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[release] SoD Extreme II - Eisenfaust edition
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doomjedi
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PostPosted: Mon Jan 15, 2018 8:07 am
   Subject: [release] SoD Extreme II - Eisenfaust edition
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We proudly present Eisenfaust edition of SoD Extreme II.
This edition started from us wanting to add to SoD Extreme II some of the features and enemies of our Eisenfaust mods (Eisenfaust: Legacy in particular) - hence the name.
But then we kept adding ideas, and now changes cover many areas – including new enemies, weapons, features, enemy actions – to bring surprise and new twists to classic Wolf3D gameplay while keeping the oldschool/classic charm of the original SoD Extreme II. “Like ID should’ve done it” is overused but I can use it anyway in relation to this edition. Enemies are now more challenging and surprising, but you also have wider weapon selection. Have fun discovering all the new features, not all you meet right away.

Download:
http://www.moddb.com/mods/spear-of-destiny-extreme-ii/downloads/sod-extreme-eisenfaust-edition







Main credits:
Coding: LinuxWolf
Mapping: RonWolf, Dean
New art: DoomJedi
Testing: WLHack, WolferCooker, Dark_wizzie
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PostPosted: Mon Jan 15, 2018 10:17 am
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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Looks very nice! I love the additions.
Going to play this one for sure!

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doomjedi
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PostPosted: Mon Jan 15, 2018 10:42 am
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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Thanks, will wait for feedback Smile
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PostPosted: Mon Jan 15, 2018 10:58 am
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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My feedback. I love the broken vases, barrels but, can you make an own column break animation? It would be cool then. Wink
The dodging enemies and the half dead enemies is a great idea, I love it, the new claw-mutant is the best.
By the way, the weapons from Eisenfaust: BJ's outfit is green while when you using the original weapons, BJ's outfit is grey.
doomjedi
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PostPosted: Mon Jan 15, 2018 11:48 am
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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Thank you for the feedback Smile
I'm glad you like our ideas for this edition Smile

Yeah, outfit color is a limitation of using the original VSWAPs directly.
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PostPosted: Mon Jan 15, 2018 4:38 pm
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I think BJ lost a finger by holding the cleaver wrong =p

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PostPosted: Mon Jan 15, 2018 4:56 pm
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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Atina wrote:
I think BJ lost a finger by holding the cleaver wrong =p

Laughing Laughing Laughing

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doomjedi
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PostPosted: Mon Jan 15, 2018 10:28 pm
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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For all 5 fingers buy the full version Rolling Eyes
...Well, the large finger could hide another one. Resolution limitation, we don't want thin female fingers for BJ, right? He is men's man Smile
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PostPosted: Tue Jan 16, 2018 1:52 am
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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doomjedi wrote:
For all 5 fingers buy the full version Rolling Eyes
...Well, the large finger could hide another one. Resolution limitation, we don't want thin female fingers for BJ, right? He is men's man Smile


Well there is no reason to keep him with 4 fingers... You can just add an additional smaller finger and extend the cleaver' s handle a bit, so it doesn't look as if BJ actually fought with a butcher to get his cleaver.

But who am I to talk about graphics.....

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PostPosted: Tue Jan 16, 2018 2:08 am
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I will consider fixing it as it seems to take all your attention from the gameplay and the new features. I'll take this note for future mods as well.
But let's try to get now some more gameplay-related feedbacks now.

...maybe one day people will brag about having rare "4 finger golden limited edition" of the eisenfaust mod Very Happy Very Happy Very Happy
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PostPosted: Tue Jan 16, 2018 11:31 am
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Level 5 was vicious! I really enjoy the mapping in this mod. Using Spear as a base makes for more interesting graphics, and the Hell level graphics have been used tastefully here. Especially loved the odd design in level 4's ending. Happy to see that truck rears are alive and well.

The new attack modes work wonderfully. It gives the whole gameplay a bit more spice, and it is so fun to see after having played this game for nearly 20 years, your old favorites tumbling around on the ground or surprising you with one last shot.

Have just reached level 6 and really, really enjoy the mapping here. While it can be difficult and guards can surprise you, the player is nevertheless rewarded in gold, health and ammo. Even if it took me two attempts to figure that one out in level 5.
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PostPosted: Tue Jan 16, 2018 11:54 am
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Thank you Thomas, very happy to hear that, it means alot.
Especially from such classic Wolf3D expert like you. We really wanted to keep this oldschool-looking and yet to spice it up, hard balance to maintain.
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PostPosted: Tue Jan 16, 2018 5:45 pm
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Ah, something for people who found SOD: Extreme II too easy! Smile
This is an amazing mod. Great job!

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doomjedi
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PostPosted: Tue Jan 16, 2018 10:18 pm
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Thank you very much.
Beside a few bug reports (nothing critical, but we might issue a small bugfix later if we collect enough of those), we seem to get very good feedbacks so far about it.

This engine is also made moddable, so guys can create their mods based on it.
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PostPosted: Wed Jan 17, 2018 5:51 am
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half dead enemies still shooting ? sh*t i need to shoot them again lol. that was funny. and also the rolling enemies were funny. one silly complaint. they are wasting our bullets, shoot them again Very Happy
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PostPosted: Wed Jan 17, 2018 6:06 am
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But the satisfaction Wink Worth a few bullet bucks IMHO Smile

There are more features, enemies and weapons as you progress, some have their special interaction with the enemies.
This mod is more than first levels can show.


Last edited by doomjedi on Sat Jan 20, 2018 10:34 pm; edited 1 time in total
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PostPosted: Wed Jan 17, 2018 7:47 am
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I can imagine this mod will spawn some interesting conversations. I encourage you all to let this happen, but I do ask that you keep "spoilers" hidden in the Spoiler boxes. The "Post Reply" or "Quote" buttons should send you to a screen that uses them, but let me know if they don't. Thank you. Smile
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PostPosted: Wed Jan 17, 2018 12:54 pm
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Level 9 was a masterpiece. The player's starting point does not become one isolated place that is just left behind, it is placed in such a manner that you keep coming back to it. Just a huge palette of walls, textures and guards waiting to track you down. Feels so wide and open yet so crammed and tense in places. Wilhelm's boss level was very clever; again a large, open feel that sees all boss level cliches flushed down the toilet.

Level 11 was a load of fun. Have just started level 12 which has a very clever concept, a concept that not many mods have yet had (featuring teasers of old Spear levels) --- continue to be amazed by this set. Walking around for ages, come back to an old battlefield and yes, there lies a guard with some lifeblood still left in him! Wicked surprise. Keeps the player entertained for a long time. I love the fun effects and details e.g. when using the cleavers, the new guards and the different weapons and their various powers. But what really does it for me is the mapping. Level after level just floors you.
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PostPosted: Sat Jan 20, 2018 2:59 pm
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What an absolute nightmare level 14 was. Started over with a pistol twice. First attempt, I nailed every guard in the level! Didn't even notice the black machine gun in the central arena. But for some reason, the jammed door room leading to the exit had been alarmed by a loose guard, because nobody ever came out the door. Second attempt, it gets easier for the player to notice the way the exploding barrels work in killing off the guards. With two Ubermutants and no other option than your starting pistol and the black machine gun it made for a difficult play but it was all worth it. This is a level I will not soon forget!

Still really enjoy the mapping, the overall ideas and intricacies. Thrilled to see cleverly constructed battles intertwined with truck rears and nighttime landscape. Rolling on to level 15.
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PostPosted: Sat Jan 20, 2018 3:34 pm
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Thomas wrote:
What an absolute nightmare level 14 was.


Not the first time I heard that one, Tom! Laughing

Quote:
Still really enjoy the mapping, the overall ideas and intricacies. Thrilled to see cleverly constructed battles intertwined with truck rears and nighttime landscape. Rolling on to level 15.


Good to hear! Really enjoy reading through the feedback you're providing. Means a lot, coming from you!
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PostPosted: Sat Jan 20, 2018 4:19 pm
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I could not leave this mod hanging, so I decided to finish it up. Just came out of the hell level which was very clever. Really appreciate the fact that ghosts can be killed by the help of the exploding barrels. Leaves out a lot of ennui and still provides some sort of challenge with the ghosts. I did not go to any secret levels. Nor did I go for the 3 x 100 % ratio but still managed to get a pretty nice score of 2.196.800 points. Was very surprised about level 17, I felt like I was finding one secret area after another, and in the elevator I only got 42 %! A very, very well thought out level with a lovely undercurrent of treasure and challenge hidden away but not too out of sight for the player not wanting to go searching for more secret areas. Also enjoy the skeleton guards, and so much fun to see Hans from more than one angle!

Ubermutants was an interesting level, I really had fun playing that one too. Funny how big, open areas coupled with the original environment and clever new features blend together so well. I sincerely hope you guys will have another one in store for us somewhere down the line. All in all a brilliant coupling of difficulty, fun, a love for the original atmosphere and kick-ass features, all glued together by inventive, invigorating mapping chops.
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PostPosted: Sat Jan 20, 2018 5:09 pm
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Thomas wrote:
I sincerely hope you guys will have another one in store for us somewhere down the line.


Thanks, Tom! We definitely intend to do another one. Might take a while before it arrives, but both Dean and I are in. Beer
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PostPosted: Sat Jan 20, 2018 10:43 pm
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Really nice to hear, Thomas, appreciate much the positive feedback.
Yes, we're all in for part 3 (which will have even more stuff), I do think we should consider issuing a bugfix release for this one first, after all the feedback here and on other forums (most critical of which - inaccessible secret exit).
Even artwise, claw mutants were supposed to be without cleavers on all frames, but variant made wasn't included by mistake.
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PostPosted: Sat Jan 20, 2018 11:42 pm
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Thomas, thank you for playing and enjoying the mod, and providing your valuable feedback.

Jedi, I am making a note of the fixes we need for the update.
Thomas
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PostPosted: Sun Jan 21, 2018 3:16 am
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I am actually considering playing this again and then going for the full 3 x 100 %. I enjoyed it so much. And regarding bugs. I did not encounter that many, but one I did encounter was the fact that after acquiring my first 1-up, it became harder to tell when a guard struck out at me, as on the player's screen, no red color was shown. Interestingly, both dogs and cleaver mutants did manage to draw blood on the player's screen. But no other guards did.
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PostPosted: Sun Jan 21, 2018 3:26 am
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Thanks for the feedback Smile
Might want to wait for the fixed version for a replay, but as you said yourself - the mod is fully playable as is and our fixes are not for something major.
It's also easily moddable, I think LinuxWolf can explain how, but maybe he'll leave that for later.

Part 3 might not have eisenfaust features though (at least at first), it'll have its own, but this doesn't mean those features won't show up in future mods and re-releases of older works.
Things are still under discussion though.
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PostPosted: Sun Jan 21, 2018 3:30 am
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I will gladly play anything you guys manage to put out, but one thing is for certain: If a player is interested in Wolf 3D but thinks that it is too archaic, too confined and loses its entertainment value quickly, this is the mod to go to. It really adds spice and fun to a 25+ year old engine. Only late in the process did I notice the fact that cleaver mutants can kill other guards. That was brilliant.
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PostPosted: Sun Jan 21, 2018 1:55 pm
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Thank you for endorsing the mod. I spent just as much time playing this mod as I did making it - because it drew on everything I love about this game and gave us an opportunity to test new elements in an old genre. I would encourage anyone who is a fan of this game to play the mod. Also anyone who was a fan of SOD Extreme II would enjoy this mod, naturally. It draws a great deal on the brilliance of the mapping.
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PostPosted: Mon Jan 22, 2018 12:20 pm
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Is level 19 not accessed from level 4 a la the old Spear of Destiny?
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PostPosted: Mon Jan 22, 2018 1:53 pm
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It is, but a mapping bug got introduced during the creation of this set. We'll fix it soon. Smile
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