov 23, 2012 11:31 am
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Thanks, I'll try that Very Happy

*cough*



Incredibly early screenshot for whatever this is.

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PostPosted: Fri Nov 23, 2012 11:46 am
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Whatever the hell it is, it rocks, gerolf! Love those old Kuki gray panels.

I am currently starting a map set for the Spear of Destiny Mission Pack: The Ultimate Challenge (aka the Lost Episodes).

EDIT: Speaking of goofy graphics...





Incredibly late screenshots for whatever this was.
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PostPosted: Fri Nov 23, 2012 1:11 pm
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This is what I did with Wolfenstein just now:



Lost Episodes! Man, there's a long way between good graphics in that one.
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PostPosted: Fri Nov 23, 2012 1:16 pm
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Wow that all looks great!

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PostPosted: Fri Nov 23, 2012 1:31 pm
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Yep, you can get it here:

http://hwolf3d.dugtrio17.com/downloads/underkill_tlh.zip

Scrapped Overkill from 2009. God, I miss making that son of a bitch mod so much.
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PostPosted: Fri Nov 23, 2012 2:09 pm
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Checking it out now

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PostPosted: Fri Nov 23, 2012 3:00 pm
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Gerolf - Good screenies; I like this one a lot. But how many times did you play "Operation: Hundscheisse" before making this one? Laughing

Thomas wrote:
This is what I did with Wolfenstein just now:



Lost Episodes! Man, there's a long way between good graphics in that one.
Funny - a C-shaped hallway is a large portion of my current WIP map (my umpteenth remake of E1L1). Chances are that your map will be more interesting than mine; your maps' structures aren't as logical as my maps, so they're far less predictable, and often more exciting as a result. Too Cool
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PostPosted: Fri Nov 23, 2012 3:14 pm
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Tricycle wrote:
Funny - a C-shaped hallway is a large portion of my current WIP map (my umpteenth remake of E1L1). Chances are that your map will be more interesting than mine; your maps' structures aren't as logical as my maps, so they're far less predictable, and often more exciting as a result. Too Cool

I don't know. C-shaped hallways, T-shaped hallways, what have you. I'm just not able to make compact, small, intense, narrow maps these days. But this is just an opening level to a map set. Levels 2 and beyond are always much more fun, both to make as well as play.
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PostPosted: Fri Nov 23, 2012 3:33 pm
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Thanks Very Happy
Tricob wrote:
Gerolf - Good screenies; I like this one a lot. But how many times did you play "Operation: Hundscheisse" before making this one? Laughing

Actually, not very much, wasn't that meant more as a joke though in the first place? This is much different because I plan to make it a more dark, sinister type game, where the Nazis have destroyed themselves by orchestrating all these experiments that go wrong, but it results in further destruction on the world because of it.

Thomas, I love this Overkill game, very fun.

Also forgot..



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PostPosted: Sat Nov 24, 2012 6:49 am
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gerolf wrote:
Actually, not very much, wasn't that meant more as a joke though in the first place? This is much different because I plan to make it a more dark, sinister type game, where the Nazis have destroyed themselves by orchestrating all these experiments that go wrong, but it results in further destruction on the world because of it.
When a project starts to take on a life of its own, that usually means it shows promise. But in the Nazis' case, it seems to promise all sorts of things they really don't want. Smile
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PostPosted: Sat Nov 24, 2012 7:38 am
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@Gerolf: Great looking guard! There hasn't been many decent blue-suited guards around for a long time.
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PostPosted: Sat Nov 24, 2012 9:50 am
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Did some work on this today, had been a while:



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PostPosted: Sat Nov 24, 2012 10:54 am
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Interesting stuff! And BJ jumped the Movember trend.
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PostPosted: Sat Nov 24, 2012 3:46 pm
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Tricob wrote:
]When a project starts to take on a life of its own, that usually means it shows promise. But in the Nazis' case, it seems to promise all sorts of things they really don't want. Smile

Thanks!
Thomas wrote:
@Gerolf: Great looking guard! There hasn't been many decent blue-suited guards around for a long time.

Thanks, it's meant to be a Kriegsmarine Officer Very Happy

And nice looking screenshots Ron.

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PostPosted: Mon Nov 26, 2012 8:35 am
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Not saying that I plan to commit to anything, but recently I have been playing a bit with the "Lost episodes" as well. I've been toying with the idea of a remake of these, by cleaning up many of the graphics, and creating a 10 level mapset, but I don't know if I'll ever actually pursue this. Some of the art in it is interesting, yet there's a lot that is worthless. However, what is there that's good has the potential for setting up some interesting map designs. My main goal for graphics cleanup would've been fixing the boss walking animations, and the Axe's death animation as well, recoloring the weapons, adding shadows underneath all the enemies, fixing the lighting on some of the textures, while completely redoing or replacing others, and replacing some of the static object sprites. Who knows if this will ever get anywhere ...

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PostPosted: Mon Nov 26, 2012 3:43 pm
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I like that idea; you should pursue it.

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PostPosted: Tue Nov 27, 2012 12:09 am
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Yes, we've seen various improvements of both Wolfenstein and Spear of Destiny, so an LE pendant of the same sort would not be out of line.
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PostPosted: Tue Nov 27, 2012 3:03 am
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Thomas wrote:
Yep, you can get it here:

http://hwolf3d.dugtrio17.com/downloads/underkill_tlh.zip

Scrapped Overkill from 2009. God, I miss making that son of a bitch mod so much.


At Map 2 and, so far, very much liking the variety of enemies.
Its nice to know that not all the enemies are always wearing the same uniform.

Also, RingMan, I'd very much like to see this project come to life.
The Lost Episodes seem to be fading more and more into obscurity as of late and are in dire need of some time in the spotlight.

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PostPosted: Tue Nov 27, 2012 2:49 pm
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The Lost Episodes have always been in the realm of obscurity, hence their name "Lost Episodes"

Though I agree, Ringman, you should try and make that happen. Something I'd suggest is make the green slime that has non-animated steam... well, animated.

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PostPosted: Tue Nov 27, 2012 8:39 pm
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gerolf wrote:
Something I'd suggest is make the green slime that has non-animated steam... well, animated.


<insert shameless plug for ECWolf here>

If you do pursue the LE remake, I would suggest redoing the VGAGRAPH art to provide a more "special" experience to the Lost Episodes.
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PostPosted: Wed Nov 28, 2012 5:33 am
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Well, I made a test-map last night that played around with the different wall combinations and what worked well and what didn't. There's definitely walls that will get removed and or replaced entirely, but I was surprised what can be done with the right combinations. Some of these walls make for really neat lighting effects.

I feel a bit more confident about this project, so I'm going to try my hand at building a few actual maps, and make some art changes as needed, but I'm really going to try to work with what's there as much as possible. I want to keep a "lost episodes" feel to the whole thing, while eliminating some of the more ridiculous portions.

Also, what is everyone's opinion on the bats? I've considered, keeping them as is, but at the very least correcting the back wing color to be blue like their hanging frames. Another alternative, would be making them gun-less, and fast flying melee enemies. Or Replacing them entirely with something else.

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PostPosted: Wed Nov 28, 2012 6:10 am
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This is so strange, Ringman. Last week I commenced my Lost Episodes map set, something I'd been scheming for the past month or so.

Bats are weird. The animation is crap (when you shoot them but they do not die, the dead bat sprite sometimes appear). And they're not really easy to put in mapping environments, I think. Had we had hanging vines, cave walls etc. that would be something, but in LE there are no good alternatives.

I should mention I'm using The Ultimate Challenge as my map set's base. I know there are more walls to choose from in Return to Danger. I'm considering 'moving' my maps to RtD instead.

Your 'fast flying melee enemies' idea sounds interesting. Maybe that would make the bats useful and fun to experiment with rather than a pure annoyance.
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PostPosted: Wed Nov 28, 2012 6:36 am
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Wow.. How many of you have actually been to and read the information on the Wolfenstein Bunker??

Lost Episodes..... No such thing... The Mission Packs from Formgen

Read that and the other info on the site... You'll see why I have my nickname... why the site is the Bunker... and lots of other unique things that people have used in naming games, options, and ideas.... lol... The site is packed with all kinds of information, but there are NO Lost Episodes

Greg
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