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[RELEASE] Atomprojekt
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Thomas
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PostPosted: Sun Feb 19, 2017 6:51 pm
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I must admit your mapping chops certainly have improved... Immensely. If you compare this to TSDT or Armageddon you'd think it's an entirely different person. Very tricky, very claustrophobic - and sometimes roomy - it's very varied but you definitely feel that this is an old-school mapper we're dealing with. I mean, integrating secret areas into the main level mission (e.g. keys or vital passages) - not many new mappers dare go there. I know I keep bringing up Bucksnort. But the crammed spaces, the gory decoration and the high amount of guards was too noticeable for me. It's nice to have some of the oldest blood in the community still pumping. And together with Gary, I think you set the record for longest gap between releases. 10+ years between your old mods and Hollenteufel, correct?

Just finished level 33 at 1st attempt, managed a shutdown with only 23 seconds to go! It was nerve wracking, but as all other instances of this mod, ultimately rewarding.
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PostPosted: Sun Feb 19, 2017 7:15 pm
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Thomas wrote:
I must admit your mapping chops certainly have improved... Immensely. If you compare this to TSDT or Armageddon you'd think it's an entirely different person. Very tricky, very claustrophobic - and sometimes roomy - it's very varied but you definitely feel that this is an old-school mapper we're dealing with. I mean, integrating secret areas into the main level mission (e.g. keys or vital passages) - not many new mappers dare go there. I know I keep bringing up Bucksnort. But the crammed spaces, the gory decoration and the high amount of guards was too noticeable for me. It's nice to have some of the oldest blood in the community still pumping. And together with Gary, I think you set the record for longest gap between releases. 10+ years between your old mods and Hollenteufel, correct?

Just finished level 33 at 1st attempt, managed a shutdown with only 23 seconds to go! It was nerve wracking, but as all other instances of this mod, ultimately rewarding.


Congratulations on doing 33 on 1st attempt! One more level to go and you have this thing beat. I think you will be the first to do it.

I have never played any of Bucksnort's mods. Perhaps I need to check them out. I had a lot of inspiration from AReyeP though when doing Floor 21 and 22.

For me, I released The Road to Neuschwanstein in 2000 and didn't release Hollenteufel until 2016. I had a nice run with Blitzkrieg in 2001 but I never finished and released it (you can now get the unfinished version on the Vault because I don't plan on revisiting that mod). Then in 2008, I wanted to get Wolfenstein Forever out but health and personal issues prevented it. I finally released it as Passage to Hollenteufel last year. Gary didn't go quite as long. He did Countdown to Disaster in 2002 I believe and then came back with Leiche Soldat in 2014.

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PostPosted: Mon Feb 20, 2017 12:34 am
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Yes, fantastic mod so far, make me fall in love with vanilla Wolf3D again.
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PostPosted: Mon Feb 20, 2017 10:22 am
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I finally managed to kill Schabbs. That was one of the hardest boss fights I ever had in a wolf3D mod! And also, the soundtrack from lvl 27 is one hell of a tune! I'm rocking it on 100% volume Very Happy
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PostPosted: Mon Feb 20, 2017 10:24 am
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That is a DooM track. E2M2 (Containment Area) of DooM I / Ultimate DooM. It's also s remix of SoD Floor 6 (used on Floor 20 here).

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PostPosted: Mon Feb 20, 2017 10:32 am
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MrWolfForever wrote:
That is a DooM track. E2M2 (Containment Area) of DooM I / Ultimate DooM. It's also s remix of SoD Floor 6 (used on Floor 20 here).


I think the track sounds a bit better in Wolf3D than in Doom though. It has more of a "rock" feel to it.

Great job on Dr. Schabbs, Kumano! Most Wolf3D bosses are pushovers quite frankly and I wanted this boss to not be.

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PostPosted: Mon Feb 20, 2017 10:39 am
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Sounds the same to me.

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PostPosted: Mon Feb 20, 2017 1:25 pm
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MrWolfForever wrote:
It's also s remix of SoD Floor 6 (used on Floor 20 here).


I knew it sounded familiar, but I somehow thought this was a remixed version...

And the spiders are in level 31 only? That's rough, I was looking forward to them, but I'm currently at the start of the last secret level and I don't think I'll have much time to play this week :/
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PostPosted: Mon Feb 20, 2017 1:50 pm
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Nailed Dr. Engelke. Wound up with 4.124.900 points. Didn't go to any secret levels (though I found the elevator to level 36) and didn't do the full 3 x 100 % though I came close in some levels. An amazing play, a reinvigorating experience as a mapper of the classic kind. Definitely one of the most challenging, engaging and extensive mods I have ever played.
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PostPosted: Mon Feb 20, 2017 2:01 pm
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Thomas wrote:
Nailed Dr. Engelke. Wound up with 4.124.900 points. Didn't go to any secret levels (though I found the elevator to level 36) and didn't do the full 3 x 100 % though I came close in some levels. An amazing play, a reinvigorating experience as a mapper of the classic kind. Definitely one of the most challenging, engaging and extensive mods I have ever played.


Congrats! I think you are the first to beat it that I know of. I'm glad you enjoyed it.

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PostPosted: Mon Feb 20, 2017 2:52 pm
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And I'm really glad you made it. Think I'll get back to playing Hitler at the Ninth Gate now. Didn't imagine there would come a day where I would first play a new mod by Barry Christian and then one by Gary Ragland. Very happy about this.
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PostPosted: Tue Feb 21, 2017 1:50 am
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Incredible mod, mapping is so well done indeed.
There's quite a lot of interesting details that makes navigating in levels never boring, instead you're always on your guard on what's coming next.
It's really an amazing mod. Smile
Good idea to provide a .bat file to run the program in highter resolution too.

[EDIT]
Damn you, the thing is so damn brutally hard!!! Laughing
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PostPosted: Tue Feb 21, 2017 4:59 am
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What level are you on? I wouldn't call it 'brutal'. You need to stop, think, and use strategy sometimes.

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PostPosted: Tue Feb 21, 2017 7:33 am
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Well i got killed a lot in the barrels room from level 2. :p
I had troubles to kill all guards so that I can get 100% kill.
I managed to reach level 3 now. Like everyone else said, this one is brillant. Very Happy
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PostPosted: Tue Feb 21, 2017 8:20 am
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You aren't supposed to fight them on Floor 2 (outside of secrets at least). Speed > shooting here.

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PostPosted: Tue Feb 21, 2017 8:47 am
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Ginyu wrote:
Well i got killed a lot in the barrels room from level 2. :p
I had troubles to kill all guards so that I can get 100% kill.
I managed to reach level 3 now. Like everyone else said, this one is brillant. Very Happy


Thanks for the feedback. Very glad you are enjoying it!

I agree, that room can be kind of rough if going for 100%.

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PostPosted: Wed Feb 22, 2017 8:30 pm
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Just completed level 23. That was intense from the word go. I started out with 90% health and 50ish ammo from the previous level, but quickly found myself running for my life. The mapping in Atomprojekt has been a clinic in how to position enemies behind static objects. Those speed demon mutants are also a nice touch. Their movement is downright creepy, especially when paired with the slime walls and the right choice of music.
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PostPosted: Thu Feb 23, 2017 4:04 am
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Reached level 4. Still having such a great time ! Very Happy
Level 3 had some really nice touches like you enter one room to find rotten food, so you move really slowly but get surprised by an officer.
Also at the end of level 3, you get a medikit. You feel "lucky" !!
Then you start level 4 with a nazy looking the other way, you grab the knife because it sounds too good. "Lucky again" then when you move for the kill there's an officer again on the left. Shocked
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PostPosted: Thu Feb 23, 2017 8:13 am
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Gary wrote:
Just completed level 23. That was intense from the word go. I started out with 90% health and 50ish ammo from the previous level, but quickly found myself running for my life. The mapping in Atomprojekt has been a clinic in how to position enemies behind static objects. Those speed demon mutants are also a nice touch. Their movement is downright creepy, especially when paired with the slime walls and the right choice of music.


Thanks for the feedback! Glad you enjoyed 23. I agree about the melee mutant. It goes a long way to make mutant-only or mutant-focus levels feel fresh and varied. I usually don't like making those kind of levels but with the melee mutant, it turned out very well.

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PostPosted: Sat Feb 25, 2017 11:55 am
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Tricob wrote:
Barry wrote:
..............
Did you want me to delete this post?


Sure. I had posted a PC Speaker patch for Atomprojekt using Chris Chokan's PC Speaker implementation for SDL, but there were still bugs so I removed it.

This one should work correctly.

www.wolfenvault.com/files/barry/ATOMPCSpeaker.zip

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PostPosted: Mon Feb 27, 2017 6:09 am
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I managed to beat Josef Engelke, this is my final score:

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PostPosted: Mon Feb 27, 2017 2:50 pm
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Kumano wrote:
I managed to beat Josef Engelke, this is my final score:



Congrats!

How did you like the lab section (30-34)?

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PostPosted: Mon Feb 27, 2017 10:28 pm
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Still fighting my way through level 12...not much time to play lately.
Most time I spend looking for keys and doors though, not fighting.
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PostPosted: Tue Feb 28, 2017 10:16 am
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@Barry I was disappointed by the level with spiders as I found it just very time consuming and annoying, especially because I was going for 100%, which meant I just couldn't run through them since I had to open the secrets. Otherwise I liked the atmosphere very much and I liked the concept of level 33, although I think it might be too difficult for less experienced players, since you can't really afford to waste any time and just burst through enemies with a chaingun (or it's at least what I did).

@doomjedi it's strange that such experienced modder has really hard time navigating through maps Very Happy
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PostPosted: Tue Feb 28, 2017 10:26 am
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Kumano wrote:
@Barry I was disappointed by the level with spiders as I found it just very time consuming and annoying, especially because I was going for 100%, which meant I just couldn't run through them since I had to open the secrets. Otherwise I liked the atmosphere very much and I liked the concept of level 33, although I think it might be too difficult for less experienced players, since you can't really afford to waste any time and just burst through enemies with a chaingun (or it's at least what I did).


Sorry you were disappointed by that map. I personally think it's one of the best ones, though 32 is probably my favorite in the mod. 33 is supposed to be very difficult, with its time limit and all, but it's more forgiving than All This and Wolf3D Floor 69. At least here, you can save your game.

Overall, despite things that weren't your style which you have pointed out, did you at least enjoy playing Atomprojekt?

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PostPosted: Tue Feb 28, 2017 10:30 am
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doomjedi wrote:
Still fighting my way through level 12...not much time to play lately.
Most time I spend looking for keys and doors though, not fighting.


Would it help if I made a custom EXE for you that implemented automap?

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PostPosted: Tue Feb 28, 2017 11:45 am
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ATAW level 69 is pure awesomeness! I love such levels. I would say level 33 is still much easier than level 5 from green arrow, that's what I call a damn hard level! But it's mostly the lack of ammo and the chaingunners what makes it so difficult, I don't remember having such issues in ataw and/or green arrow. And I don't like level 32 besause it's just my personal preference, I like action packed levels and I'm quite impatient (I also hated the part with wells, toxic waste and turrets). Overall this was a fun mode to play, with the highlights for me being the incredible battle with Schabbs (much harder boss than the final one) and level 33.
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PostPosted: Tue Feb 28, 2017 8:44 pm
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Thanks to AlumiuN's new tutorial, I have added an Automap to Atomprojekt. This is a custom EXE for right now and is not a part of the official release. This will eventually be added to the official version. Simply run this EXE with your existing Atomprojekt files. The TAB key toggles it on and off. The map is disabled on Floor 33.

www.wolfenvault.com/files/barry/ATOMAutoMap.zip

@doomjedi if you want to use this and your saves don't work, let me know what level you are on and I will get you a new SAVEGAME file on that level.

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Last edited by Barry on Tue Feb 28, 2017 11:07 pm; edited 1 time in total
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PostPosted: Tue Feb 28, 2017 10:33 pm
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Barry wrote:
Would it help if I made a custom EXE for you that implemented automap?

Probably. Meantime finished that level and moved to next one.
I more look for doors than for keys, I think better than automap would be just code in 4 unique-looking doors to match 4 keys so I can remember them passing by for later when key is found. As they all look the same, I sometimes confuse them with on already opened/passed.
Or maybe to keep the locked doors open once opened first time.
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PostPosted: Tue Feb 28, 2017 10:54 pm
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doomjedi wrote:
Barry wrote:
Would it help if I made a custom EXE for you that implemented automap?

Probably. Meantime finished that level and moved to next one.
I more look for doors than for keys, I think better than automap would be just code in 4 unique-looking doors to match 4 keys so I can remember them passing by for later when key is found. As they all look the same, I sometimes confuse them with on already opened/passed.
Or maybe to keep the locked doors open once opened first time.


Check your DM inbox.

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