Beyond the Grave [VERSION 1.01 NOW RELEASED]
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DieHard Wolfers -> Addons/Mods/TC's

#1: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 1:09 am
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UPDATED 4/13/2018:

After many years and many struggles, Beyond the Grave Version 1.01 is finally complete. Beyond the Grave is a Wolfenstein 3D/Doom based total conversion set in the late 19th century. You play as Sartana, a highly decorated ex-Union soldier and a feared Bounty Hunter, who was left for dead but returned as something otherworldly. Sartana will stop at nothing to get his revenge and discover his true purpose.

Some of the game's features include:

- High Res Graphics

- High Quality Sound & Music

- 20 highly detailed levels with map sizes ranging from 64x64 - 128x128

- 10 different weapons with primary and secondary attacks

- Inventory Items

- A diverse range of enemies with improved AI

Version 1.01 Changes:

-A highly detailed .pdf game manual

-2 secret levels

-A new secret weapon

-2 new items

-Some new OGG music

-Various bug & mapping fixes











Download the game here:

www.moddb.com/mods/beyond-the-grave/downloads/btgv101

Or here:

www.mediafire.com/file/0z6laxljq7zs77u/BTGV1.01.zip

Facebook page:

https://www.facebook.com/BTG666/


Last edited by ThunderEnema on Fri Apr 13, 2018 8:30 pm; edited 16 times in total

#2: Announcing: Beyond the Grave Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 1:14 am
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#3: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: Per-Scn PostPosted: Sun Jul 15, 2012 2:25 am
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This looks great so far. I really like the aesthetic of the grayscale with splashes of colour. A really nice way to convey atmosphere with a limited palette.

What kind of music are you planning? Ambient, eerie stuff or more emo-ish rock? Just curious. Smile

Also, keeps us informed. I love Wolf3D games but I especially like them when based on something other than WWII.

Good luck. Smile

PS: Get a Youtube video up! Razz

#4: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: Thomas PostPosted: Sun Jul 15, 2012 3:04 am
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*FINALLY* a new mod/modder with a more original approach and screenshots that actually tell something. This looks like a fine send-up to 'Halls of Stonehenge'... The gray BJ certainly works out well.

#5: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ronwolf1705 PostPosted: Sun Jul 15, 2012 6:30 am
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That is a big ass shotgun! Mr Green Agreed with the rest that this looks very interesting, and as Thomas said it's always nice to see a new modder with a more original approach. Looking forward to this one! Smile

#6: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 7:23 am
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Per-Scn wrote:
This looks great so far. I really like the aesthetic of the grayscale with splashes of colour. A really nice way to convey atmosphere with a limited palette.

What kind of music are you planning? Ambient, eerie stuff or more emo-ish rock? Just curious. Smile

Also, keeps us informed. I love Wolf3D games but I especially like them when based on something other than WWII.

Good luck. Smile

PS: Get a Youtube video up! Razz


Definitely not emo-ish rock. I plan on doing mostly ambient music in the style of Quake and/or Doom for Sega Saturn Smile

I too really like Wolf3d games that stray from the usual WWII theme--mods like Frayed, Halls of Stonehenge, Absence, Sensenmann and Medieval resonate with me. I also think it is a much greater challenge to make a good non-WWII themed Wolfenstein mod.

Per-Scn wrote:
*FINALLY* a new mod/modder with a more original approach and screenshots that actually tell something. This looks like a fine send-up to 'Halls of Stonehenge'... The gray BJ certainly works out well.


Thanks Thomas. Yeah, Halls of Stonehenge was one of the first Wolfenstein mods I played that I actually really got into. It had a lot of atmosphere and I liked the use of graphics from Blood, which, in my opinion, is an underrated game.

Per-Scn wrote:
That is a big ass shotgun! Agreed with the rest that this looks very interesting, and as Thomas said it's always nice to see a new modder with a more original approach. Looking forward to this one! Smile


::laughs:: Yeah, that is a "big ass" shotgun... it takes up like a fourth of the screen when you cock it. I definitely plan on scaling it down.

Anyway more news to come shortly. Thanks for the comments guys!

Very Happy

#7: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: doomjediLocation: Israel PostPosted: Sun Jul 15, 2012 7:26 am
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Looks very interesting, and promicing.
There is a sense of modding taste to it, and it's very impressive for a new modder. If this is your start - sky is the limit.
Nice use of Heretc, Hexen, Blood (etc) art.
Very nice set of weapons.

Your approach does remind me Richter Belmont.

On the downside - I personally don't get the "feel" of mods that mix ancient art and artifacts - with modern combat firearms and weapons. I prefer more theme consistency.

#8: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: gerolfLocation: Alabama PostPosted: Sun Jul 15, 2012 8:19 am
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Looks really good Smile

#9: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 8:23 am
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doomjedi wrote:
Looks very interesting, and promicing.
There is a sense of modding taste to it, and it's very impressive for a new modder. If this is your start - sky is the limit.
Nice use of Heretc, Hexen, Blood (etc) art.
Very nice set of weapons.

Your approach does remind me Richter Belmont.

On the downside - I personally don't get the "feel" of mods that mix ancient art and artifacts - with modern combat firearms and weapons. I prefer more theme consistency.


I understand what you mean about games that mesh ancient artifacts with modern combat firearms. But if it blends with both the setting and the story of the game, I think having a combination of the two can work well. For instance, I didn't feel like the 'Soulcube' in Doom 3 was out of place (even though all your other weapons were futuristic firearms) and part of the reason why is because there was a story behind the Soulcube and it had a purpose for being the game. Blood was another game that used a combination of firearms and occult-related weapons (voodoo doll and the life-leecher) where, honestly for me, it didn't bother me and it didn't really feel out of place. If occult items and magical weapons were in a game like, let's say, Call of Duty or Counterstrike, then it would feel like they are out of place.

On another note, I am not really sure how to take your comment about Richter Belmont. What exactly about my approach reminds you of him? Is it because he uses Hexen/Heretic/Doom graphics? Bare in mind I don't know very much about Richter Belmont and his games--I've only played the first couple of levels of Project X (I couldn't really get into it), and that was a while ago.

#10: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: doomjediLocation: Israel PostPosted: Sun Jul 15, 2012 8:48 am
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Didn't play "Doom 3" so I don't know.

"Blood" used firearms and magic, but it used "old firearms", both in look and feel, that felt more like "pirates flaregun" than modern "Call of Duty" firearms, so it indeed felt ok.
M16 is just....too much, at least for me, IMHO. It's too "Call of Duty". The gap between M16 and magic is too much.

Quote:
On another note, I am not really sure how to take your comment about Richter Belmont.

That was general comment, with no subtext.

Quote:
What exactly about my approach reminds you of him?

Spider web, donnow Smile Large set of modern weapons, wide straight corridors (mapping style)....

Quote:
Is it because he uses Hexen/Heretic/Doom graphics?

Maybe Smile He had his "Lost World" series with the art.

#11: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ronwolf1705 PostPosted: Sun Jul 15, 2012 10:45 am
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Quote:
I understand what you mean about games that mesh ancient artifacts with modern combat firearms.


It all depends on story and context for me. Wink

#12: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ArielusLocation: Buenos Aires, Argentina PostPosted: Sun Jul 15, 2012 11:00 am
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Those screenies do look neat. Has an overall Halls of Stonehenge meets The Orb of Dilaaria kind of feeling to me.

Humble advise from a fellow wolfer in case you'd like to hear it: pay utmost attention to the mapping aspect. Nowadays it's probably the component of a mod that will ultimately decide whether what you release is to others' liking or not, regardless of how cute your contribution looks/feels in all other aspects.

Cheers!

Ariel

#13: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 11:33 am
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Arielus wrote:
Those screenies do look neat. Has an overall Halls of Stonehenge meets The Orb of Dilaaria kind of feeling to me.

Humble advise from a fellow wolfer in case you'd like to hear it: pay utmost attention to the mapping aspect. Nowadays it's probably the component of a mod that will ultimately decide whether what you release is to others' liking or not, regardless of how cute your contribution looks/feels in all other aspects.

Cheers!

Ariel


Yeah, level-design definitely makes or breaks a game (boring, linear-levels is why I don't like a lot of modern First Person Shooters). The levels in my screenshots are by all means not anywhere close to complete as the game is still in its rudimentary stage and I've been doing everything myself (with the aid of tutorials and modding resource sites/tools of course). I just wanted to exhibit what little I have completed so far and gather input. Thanks for the advice Smile

#14: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 11:38 am
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ronwolf1705 wrote:
Quote:
I understand what you mean about games that mesh ancient artifacts with modern combat firearms.


It all depends on story and context for me. Wink


Completely agree Ron.

#15: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 11:43 am
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Quote:
"Blood" used firearms and magic, but it used "old firearms", both in look and feel, that felt more like "pirates flaregun" than modern "Call of Duty" firearms, so it indeed felt ok.
M16 is just....too much, at least for me, IMHO. It's too "Call of Duty". The gap between M16 and magic is too much.


But the gap between a Napalm Launcher and a Voodoo Doll (both weapons from Blood) isn't too much?

#16: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: doomjediLocation: Israel PostPosted: Sun Jul 15, 2012 12:19 pm
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It wasn't modern-feel launcher....it was all in a "steampunk" feel, which fits the mod.

M16 is a particular weapon (used it in the army myself), from a particular era, which makes it more realistic.

#17: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 12:51 pm
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doomjedi wrote:
It wasn't modern-feel launcher....it was all in a "steampunk" feel, which fits the mod.

M16 is a particular weapon (used it in the army myself), from a particular era, which makes it more realistic.



Yeah, my dad was in the military and he used one.

What it boils down to is context/storyline -- what Ron mentioned. There's a logical reason for M16s in my game. The cultists on this island regularly engage in arms trafficking--they're also pirates who loot arms vessels and supply ships; plus you arrive (or crash rather) on this island with a contingent of military personnel, who are armed with M16s. I don't think it's that far fetched. Confused

As long as there is a good reason for why something is in a game (aside from it merely just being cool and flashy), I don't think it really matters. Everything I am putting in this mod has a story behind it and a good reason for being there.

I think your reason for not liking the M16, and please correct me if I am wrong, has more to do with aesthetics. If that's the case, what would you recommend to replace the M16? Smile

#18: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: doomjediLocation: Israel PostPosted: Sun Jul 15, 2012 1:49 pm
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I'd prefer less recognizable weapons, with more general look.
But this is too long converstation to how non-critical this really is.

#19: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: Lozer_42Location: Grand Rapids, Michigan PostPosted: Sun Jul 15, 2012 3:01 pm
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This looks pretty freakin' awesome..

#20: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: Hair MachineLocation: editing my profile PostPosted: Sun Jul 15, 2012 3:22 pm
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Love the style of this! I'm in the opposite camp to doomjedi in that I love gonzo mashup settings that take disparate and jarring elements and try to make them mesh, so M16s with magic spells sounds far more awesome than having one or the other. Shrug.

Also I see some nice touches with the mapping (especially in that first screenshot with the dark floor / lighted lamp) which make me think this is gon' be sweet.

#21: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: Thomas PostPosted: Sun Jul 15, 2012 4:05 pm
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Yes, this is as juicy as anything, and it's brand new. Effin' love it. And @ThunderEnema, I dig that signature so much. Beer

#22: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: Soldat 555 PostPosted: Sun Jul 15, 2012 4:29 pm
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I actually tested out some of the maps a while back: Good stuff... Challenging and very creative.

@ThunderEnema: Those screenshots really look amazing and I can't wait to play your next release, whether a demo or full version. Smile

And don't fret on DoomJedi's comments. Remember this is YOUR project and that means there will be people that say "I would do it differently"... Well that's them and they're not making YOUR game. Frankly your ideas are good, have been used in various games as you pointed out, I wouldn't change such things to appease a few people who act like their ideas are better.

#23: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 4:38 pm
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doomjedi wrote:
I'd prefer less recognizable weapons, with more general look.
But this is too long converstation to how non-critical this really is.


Well, sorry if you felt the conversation dragged on. I am the kind of person where I like to know how/why someone arrived at their opinion, so that's why I was probing you. I hope I didn't make you feel slighted. I genuinely appreciate your input. Smile

Having less recognizable weapons is a consideration, but if I did decide to go that route, I would need to invoke the skills of someone who is actually a graphic's artist *hint, hint* Very Happy

#24: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 4:52 pm
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Hair Machine wrote:
Love the style of this! I'm in the opposite camp to doomjedi in that I love gonzo mashup settings that take disparate and jarring elements and try to make them mesh, so M16s with magic spells sounds far more awesome than having one or the other. Shrug.

Also I see some nice touches with the mapping (especially in that first screenshot with the dark floor / lighted lamp) which make me think this is gon' be sweet.


I like the whole "gonzo mashup" element too if it fits the storyline/environment of the game, Blood and Rise of the Triad are two immediate examples of games that combined firearms w/magic that I really enjoyed, and I think combined the two elements in a way that didn't feel out of place.

Glad you liked that first screenshot. Lighting/Shading is a really difficult aspect of Wolfenstein modding as the engine doesn't exactly allow for dynamic lighting (like in Doom and later FPS games), even with WL_Shade.cpp. Therefore, I've had to rely on being creative to try to emulate dynamic lighting the best I can with the stringent limitations of the Wolfenstein engine. Sad

#25: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Sun Jul 15, 2012 4:58 pm
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@Thomas: Thanks for your kind remarks. I hope the completed project does not disappoint. Smile

@Soldat555: As always, thanks for your support my friend. I am not fretting about DoomJedi's comments. Smile I just really wanted to know why he thought what he did. Truth be told, he's been doing this much longer than I have, so, I will, at the very least, put his perspectives into consideration.

#26: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: RichterBelmont12Location: New Jersey PostPosted: Sun Jul 15, 2012 10:24 pm
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This look Very interesting....I really Love what you have done here..I can't Wait to Give this a Try when it comes out...sides i have other things to Worry about Like Project: X 2 (or Project: X Insurrection)

Your Look to the mod does kinda Look like My Apporch Laughing Thanks Doomjedi

#27: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: doomjediLocation: Israel PostPosted: Sun Jul 15, 2012 10:26 pm
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Thank you for the respect you're giving me.

And again, read my first post - there is much more positive feedback in it that "I'd do it another way" nitpicks Smile
It's your mod and you gotta make it your way. My first mod was against everything people said to me I should do.

Indeed, I have my style in mods...but that's just me.

#28: Announcing: Beyond the Grave Author: Ipank7000Location: Depok, Indonesia PostPosted: Mon Jul 16, 2012 2:19 am
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It looks impressive, i can't wait to try when it comes out. Smile

#29: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: gerolfLocation: Alabama PostPosted: Mon Jul 16, 2012 7:09 am
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Are the Cultist in a higher resolution than 64x64? They look really good compared to what I usually see.

#30: Re: Beyond the Grave [VERSION 1.01 NOW RELEASED] Author: ThunderEnemaLocation: Washington PostPosted: Mon Jul 16, 2012 3:33 pm
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@Gerolf: Yes, they're in 128x128. I extracted them directly from one of the Blood Tile.art files and painted their face out and added the red eyes. I have three different variants of them in my game, each wielding a different weapon--the brown ones use M16s, the black ones use shotguns, and the white/grayish ones are snipers (their behavior is very much identical to the Snipers in Castle Totenkopf SDL).

@Ipank7000: I hope it lives up to its expectations, and it does not disappoint Smile



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