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[released] Batman vs. Bane
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doomjedi
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PostPosted: Sun May 06, 2012 3:23 am
   Subject: [released] Batman vs. Bane
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Well, guys - what do you think? Smile

Quote:
a 10-level TC "Batman vs. Bane".
The mod is part 1 of a planned trilogy (the other parts are in work as well)
Coding: LinuxWolf (and also RonWolf)
Art: DoomJedi
Main mapper: RonWolf
Sounds and music: Lozer_42


http://www.wolfenstein3d.co.uk/wshot003-5pics.htm


Last edited by doomjedi on Thu Jul 05, 2012 12:15 am; edited 2 times in total
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PostPosted: Sun May 06, 2012 7:29 am
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I always enjoy quality Wolf3d mods that have a non-WW2 theme. And coming from Team RayCAST, I'm sure this will be a top-notch effort. Can't wait to play this, even though I'm not much of a Batman fan.
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PostPosted: Sun May 06, 2012 7:45 am
   Subject: Re: [released] Batman vs. Bane
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doomjedi wrote:
vermil wrote:
Looks pretty good so far Doom Jedi.

Oh, thank you Smile Both me and RonWolf are Batman fans, so we do this with much inspiration Smile
But we didn't want to reveal too much with the screenshots Smile

The project is in VERY advanced stage BTW, we just decided to unveil it now.

Quote:
Do those cars block shots?

I don't thing they do - they are "normal" scenery.

Quote:
I think it would allow for some interesting cover based fights if they do.

Hmm....well... we are close to finish the mapping, so it's a bit too late for that Smile Cool idea though Smile


To continue from my comment in the thread where you first introduced the mod (http://diehardwolfers.areyep.com/viewtopic.php?p=82474#82474)

I admit that I am disappointed by that; the roads look very long (i.e. there are no visible turns or anything) and without anything to block shots or use as cover ala Sonder's train stations with their wall tile based trains and trucks, they don't look like they would be very fun areas to fight in. But then, for all I know, the roads may only be decorative; that that every map actually takes place inside a building and Batman simply starts outside said building for atmosphere purposes.

I'm also surprised there are no windows, shop fronts and the like; I put the lack of those down to the mods progress not yet being in the advanced stages of completion. But then it may just be the areas shown in the screenshots,
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PostPosted: Sun May 06, 2012 8:08 am
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There are very few roads where there will be fights. They are indeed more decorative, as we wanted to give this a city feel (after all, this takes place in Gotham City, more specifically The Narrows from Batman Begins).

Quote:
I'm also surprised there are no windows, shop fronts and the like;


There are, just not shown in screenshots. Wink
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PostPosted: Sun May 06, 2012 9:59 am
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Andy_Nonymous wrote:
And coming from Team RayCAST, I'm sure this will be a top-notch effort

There is something to that, and I hope not to dissapoint Smile I never do want to dissapoint Smile

But I'd like to mention a few things just in case.

1. This is not the main in-dev project of "Team RayCast", and we're not going after a "best mod ever" title - but just to give some good time to Wolfers who preciate "quality Wolf3d mods that have a non-WW2 theme", and sure give good time to Batman fans, like RonWolf and myself Smile

2. The project originally started as a fast "side project" to make a mod before TDKR comes out. Ron did both mapping and coding at that time, and his coding skills are limited, and so we tried to do "more with less" - with as little coding changes as possible.
Since then the project has expanded, LinuxWolf (with his amazing coding skills) joined....so our mod sure got a boost.
But still, "fast mod"-mentality leftovers are clearly visible in the mod. For me this mentality is most noticable in the overall map number, lack of destructable objects (garbage cans simply ask/beg for such feature IMHO) and lack of advanced weapon coding.

Next chapters of the trilogy will be less rushed and with more maps.

Quote:
Can't wait to play this, even though I'm not much of a Batman fan.

At least go over the Villains, so you won't go "who the f... is that??" Smile
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PostPosted: Mon May 07, 2012 8:19 pm
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To DoomJedi and the rest of Team Raycast!!!

Looks cool, the detail you guys put in the environment is as cool as ever. I also think Batman is pretty awesome, love villains such as Joker, Harley Quinn, Catwoman, and Two Face ever since I grew up watching Batman: The Animated Series and The Adventures Of Batman and Robin.

Not too sound negative or anything, but the face on the hood seems a little happy for me to see as the caped crusader who enemies dread.

I know a lot of people weren't thrilled of my game ideas or anything but what if you used a face like Doom guy's?

Some editing would naturally be required but his face seems a little more aggressive than BJ's. It's just a suggestion.
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PostPosted: Mon May 07, 2012 11:23 pm
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Soldat 555 wrote:
To DoomJedi and the rest of Team Raycast!!!

Wow, what an excitement Smile Cool
I think we've got ourselves a fan Smile



Quote:
Looks cool, the detail you guys put in the environment is as cool as ever.

Oh, thanks Smile Screenshots show so little Smile
We naturally left some of it for sequels though Smile

Quote:
I also think Batman is pretty awesome, love villains such as Joker, Harley Quinn, Catwoman, and Two Face ever since I grew up watching Batman: The Animated Series and The Adventures Of Batman and Robin.

Always glad to see a Batman "fan-like" wolfer, you'll enjoy the mod even more Smile Loved the animated series as well, it's classic Batman for me.
You'll have to learn those villains better to recognize all the trilogy's villains Smile Good batman site is recommended, though Batman animated series will do the work in most (95% of) cases.
Don't expect female villains, as there is no good art base for those.
Some Bosses I even made in 2 versions - "Nolan-version" and "Animated-Series version". Obviously only one of those was used in each case.

Quote:
Not too sound negative or anything, but the face on the hood seems a little happy for me to see as the caped crusader who enemies dread.

I have to agree.

Quote:
I know a lot of people weren't thrilled of my game ideas or anything but what if you used a face like Doom guy's?

I prefer to stay more Wolf3D-like.
But I can consider making it to look more like Nolan Batman:

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PostPosted: Tue May 08, 2012 3:56 pm
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DoomJedi wrote:
I think we've got ourselves a fan.

Yes and no, you guys make good stuff... But I was just trying to grab everything's attention without doing anything drastic. Very Happy lol

DoomJedi wrote:
Don't expect female villains, as there is no good art base for those.

Not necessarily true. As you may recall I've used your Femstein sprites in various projects (Frayed, Insanitarium, Venom, even the demo of Tara Carmichael I released a few years back) and I've been able to turn them into somewhat else than topless... I dunno how to describe what they seemed like in Femstein... Stripper soldiers? Point is, you can take ChaosEdit, use some black and greys (Maybe even some blues) and make a pretty badass Catwoman. It all depends on how much time you wish to spend, but the possibilities are nearly endless with crafting enemies. Smile

DoomJedi wrote:
I prefer to stay more Wolf3D-like.
But I can consider making it to look more like Nolan Batman:


That looks a lot better but I dunno, maybe it's that cleft and the size of that chin... But I will say the ears do look a bit small... Like Adam West's Batsuit cowl.
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PostPosted: Wed May 09, 2012 4:42 am
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Soldat 555 wrote:

Not necessarily true. As you may recall I've used your Femstein sprites in various projects (Frayed, Insanitarium, Venom, even the demo of Tara Carmichael I released a few years back)

..and I glad that you did, always love my art to be used/helpful in mods of others Smile

Quote:
Point is, you can take ChaosEdit, use some black and greys (Maybe even some blues) and make a pretty badass Catwoman.

Indeed. For small enemies that is.
But it's too small for Bosses...and "Femstein" Bosses are too musculine.

Quote:
It all depends on how much time you wish to spend, but the possibilities are nearly endless with crafting enemies. Smile

Don't worry, you'll get enouph Bosses in the trilogy Smile

...that (Nolan) HUD face will do Smile We can't please all Smile


Last edited by doomjedi on Thu May 10, 2012 3:57 am; edited 1 time in total
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PostPosted: Thu May 10, 2012 2:59 am
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It looks pretty neat from the screenshots. I like how you made the status bar resemble Batman's utility belt... it ties in well with the player's inventory.

I'm looking forward to this, and so is ISJ, of course. Smile
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PostPosted: Thu May 10, 2012 3:31 am
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I have to say that the two Batman mods you guys did were amazing. I never dug action heroes as a kid or as a teen, but these mods made me wish I had. Truly great fun, good combination of imported music and sounds, fun new graphics, and an excellent attempt of making a non-WW2 Wolf mod in a convincing way.
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PostPosted: Thu May 10, 2012 3:33 am
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WSJ wrote:
It looks pretty neat from the screenshots

Oh, thank you very much Smile Beer
I respect you just so much as a modder and a spriter - so it's very pleasant for me.

From the screenshots is hard to fully see the amount of artwork done. Just for example - I had to remove blood from all enemy/Boss death frames - as Batman (apparently Smile ) doesn't kill Smile

Sky design is inspired by HalloWolf's sky (but done from scratch in MS-Paint) and "Batman Animated Series" intro.


Cars are also "from scratch" MS-Paint artwork.

Quote:
I like how you made the status bar resemble Batman's utility belt... it ties in well with the player's inventory.

Thanks, I thought so too Smile My idea and artwork Smile

If you (or ISJ) will need some of the art for a parallel Batman mod (to use with credit) - you can always ask me.

Quote:
I'm looking forward to this, and so is ISJ, of course. Smile

Yep, he is a big Batman fan I've heard Smile

We have basically only 1 map to go, fix/add some more sounds and then final testing. Still can't set a release date....but I'd say 2 months top, probably less.
I myself is busy with art for the sequels Smile

I guess if we'd have more mappers, we'd make this mod with much more maps.
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PostPosted: Fri May 11, 2012 3:31 am
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Mapping of the first part is finished Smile

Now just betatesting and adding more sounds.

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PostPosted: Mon May 14, 2012 10:36 am
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Tester feedback:

Quote:
I've been playing this on and off this weekend and I am impressed. It has a great urban atmosphere, loved the...... Felt at times as if I was playing Duke Nukem 3D.

..................
....

Great stuff - keep it coming!

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PostPosted: Mon May 14, 2012 9:10 pm
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I can't wait till i can get my Hands on this and LP this soo i can say "I'm Batmaaaaaaaaaaaaannnnnnnnnn!" AVGN Smile

Or one of the Meme's out there..

I'm keeping an eye on this Mod

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PostPosted: Mon May 14, 2012 10:59 pm
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Oh, thanks Smile

(what is "LP"?)

I don't want to overhype the mod, so that tester feedback might be a mistake of my part to post...

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PostPosted: Tue May 15, 2012 4:31 am
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Quote:
what is "LP"?


Let's Play.

Quote:
soo i can say "I'm Batmaaaaaaaaaaaaannnnnnnnnn!"


Haha can't wait to hear that. Mr Green
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PostPosted: Mon Jun 11, 2012 3:08 am
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Mapping, coding, art, intermission screens and final betatesting are finished.

Only left to fix some music volumes and add a few sounds

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PostPosted: Sat Jun 16, 2012 6:18 am
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"Batman vs. Bane" was sent to Brian Smile

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PostPosted: Sat Jun 16, 2012 2:06 pm
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...and Dome ...we...go.... Smile

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PostPosted: Sat Jun 16, 2012 2:09 pm
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Well, I've started playing, and I have to say the mod plays quite well (though I died alot of times because I was unsure if any of the wepaons could fire through stuff, but apparently they can. Anyways, I'm curious. I've found a tiny little Riddler holding a note and I was wondering if this was just for show or if it has a message I can access somehow? (There weren't any explanations on keys so aside from the usual, I've got nothing)

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PostPosted: Sat Jun 16, 2012 2:17 pm
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Quote:
Anyways, I'm curious. I've found a tiny little Riddler holding a note and I was wondering if this was just for show or if it has a message I can access somehow? (There weren't any explanations on keys so aside from the usual, I've got nothing)

Press "space"/"use" Smile
This is useful for some other things too Wink
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PostPosted: Sat Jun 16, 2012 2:32 pm
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I tried that and it didn't work. Maybe I need to try it a different way. I'll try it again before coming back.

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PostPosted: Sat Jun 16, 2012 2:37 pm
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Works on my comp (just re-checked for hint on level 3)

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PostPosted: Sat Jun 16, 2012 3:55 pm
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Yeah, the use key works. However, I've found a rather annoying map error on level 3. It seems there's a treasure item (a Joker-in-the-box) near the exit that can't be accessed (i.e. picked up).

Other than that, this mod has been really good.

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PostPosted: Sat Jun 16, 2012 5:49 pm
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From what little I've seen of the final version of the mod, I really like what I see. I played this one early on in its development, and after a week or two, the whole Team seemed very much on the right track, and I felt little need for my feedback. I admit I haven't passed the first level yet, but again - I really like everything I see here. As far as I can tell so far, there's not one wrong turn this game makes. B.V.B. is well-done in all respects. Good job from all of you. Thumbs Up
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PostPosted: Sat Jun 16, 2012 10:36 pm
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Quote:
Yeah, the use key works.

It's the same code from Absence log files (AFAIR) Smile So it should work, very known tutorial....also tested much.

Thank you very much, guys!!!!!

This was AFAIR 7-month's intensive work by the team.

The 1st sequel is mapping-ready as well and will probably start mapping really soon.

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PostPosted: Sat Jun 16, 2012 10:44 pm
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Quote:
I admit I haven't passed the first level yet,

One tester had problems finding the exit in this one because of the relatively small visual difference between passable and non-passable variant and the sprite....but just look where enemies come from Smile That's a good hint. Also the right variant does look more passable.

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PostPosted: Sun Jun 17, 2012 12:16 pm
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doomjedi wrote:
Quote:
I admit I haven't passed the first level yet,
One tester had problems finding the exit in this one because of the relatively small visual difference between passable and non-passable variant and the sprite....
Well, I meant that I keep *dying* before I reach the exit; I keep forgetting to save, which only happens if I'm *really* enjoying the game. Very Happy Still, thank you for the tip. Thumbs Up
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PostPosted: Sun Jun 17, 2012 12:59 pm
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Played through the first two levels. I like the setting, location and all that.
I noticed a bug already, not sure if intentional. The bolos (4 balls and the ropes) hits the enemy before the projectile does. This means GunAttack is hitting them, and T_Projectile is not.

It would be really cool to press USE against all of the hostages, and free them. So either remove the ropes from them, or stand them up. That would be a cool stat to have on the LevelCompleted.

What do you think?

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