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[release] "Batman: No Man's Land" released
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doomjedi
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PostPosted: Wed Mar 11, 2015 8:10 am
   Subject: [release] "Batman: No Man's Land" released
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3.5 years in the making (3 years of active development), Team RayCast would like to release its latest mod:

Batman: No Man's Land - Sequel to "Batman vs. Bane".

http://www.moddb.com/mods/batman-no-mans-land

Featuring story, level design, music and voices by Ronwolf, art by Doomjedi, programming by Linuxwolf.
Special thanks to our betatesters - Kris (Lozer_42), Dean, WLHack, Dark_Wizzie and WolferCooker.

Download size: 25 MB

http://www.moddb.com/mods/batman-no-mans-land/downloads/batman-no-mans-land-release



The story continues... The remaining escaped convicts and supervillains have taken refugee in West Gotham, the part of Gotham destroyed by Bane's earthquake device. The supervillains are split up in sections, which has escalated into a gang war. Knowing for sure they're up to no good, Batman and the GCPD try to arrest them while also saving the innocent people still trapped inbetween the fighting sections. But knowing these supervillains, arresting them will not be a walk in the park...

Please read readme before playing!

Have fun!


Last edited by doomjedi on Sun Mar 15, 2015 1:52 am; edited 1 time in total
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PostPosted: Wed Mar 11, 2015 10:37 am
   Subject: Re: [release] "Batman: No Man's Land" released
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Fixed the download files...sorry guys.
Now the game exe should run ok.

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PostPosted: Wed Mar 11, 2015 11:17 am
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Great, downloading now. Just when I was looking for something new to play, too!

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PostPosted: Wed Mar 11, 2015 12:13 pm
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Cool Smile

...celebrating the release Smile


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PostPosted: Wed Mar 11, 2015 12:16 pm
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It has quite a lovely feel and atmosphere to it. Lots of nice touches and details. Very impressive. Makes me wish I wasn't so hap-hazard when you asked me to help. But such is life.

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PostPosted: Wed Mar 11, 2015 4:57 pm
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I made it to level 5, and I seem to have found a bug.
Apparently, after clearing most of the level (on the second difficulty), if I attack the flaming can near the clothes shop (the locale with the four manikins) the game will freeze. Attacking it at this point should cause it to become damaged. I'm not sure if this will happen with any flaming can (as I'm not quite sure if there are more), but I am certain there may be something wrong with this occurrence.

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PostPosted: Wed Mar 11, 2015 5:55 pm
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Awesome! I will be playing this soon.

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PostPosted: Wed Mar 11, 2015 10:11 pm
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Found two more bugs while playing:

If the player has armor equipped, whenever they walk over open flames their health will be rapidly drained; much MUCH faster than the normal amount (I counted 8~10 times faster)

While playing on I believe level 11, I encountered a crash involving wl_shade.cpp Apparently the game reached some sort of bright lights or flash limit.


Aside from those bugs and the one I mentioned before, this mod has been pretty entertaining. Map 8 has been my favorite thus far. I love its opening.

- EDIT -

I've been able to recreate the first bug on numerous levels now. The game freezing has become a bother; a wart on an otherwise fine mod.

These criticisms are leaving a bad taste in my mouth, let's sandwich this sucker:
Lock-Up was perhaps the most unique Wolfenstein boss I've ever seen (and if you've played my mods, that's saying something). His methods of attack were entirely unique, I loved that fight. Also, I can't believe we had the same idea of using the Tab key to toggle a second status bar display in-game. Great minds think alike I suppose.

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PostPosted: Thu Mar 12, 2015 1:18 am
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Thanks for the feedbacks, guys! Smile

We'll try to issue those bug reports ASAP, thank you for them and I'm sorry they affected your experience. First release is always...a big unknown - despite the many good testers we had on the mod (in addition to our own play) - one who wants it most bugless - better wait a few days after the release to play.
Mod is not a long one, but packed with features and so it's hard to test it perfectly.

Quote:
Makes me wish I wasn't so hap-hazard when you asked me to help. But such is life.
This is not our last comics-based mod, and not the last Batman mod...you can always offer your help Smile
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PostPosted: Thu Mar 12, 2015 8:33 am
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You're welcome. I'm quite surprised some of these slipped through though. Especially the second one I mentioned, that one seemed like it would have caught someone's eye almost immediately. The opportunity for it to happen was quite high.
I may just offer for the Green Arrow mod. Stepping in now in the Batman mods... I'd feel my own mapping styles might be out of place amongst what's already been established.

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PostPosted: Thu Mar 12, 2015 11:24 pm
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doomjedi wrote:
Cool Smile

...celebrating the release Smile



Congrats to another successful release! Looking forward to it.
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PostPosted: Fri Mar 13, 2015 12:24 am
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Thank you! Smile

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PostPosted: Fri Mar 13, 2015 4:59 am
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Thanks for another great release Team RayCast can't wait to get going with this one
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PostPosted: Tue Mar 17, 2015 1:08 pm
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Haven't got to play much but from what I have done, I have to say: ... TOTALLY AWESOME, BRO!

Seriously, I love the rescuable hostages, the hardness of enemy layout, and those arrows showing you "You're teleporting into a building" are such a nice touch. I think this is one I should do a video on, it's very cool. Smile
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PostPosted: Tue Mar 17, 2015 1:52 pm
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Just started playing this. Some initial thoughts: I like how you can interact with the environment a lot more (this was lacking in Batman vs. Bane), rescuable hostages is a nice touch, and I like how Batman's weapons are actual projectiles and not just hitscan like the weapons in BvB. Anyway, I'll be playing more of this game this weekend and I should have more thoughts to share then. I can't wait to see what lies ahead!

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PostPosted: Wed Mar 18, 2015 12:00 am
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Soldat 555 wrote:
Haven't got to play much but from what I have done, I have to say: ... TOTALLY AWESOME, BRO!

Seriously, I love the rescuable hostages, the hardness of enemy layout, and those arrows showing you "You're teleporting into a building" are such a nice touch. I think this is one I should do a video on, it's very cool. Smile

Thank you!
I'd love to see you doing a video of it! You'll be the first, at least so far.

From a modder like you (who I respect much) this is very...nice to hear...even thought of PM-ing you asking about your opinion of the mod...but didn't want to bother.
Yes, "relative teleporting" (as I call it) is a nice feature.

So...any useful art for your mods? Smile
I love who you know to reuse my art in your mods.

Quote:
(this was lacking in Batman vs. Bane),
Yes, we learn and improve from mod to mod...also trying to make things more interactive.
BvsB was a fast mod, with it's simplicity compromises do simplify and speed development...this one was well-planned and patiently executed, another reason for the difference.

This is not our last comics-based mod it seems, so...more to come in the future.
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PostPosted: Thu Mar 19, 2015 10:36 am
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Both Batman mods are on top 50 of most popular mods on moddb today...



A few reviews and references...
http://www.rockpapershotgun.com/2015/03/18/batman-wolfenstein-3d-mod/

http://capedcrusades.com/2015/03/19/theres-a-new-batman-mod-for-wolfenstein-3d/
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PostPosted: Thu Mar 19, 2015 12:27 pm
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I had not seen this before, thanks for sharing! Smile
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PostPosted: Sun Mar 22, 2015 3:11 pm
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Here's a brief Let's Play video I did for your guys' great work! Hope you enjoy. Smile

https://www.youtube.com/watch?v=73kZL71jf10
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PostPosted: Sun Mar 22, 2015 3:52 pm
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Cool, thanks! Smile
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PostPosted: Mon Mar 23, 2015 2:03 am
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Great video....hilarious...both you and your girlfriend, big thanks to her as well Smile The voiceovers are funny Smile
Can't wait for more videos Smile

How much of the mod did you actually play so far? Mod has much more than first level has to offer...

Title screen - just image from Google image search. Could be Gotham...but probably not. Obviously I've carefully selected it to look...Gotham-fitting. From your feedback - I did my choice well.

Note you can press TAB to see second HUD...playing fullscreen I'm not sure how you do it.

"Robocop" mod? I'll think of it, heh Smile Busy with projects...

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PostPosted: Mon Mar 23, 2015 12:20 pm
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Unfortunately I've played it twice, the video being the 2nd time and the 1st play I did I died in that clothing store where (In the video) I saw how AWESOME those batarangs are. But it's a project I'm definitely gonna play more of when I have time this Thursday/Friday. Smile

Perhaps Wednesday night after work I could do some more PC Let's Play videos including Team Raycast's Operation Eisenfaust mod... Wink
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PostPosted: Mon Mar 23, 2015 11:50 pm
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Great!! Smile Can't wait Smile

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PostPosted: Sat Apr 25, 2015 2:44 pm
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https://www.youtube.com/playlist?list=PLgS1ZoidySwMV2RswUMGBs4BYm1sNIE9d

Here's the full playthrough if anyone is interested or hasn't seen it yet.
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PostPosted: Sat Apr 25, 2015 3:57 pm
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The readme says the Bat-Taser puts enemies into "cardiac arrest" to incapacitate them. Cardiac arrest will cause permanent damage within seconds and death within minutes, and even in hospitals has an approximately 90% mortality rate. Actual tasers work by causing involuntary muscle contraction and extreme pain. When they do cause cardiac arrest, the suspect dies. The Bat-Taser you described is every bit as lethal as a firearm and not something Batman would use.

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PostPosted: Sat Apr 25, 2015 5:06 pm
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Thanks for pointing that out. I guess we'll fix that by making a note in the readme stating that it's non-lethal (after all, we can always claim it's an invention by Lucius Fox that somehow makes it 100% non-lethal Mr Green).
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PostPosted: Sat Apr 25, 2015 5:58 pm
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I think a quick-acting muscle relaxant would make more sense personally. It's been mentioned in crime dramas a lot more than once, and Batman is definitely a crime fighter. Given that he has no super powers per se, carrying a weapon like this makes more sense, IMO.
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PostPosted: Sun May 24, 2015 11:02 am
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When the Riddler as if it were a Hungarian greets Batman say the greets and not a joke. How do I do it to Unlimited life is?
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PostPosted: Sun Dec 20, 2015 6:57 am
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Posting this here cause a lot don't take Haven serious. Also so Doomjedi can't "accidentally" edit posts here being not a moderator.

Hello Doomjedi, remember this?
http://wolf3d.darkbb.com/t3292-release-batman-no-man-s-land-released#28266

Look at that how much time passed by and nothing has changed. Got more funny when i saw this irony:

http://s23.postimg.org/gmlgc23a3/doomj_Copy.png

http://www.spriters-resource.com/pc_computer/batmanvsbane/
http://www.spriters-resource.com/pc_computer/batmannomansland/

Just look at "Thug, Mercenary, Mr. Freeze, Hugo Strange"....

Is this a joke to you or you are you so self-centered?
Look at the number of views and the comment about the credits. It's not just a mod but a big sprite resource page now. What's next, selling it? Guess that means i can take all your graphics, change color and credit them all to me.

Look at the THUG graphics. Sometimes blue, sometimes grey pistol and so on. Yes you really have an eye for details >_>
Heck, you have Schabbs there and just added a beard. Or the robot from Blake Stone with an exchanged face.
Those 4 examples are cheap edits and simple recolors. They aren't even really modifications as you like to call it to justify your name all over it.

"Operation Serpent", as recent example, doesnt have a perfect credits list but it tried hard.
Nobody is perfect but you keep going around and asking for your credits all the time and praise your "awesome" graphics used by anyone else in any mod.
Hell, you only do the graphics of your mods and the result is this.

Same on this Doom topic.
http://forum.zdoom.org/viewtopic.php?p=802930#p802930

Don't pretend you have no clue. You constantly pop up into mod topics to comment about graphics and resources. And don't tell you don't know where Schabbs comes from and what Blake Stone is.

Here is a list of all the mods seemingly featuring the THUG and MERCENARY.

From oldest to newest. Where it was credited in any kind of way:
Operation: Letzterschutz
Time of War Demo
The Lost World Part 6
DeathTrigger
Big Time Gangsta
Tara Carmichael


Now for the ones where graphics aren't mentioned in any way:
The Rise of Jason
Batman vs Bane
Wolfolavo
Wolfolavo 2
Batman: No Man's Land


You can ignore Wolfolavo 1+2 cause they were made after Batman vs Bane. Then only TRoJ is left in case you took it from a mod unless there is another one or you have unknown resources.

Also funny on moddb. Any negative (justified or not) feedback, comment, criticism on your mods seem to get plenty of downvotes by the team (excluding Ron).

I don't care if you finally write down the name in the credits of the mod or not and why it took so many years (since Batman vs Bane).
I just despise self-centered bullshit.
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PostPosted: Sun Dec 20, 2015 1:44 pm
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OT -

Hi, Atina. It's always good to see new faces posting in DHWs, and I'm not trying to throw your words back in your face. But I think some things in your post need to be addressed.

Atina wrote:
Look at the number of views and the comment about the credits. It's not just a mod but a big sprite resource page now. (continues ranting about DoomJedi modifying existing content rather than creating everything from scratch)
I'd say it's a given fact that most mods of Wolf3D take at least some of the graphics and alter them rather than create everything from scratch. "Graphics" in the credits usually refers to "modified graphics" rather than original graphics. It's doesn't state one or the other, so it can be taken both ways. Legally, it doesn't work, but in the Wolf3D community, it's a more passable if it's not profitable in any sort of way, and the person modifying the content doesn't place any actual copyright claim on it. When legality and/or morality does become a problem is when the credits for the company's work (Id or Apogee) is taken out of the credits and the mod-maker claims credit for what Id/Apogee had made.

Quote:
Guess that means i can take all your graphics, change color and credit them all to me.
You wouldn't be the first. And I've never heard of anyone being banned from DHWs for that alone. But they're not as likely to get help with their projects if they carry on that sort of thing. Smile

Quote:
Also funny on moddb. Any negative (justified or not) feedback, comment, criticism on your mods seem to get plenty of downvotes by the team (excluding Ron).
I think the way you address the problems makes a huge difference. There have been well-respected DHW members who can post criticism without any sort of backlash. They manage this because they exercise respect, and they ensure that the criticism is constructive. That's not to say we're perfect, but I think you'll find we get results.

Feel free to view their posts and see how they approach such topics. This community is one that'll take some time to get used to; I can tell it's not the kind of community you're used to dealing with. But I do hope you'll enjoy your time here. Smile

Now, back on topic ...
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