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Beyond the Grave [NOW RELEASED]
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RichterBelmont12
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PostPosted: Sat Mar 15, 2014 5:08 pm
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I can't wait to play it Smile

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PostPosted: Tue Jun 17, 2014 1:23 am
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Just thought I'd let you guys know that Gerolf and I are still working diligently on this project. It has come along way since its inception. I won't reveal too many details except that I am really hoping to have this released by Halloween season of this year.

In the meantime, here's a few more screenshots. Some of them are a few months old. Doomjedi might appreciate the second screenshot as it features a modified version of a sprite used in Femstein. Smile










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Last edited by ThunderEnema on Tue Jun 17, 2014 1:30 am; edited 1 time in total
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PostPosted: Tue Jun 17, 2014 1:24 am
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And just to give you guys an idea of how far this project has gone, at least visually, here's the very first screenshot I ever took. Beyond the Grave, originally, was going to be a DOS-based mod.


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PostPosted: Tue Jun 17, 2014 2:31 am
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Looks fantastic!
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PostPosted: Tue Jun 17, 2014 6:38 am
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HOLY S--T DUDE MAN That is Awesome!

I love what you have done to this mod.

Am I still a Beta Tester?

I don't Think I can make it to your level of awesomeness tho Sad

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PostPosted: Tue Jun 17, 2014 3:55 pm
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ThunderEnema wrote:
...

In the meantime, here's a few more screenshots.
I know I've made such a post before (perhaps even in the same thread), but I really like what I see here. It looks like you're on the right track with this mod. Smile
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PostPosted: Wed Jun 18, 2014 2:41 am
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Damn that looks great, makes me ashamed I haven't made much progress on my own mods.

My only nitpick is the re-scaling of sprites, most noticeable with the bad guy's fingers in this screenshot you posted...

This was why when you had me do some sprites for you and had very specific graphic bases you wanted me to rework and make Hi-Res, I was flipping out because parts will stretch and other parts will stay skinny.

Anyways, don't mean to belittle yours and Gerolf's work, ThunderEnema. Your mod is one of few I eagerly wait to play when it is released. Smile
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PostPosted: Wed Jun 18, 2014 2:51 am
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Luckily, these graphical issues are only noticeable in the images themselves and from screenshots, when you play the game they are thankfully not noticeable Smile but it is something we're working on fixing Smile
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PostPosted: Wed Jun 18, 2014 10:13 am
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@Belmont: Yes, I would still like you to be a beta tester. When it gets to that stage, I will email you.

@Soldat555: Yeah, working with high res sprites is tricky. I wish there was an easy way to simply resize the sprites in the code (like you can with player weapons).

@Tricob: I owe some of my thanks to you for your coding guidance. Smile

@RonWolf: Thanks!

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PostPosted: Wed Jun 18, 2014 4:13 pm
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ThunderEnema wrote:
@Tricob: I owe some of my thanks to you for your coding guidance. Smile
You're welcome. It always make me feel better when someone's coding problems aren't over my head. Smile
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PostPosted: Wed Jun 18, 2014 8:32 pm
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Kick-ass screenshots indeed... Feels like a 'Halls of Stonehenge meets Orb of Dilaaria' sort of thing... No disrespect with the comparison - quite the opposite!

Looking forward to this one. Hope to be able to squeeze in some time to give it a fair play...

Cheers,

Ariel

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PostPosted: Sun Sep 28, 2014 11:31 pm
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Just thought I'd let everyone know that this project is still being worked on. Progress has been slow as I have been juggling this project with both a full time job and film projects. I probably won't be able to make my Halloween deadline like I hoped. I will just say that the release date is a bit of a mystery.

In other news, I have made the decision to make Beyond the Grave a 20 level mod as opposed to a 30 level mod like I originally planned. That said, mapping is almost complete. I think more than 20 levels in a Wolfenstein mod is a bit excessive (there are exceptions of course... IE: Operation Eisenfaust: Origins).

In the mean time, here are a couple of posters Gerolf put together:




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PostPosted: Mon Sep 29, 2014 12:07 am
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ThunderEnema wrote:
I think more than 20 levels in a Wolfenstein mod is a bit excessive (there are exceptions of course... IE: Operation Eisenfaust: Origins).


I generally prefer more manageable sets myself, don't like being on a Wolf game a very long time unless it's very good and can keep me wanting more.

I've seen this project prior to my joining but now I'll say that this looks really cool and considering it played as soon as it's available!

E: Most favorite shot yet
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PostPosted: Mon Sep 29, 2014 2:26 am
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Good choice cutting down from 30 to 20 levels. I have done similar things; especially when you get busier you, at some point just have to decide to 'kill your darlings', cut some fat from the mod.

Cool screens!
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PostPosted: Mon Sep 29, 2014 9:37 am
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That shot you like the most Cyanosis is rather ancient now, just you wait and see what that area looks like now Smile

I think the choice ThunderEnema made of cutting down the amount of levels was a good decision, as many of BTG's levels are massive. Though, he and I have had a few discussions on making a few expansion packs in the future, 20 for the main plot is best Smile
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PostPosted: Mon Sep 29, 2014 3:24 pm
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I love the Second Pic lol

Looks like someone is a fan of the Dollar Trilogy

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PostPosted: Mon Sep 29, 2014 6:55 pm
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Very much so Smile

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PostPosted: Tue Sep 30, 2014 12:57 am
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Very much so indeed! There's actually going to be quite a few homages to old spaghetti westerns and horror films in Beyond the Grave. Smile

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PostPosted: Tue Sep 30, 2014 1:15 am
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This game reminds me of a wonderful marriage between Blood and Hexen, and from a Wolf perspective Orb of Dilaaria and Halls of Stonehenge (which I've yet to play but looks really interesting). That's winner material right there.
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PostPosted: Tue Sep 30, 2014 2:15 pm
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Cyanosis: "a wonderful marriage between Blood and Hexen"

That is an interesting way of putting it. And I can see how the tone of the game has an Orb and Halls of Stonehenge feel to it as Arielus has pointed out a few times. Smile

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PostPosted: Mon Mar 16, 2015 1:24 am
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As some of you know, BTG has been a very demanding project. Because of my busy schedule and because I want to get this project released to the public in a timely matter, I would like to have 1 or 2 volunteers who would be willing to make some maps in order to lighten the load for both Gerolf and I. The maps do not need to be in BTG format. I just need good vanilla wolfenstein maps. If anyone is interested, PM me for more specific details. I would greatly appreciate the help!

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PostPosted: Mon Mar 16, 2015 9:49 pm
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I would lend you a hand but I think you know already know my skills as a mapper are abysmal Sad sides I have full hands on deck for Project X 2 as I too lost a mapper Sad

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PostPosted: Tue Mar 17, 2015 2:51 am
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I appreciate the thought Mr. Belmont. Smile

My situation is different from yours. I didn't lose a mapper. I've been doing most of the mapping myself with some help from Gerolf. In what little time I have, I have been focusing so much on mapping and coding that other aspects of the game have been neglected: story, sounds, and music (story especially). By having someone who can alleviate some of the mapping burden, I can draw more of my focus to the more neglected aspects of the game.

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PostPosted: Tue Mar 17, 2015 3:31 am
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ThunderEnema wrote:
My situation is different from yours. I didn't lose a mapper. I've been doing most of the mapping myself with some help from Gerolf. In what little time I have, I have been focusing so much on mapping and coding that other aspects of the game have been neglected: story, sounds, and music (story especially). By having someone who can alleviate some of the mapping burden, I can draw more of my focus to the more neglected aspects of the game.

You should work on what you want, when you want to, I think. Nothing wrong making a 100K text file storyline for a game that only has 3 levels if that's what interests you. There's not really any rule for how much of something you need to have or not have. I'd rather play 10 focused maps than 50 that were added "just because". If you really want lots of levels though, there's always the Creator program. Laughing

/runs
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PostPosted: Tue Mar 17, 2015 4:57 am
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Chris: The mod is only 20 levels long... but regardless, a really good map takes a lot of time, dedication, and patience to make. As for the story, quite frankly, I'm not content with just simply making a text file. I want it to be more involved than that.

And I will sooner stick my head in an oven before I ever use a creator program to make maps. Smile

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PostPosted: Tue Mar 17, 2015 11:56 am
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Chris, this project isn't just a mapset or anything or that nature, and even with the help of others, there's still A LOT ThunderEnema and I will have to do. This project is very demanding and I think having a few mappers other than ThunderEnema and myself will spice things up.

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PostPosted: Tue Mar 17, 2015 2:19 pm
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Chris wrote:
I'd rather play 10 focused maps than 50 that were added "just because".


Agree 100 % ... Patience is a virtue in terms of mapping though, no matter if you want pretentious and overblown or short, sharp, shock and awe types of maps. Creator is a definite no-go either way though, but both Gerolf and ThunderEnema know that already.

Very few mods with 60 levels or even 50 or 40 for that matter contain a full number of thoroughly exciting, enjoyable maps. There's always a dud or a handful of duds in between. This particular case can be avoided if the mod contains 10 or even 20 levels only.

gerolf wrote:
I think having a few mappers other than ThunderEnema and myself will spice things up.


It all depends. In terms of continuity, a variety of mappers may make the project seem a bit disjointed in places, but if everyone agrees on certain guidelines, or agree to have no guidelines whatsoever, it will seem genuine and complete.


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PostPosted: Tue Mar 17, 2015 2:21 pm
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gerolf wrote:
having a few mappers other than ThunderEnema and myself will spice things up.

That's a good point too. I was just playing Pots and Pans this week and man, their weird level styles were refreshing. Very Happy
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PostPosted: Sun Sep 06, 2015 1:28 am
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Just a quick update... this project is indeed still being worked on. I've still been mainly working on the mapping part of this project (the most important part of any project IMO) over the past few months. I'm really hoping to get the mapping part of this project finally done by this month. Anyway, here's some current screenshots taken from one of my more recent levels made (the HUD is a WIP).










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PostPosted: Sun Sep 06, 2015 1:28 am
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