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[RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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Executor
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PostPosted: Sun Oct 26, 2014 3:06 pm
   Subject: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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Aaaaand it's done!
Download (467 KB)
Requires ECWolf and registered Wolfenstein 3D v1.4. Drag the pk3 over ecwolf.exe or run from the command line: "ecwolf --file coffeebreak.pk3"

EDIT: Because the SDL.dll is not included in dev builds of ECWolf, I've supplied a complete version of ECWolf here: https://www.sendspace.com/file/4bojfp . This should do the job until ECWolf 1.4 is released.
Yes, that's a silly name. This is not a mod that takes itself all that seriously.

Coffee Break is an idea that I've been toying around with for at least a year and a half. Making the huge Operation Serpent and Eisenfaust Unleashed maps with their gigantic canvas sizes and tons of ECWolf features is creatively exhausting. For the effort that goes into a single Operation Serpent map you could probably make a whole episode of vanilla Wolfenstein maps. Since Operation Serpent is nearly finished and just waiting on music, I decided to try a smaller, more focused project. Coffee Break is a series of (relatively) short maps using mostly the original game's graphics and sounds, to feel like an extension of Wolfenstein 3D, with a focus on tight, fast-moving gameplay over fancy features or storytelling or, well anything, really. The "coffee break" part comes from the fact that these are short maps you can beat in under ten minutes.

That's not to say it doesn't have any special features, though. Coffee Break has eight weapons (three carried over from regular Wolfenstein) with different ammo types and roles, as well as a few new enemies. The idea is to have something a bit deeper than the regular Wolfenstein gameplay to give me more tools to construct exciting gameplay while still looking and feeling like Wolfenstein 3D.

Features:
* An episode of 10 maps, with more episodes to come if I feel like it
* Complete lack of any narrative or continuity
* 8 weapons with distinctive strengths and weaknesses
* A new enemy, the rifle-wielding Trooper, and as many other new enemies as I consider necessary
* Smaller maps that don't take an hour each to play
* Pain/death sounds for the player because an audio cue for getting hit is good
* The original game's colorful, surreal art style instead of the drabber, more realistic look of most of my other mods
* Solid colored ceilings and floors, IMF music, and 7042 Hz sound for that 1992 experience

Story:

In year 1944 you are "BJ BLAZKOWICZ" spy for ally country AMERICA in SECOND WORLD OF WAR

Evil overlord "HITLER" has of conquer all EUROPE for NAZI imperial

WAR PLAN of NAZIS is locate of CASTLE HASSELHOFF in north GERMANY

On NINTH FLOOR of CASTLE there is WAR PLAN guarded by great soldier "HANS GROSSE"

Go now "BJ BLAZKOWICZ" kill NAZIS with GUNS to getting WAR PLAN and defeat "HITLER"

!!!GOOD LUCK!!!


Weapons:

Slot 1 - Knife
This is the same knife as you have in the original Wolfenstein 3D, only with digitized sounds.

Slot 2 - Pistol
The vanilla Wolfenstein pistol will let you defend yourself until you can find a better weapon. You can carry up to 100 pistol rounds.

Slot 3 - Rifle
BOOM, click-clack! This deadly bolt action rifle can kill most enemies in a single shot, and an SS in two. It's effective at any distance, but requires good timing and reflexes to use without exposing yourself to return fire. It uses its own rifle ammo, of which you can carry up to 50.

Slot 4 - Submachine Gun
A good all-around weapon, the submachine gun is just like the Wolfenstein 3D machine gun, sharing ammo with the pistol and putting out a respectable volume of fire. Just don't try to take on an SS conga line with it.

Slot 5 - Heavy Machine Gun
The belt-fed heavy machine gun is the weapon of choice for crowd control, spraying bullets downrange at 840 rounds per minute. You can carry up to 200 machine gun rounds, which the HMG uses up alarmingly quickly.

Slot 6 - Gatling Gun
This isn't your father's Wolf3D chaingun. The first thing you'll notice is the long spin-up this weapon must go through before it can fire. The next thing you'll notice is that all your enemies are dead and you're out of ammo. At well over twice the rate of fire of the HMG, the Gatling Gun cannot be beat for raw damage output, but it's too cumbersome and wasteful to use in situations that don't call for it.

Slot 7 - Flamethrower
Boo, I'm a Hitler Ghost! This beast fires streams of deadly red fireballs that roast all opposition. Strafe left and right while firing to create unavoidable curtains of fire.

Slot 8 - Rocket Launcher
Fire rocket at Nazis. Watch Nazis go boom. Fire rocket in close quarters. Watch self go boom.


Screenshots







Last edited by Executor on Sun Nov 16, 2014 11:24 am; edited 5 times in total
Cyanosis
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PostPosted: Sun Oct 26, 2014 3:33 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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Love that yellow brick wall! This sounds really nice.
Thomas
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PostPosted: Sun Oct 26, 2014 3:35 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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Glad to see some textures from Ken O'Brien's Remake getting used and even expanded (with that neat swastika graphic)... Gray slime and daytime landscape, I don't know... I use it myself now and then but something about it just doesn't seem right. Anyway this looks kind of nice and easygoing... Great shots...
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PostPosted: Sun Oct 26, 2014 4:23 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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I really like the guards with the cyan uniforms. But then, I'm bound to say something good about anything that has the word "coffee" in its title. Smile
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PostPosted: Sun Oct 26, 2014 4:30 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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https://www.youtube.com/watch?v=TOA51pX6YLE&feature=youtu.be And a video!

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Cyanosis
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PostPosted: Sun Oct 26, 2014 4:31 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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I recognize the soldiers from Unsung, they look good in regular Wolf3D as shown here.
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PostPosted: Sun Oct 26, 2014 6:22 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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This looks like a lot of fun! With the name "Hasselhoff" in it... Maybe you should check out the mod called Castle Hasselhoff, edit the HUD face, and make BJ be David Hasselhoff himself LOL.

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PostPosted: Sun Oct 26, 2014 6:39 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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A suggestion, instead of the rifle guys dropping their rifle every time, maybe make them drop a used clip for it like the SS?
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PostPosted: Sun Oct 26, 2014 6:41 pm
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That's the intended behavior but it's not working right now.

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PostPosted: Sun Oct 26, 2014 6:57 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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Doom...Matt Tropiano...

Yeah I know where you got that name from Very Happy

Oh and also Michael Collins for the subtitle?

Anyways, looks very cool, looking forward to the mod. Smile
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PostPosted: Sun Oct 26, 2014 6:59 pm
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Actually I thought of the name before I heard of that mod, this has been bouncing around in my head for a long time.

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PostPosted: Mon Oct 27, 2014 8:45 pm
   Subject: [First shots]Coffee Break Episode 1: Castle Hasselhoff
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This map set is coming along nicely. Screenshots of E1M2 ("A Lumbering Planetoid") and E1M5 ("Halftime Herpes Party"):




Just because these maps are short doesn't mean they're easy, they absolutely will kick your teeth in on Death Incarnate.
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PostPosted: Mon Oct 27, 2014 9:58 pm
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Those rifle guys really add to the already solid Nazi cast of Wolf, as does the additional weapon. It's just what one needs for hitting something from across the room without wasting regular bullets due to damage dropoff. I presume the rifle guys can hurt you just as bad at long range?
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PostPosted: Mon Oct 27, 2014 10:02 pm
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Yes, they do up to 80 damage (instead of 64 for a regular Nazi) and have a much, much longer effective range. They take time to aim and even more time to chamber a round after firing, which balances them against the other Nazis.

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PostPosted: Mon Oct 27, 2014 10:13 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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Might I suggest using this rifle instead?

It's by Turbo from ZDoom forums. Obviously, the gun is supposed to be cropped to the stock.

Also, just an idea,

Here's a shotgun, the gun and the pickup were done by JoeyTD of ZDoom, I added the hands/arm.
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PostPosted: Tue Oct 28, 2014 1:15 am
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Those alternate rifle sprites are nice, the shotgun reloading is a bit weird though, pumping to the right.
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PostPosted: Tue Oct 28, 2014 12:39 pm
   Subject: Re: [RELEASED]Coffee Break Episode 1: Castle Hasselhoff
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gerolf wrote:
Might I suggest using this rifle instead?

It's by Turbo from ZDoom forums. Obviously, the gun is supposed to be cropped to the stock.

Also, just an idea,

Here's a shotgun, the gun and the pickup were done by JoeyTD of ZDoom, I added the hands/arm.


I'm not using a shotgun but that rifle is really nice, thanks. Is there a flamethrower in the vanilla Wolfenstein style? The one I'm using is WSJ's and it obviously doesn't quite fit with the rest of the arsenal.
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PostPosted: Tue Oct 28, 2014 3:22 pm
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Are you using the original teal chaingun? I might have a flamethrower for you.

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PostPosted: Tue Oct 28, 2014 3:50 pm
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Yes I am. It behaves very differently but the sprites are the same.

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PostPosted: Tue Oct 28, 2014 4:41 pm
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Is it the chaingun behavior in Eisenfaust Origins? Hold down to wind up and fire, then let go to stop and wind down.
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PostPosted: Tue Oct 28, 2014 4:46 pm
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Here, this comes from the SNES version of Wolf 3d (I edited the pickup sprite)... I would recommend using the flamethrower ammo pickup from COTS, and also maybe edit the flame in the attack frames either to look different (mainly the 2nd attack frame) or clear out the flame, and see what it looks like just having projectiles fly out of it (which the best projectile for that would be the Hitler ghost projectile).


The green is the gas canister (the pickup from COTS is green as well)..
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PostPosted: Sat Nov 01, 2014 12:09 pm
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6 out of 10 levels are now complete. Enjoy these screenshots of E1M3 ("This is My Broomstick") and E1M6 ("A Collection of Rooms and Doors"):





The Kommando may or may not get altered for Coffee Break (blue boots, shiny gold belt buckle, yellow machine gun belt, MG42 replaced by the CITF MG34 I use for the Heavy Machine Gun) depending on time constraints.


Last edited by Executor on Sat Nov 01, 2014 12:20 pm; edited 1 time in total
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PostPosted: Sat Nov 01, 2014 2:41 pm
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That rifle is much better looking and I love the blue ceiling with red lamps!
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PostPosted: Sat Nov 01, 2014 2:43 pm
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Wow! Awesome shots!

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PostPosted: Sat Nov 01, 2014 3:20 pm
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The blue ceiling/red lights/landscape texture and wood panels really underlines the concept of making your maps just as color-based as action-based... Wonderful... The new chaingun guy (correct?) looks awesome too... Sweet shots man... And love that teal re-coloring of the purple brick wall from Spear.
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PostPosted: Sat Nov 01, 2014 3:43 pm
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The "chaingun" guy is the Kommando from the tech demo with slightly different behavior. He drops the heavy machine gun when he dies. He has 200 health and his attack pattern is much like Hans Grosse from the original game but he has 8 rotations and pain states like a regular guard.

And yeah, I always pay attention to the use of color in my mods. Sometimes I'll go through multiple ceiling colors until I find one that looks right.

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PostPosted: Sun Nov 09, 2014 4:45 pm
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Two maps to go.

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PostPosted: Sat Nov 15, 2014 9:17 pm
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Today I've finished the last map of this mod and all that remains are a few finishing touches. It should be ready either tomorrow or early next week.

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PostPosted: Sat Nov 15, 2014 11:39 pm
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Looking forward to this! But what's the overall size of the maps like? I hope you want for medium size not really small.

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PostPosted: Sun Nov 16, 2014 11:06 am
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They're smaller than my usual maps but still larger than most of the stumpy maps in Wolf3D episodes 2-3. They're closer to the size of my Wolfenstein Sextilogy episode 1 maps or a bit smaller.

And now it's released! Go get it!

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