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Beyond the Grave [OFFICIAL RELEASE DATE - October 31]
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Lozer_42
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PostPosted: Mon Sep 07, 2015 12:09 am
   Subject: Re: Beyond the Grave [OFFICIAL RELEASE DATE - October 31]
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looks nice. I really like the floor textures. The pistols in image4 though look like they are aimed at the chandelier though, instead of the cross-hairs.

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PostPosted: Mon Sep 07, 2015 4:59 am
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Nice. Looks quite atmospheric.
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PostPosted: Mon Sep 07, 2015 10:14 am
   Subject: Re: Beyond the Grave [OFFICIAL RELEASE DATE - October 31]
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Lozer_42 wrote:
looks nice. I really like the floor textures. The pistols in image4 though look like they are aimed at the chandelier though, instead of the cross-hairs.


That has to do with the gun bobbing. It's also a dual weapon, so accuracy isn't really its thing Smile

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PostPosted: Mon Sep 07, 2015 11:43 pm
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Seeing this awesome looking mod, makes me miss making my own. Wonderful job. This looks very promising.

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PostPosted: Tue Sep 08, 2015 9:26 am
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ThunderEnema wrote:


This one enemy in particular reminds me of The Thing. Smile Awesome work, guys!
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PostPosted: Sun Sep 13, 2015 7:22 am
   Subject: Re: Beyond the Grave [OFFICIAL RELEASE DATE - October 31]
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Looks great!

What is the texture definition, still 64x64? it looks more detailed.
The grey pistols/hands, etc.. is because the hero is an undead or to spare colors as grey offers a wider range of variation?
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PostPosted: Sun Sep 13, 2015 7:29 am
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Very convincing new status bar. I also like the dual fists. Usually in mods you get just one single fist from an old game (Hexen?) with brass knuckles, but this looks much more professional.
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PostPosted: Sun Sep 13, 2015 8:49 am
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fraggeur wrote:
Looks great!

What is the texture definition, still 64x64? it looks more detailed.
The grey pistols/hands, etc.. is because the hero is an undead or to spare colors as grey offers a wider range of variation?


The character has gray skin because he is undead/supernatural. ThunderEnema and I have discussed making the skin tone different, but it'll most likely remain gray (as I've made player sprites that show the gray skin). Gray does have a wide range of variation, especially with the BTG pallete. ThunderEnema has put a lot of effort in making the graphics mesh well, and I have designed/edited the graphics for him.

The walls are 128x128.

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PostPosted: Sun Sep 13, 2015 10:34 am
   Subject: Re: Beyond the Grave [OFFICIAL RELEASE DATE - October 31]
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This is looking great! No mystery that I'm a fan of Blood, this manages to capture a similar feel but still seem like a unique game. Like that last pic of the split face enemy, the weirder, the better!

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PostPosted: Tue Sep 22, 2015 1:28 am
   Subject: Re: Beyond the Grave [OFFICIAL RELEASE DATE - October 31]
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Thanks for the feedback guys.

And good to see you back Majik Monkee!

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PostPosted: Wed Feb 24, 2016 1:42 am
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Just a quick update guys:

This project is still being worked on. Things have been pretty hectic at work as of late and I went through a brief of period where I lacked a lot of motivation, but I am back in full force and I am really pushing to get this project done this year! I just have a few levels to map, some art files to work on, and Gerolf is putting the finishing touches on graphics work.

Sorry, no new screenshots. Besides, I think I've already posted more than enough screenshots for viewers to get the general idea of the game's atmosphere. Smile

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PostPosted: Wed Feb 24, 2016 8:09 pm
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ThunderEnema wrote:
Gerolf is putting the finishing touches on graphics work.


That's right. I've also decided to try and refresh the graphics a bit, blend everything together, etc.

Quote:
Sorry, no new screenshots....

Maybe no new screenshots, but I do have some stuff to show everyone! Here's some of the artwork edits I have made. There's still a lot more to do!

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PostPosted: Wed Feb 24, 2016 8:10 pm
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Double post to show more:

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PostPosted: Sun Feb 28, 2016 8:02 am
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Hey cool stuff!
Thomas
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PostPosted: Sun Feb 28, 2016 8:10 am
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That is awesome! Tomb or iron maiden?
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PostPosted: Sun Feb 28, 2016 9:38 am
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It's an iron maiden, but it can be interpreted as a tomb too lol.

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PostPosted: Sun Feb 28, 2016 11:46 am
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Looks great but if I may make a suggestion for the iron maiden: If you draw some grey lines with red to look like spikes that had impaled the mummy/zombie.

That said it already looks great, it's totally up to you if this idea sounds good or just a waste of time. Smile
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PostPosted: Sun Feb 28, 2016 12:50 pm
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Actually, there is one just like you described in the game already, the one I showed is just one of them that can spawn enemies.

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PostPosted: Sun Feb 28, 2016 10:29 pm
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Glad to see this is still going, easily one of my most anticipated releases.
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PostPosted: Sat Aug 13, 2016 12:18 pm
   Subject: Beyond the Grave [I am not dead... yet]
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Hey guys. It's been a while since I've posted an update on this project. Level design is nearing completion. The only things I need to work on are sound and music, as well as some minor graphics work. I should have a beta release soon for those who agreed to beta test this project. I'm hoping for a Halloween release but that all depends on how much free time I have (and free time these days has been very scarce).

As per usual, here's a few screenshots from some new levels:








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Last edited by ThunderEnema on Mon Aug 15, 2016 2:39 am; edited 1 time in total
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PostPosted: Mon Aug 15, 2016 1:42 am
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Looks great Smile

You are really patient with this project, that's impressive. Will be a very interesting mod
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PostPosted: Mon Aug 15, 2016 1:48 pm
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Very happy to see this is still going strong, probably my most anticipated release.
ThunderEnema
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PostPosted: Tue Aug 16, 2016 4:44 pm
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Thanks guys. I might be releasing a video that features some gameplay soon.

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PostPosted: Fri Jun 09, 2017 2:06 am
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With level design finally done (save for some polishing and finishing touches), most of the bugs worked out, and graphics-editing nearing completion, I can confidently say that this project will finally emerge from the grave Halloween of this year. The project is 20 levels long with map sizes ranging from 64x64 - 128x128 and features a large assortment of enemies as well as a great deal of coding changes. I have also changed the firearms used in the game to be more Western/Victorian themed (with some creative liberties taken of course--I am not going for 100% historical accuracy). Modern firearms just seem really out of place for the kind of environment I am creating for this project.

Here's some new updated images:










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Last edited by ThunderEnema on Thu Aug 17, 2017 8:05 pm; edited 3 times in total
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PostPosted: Fri Jun 09, 2017 5:36 am
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Kick-ass screenshots!!!

All the best with what's left for the release!

Ariel

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PostPosted: Fri Jun 09, 2017 5:49 am
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Fantastic news, this one is definitely highly anticipated!
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PostPosted: Sat Jun 10, 2017 3:31 pm
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I'm so happy to see this is doing well still! Looking forward to it.
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PostPosted: Mon Jun 12, 2017 9:24 am
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Wow, how come that I totally missed that such an awsome looking mode is being worked on? o.O I haven't played a wolf mod for a few months and now I'm finally excited to play something when it gets released Smile
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PostPosted: Tue Jun 13, 2017 7:16 pm
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It could pass as a doom mod if not by the limited grid maps of the wolf engine. I'll keep an eye on this for sure. Smile
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PostPosted: Wed Jun 14, 2017 5:02 pm
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Here's a few more screeshots for you all.





I have enjoyed every minute of working on this project, and I'm really glad it's close to finished. ThunderEnema and myself are working hard on getting this out on our deadline of Halloween 2017!

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