WGR2: SIEGEBREAKER 1.2 RELEASED!
#61 Posted 31 July 2011 - 08:02 AM
Absolutely kick-ass. Now I can agree with all the glowing reviews of the project. Good job guys.
This post has been edited by Marked: 31 July 2011 - 08:03 AM
#62 Posted 27 August 2011 - 12:27 AM
I had a blast replaying the levels in Siege Breaker. Still kick ass and excellent replay value.
I also played Chaos Realm for the first time and it was very good. However the soul system didn't work in this one (not a single soul appeared for me) so I had to DNCLIP through soul-doors each time I was done with an area.
Castle Demonhorn doesn't seem to work. For some reasons I can't pick up the bow and its ammo and I can't find my way inside the castle (I'm guessing that both are linked).
Also I noticed a glitch : the dragon bosses tend to get stuck inside ceilings which can break the game.
I'll probably also play the remake of WGR1 included with it however I doubt it will be as good as the original WGR1 since it's got such a big place in my heart and that it seemed perfect with original Duke gameplay and enemies.
This post has been edited by MetHy: 27 August 2011 - 12:28 AM
#63 Posted 27 August 2011 - 12:43 AM
MetHy, on 27 August 2011 - 12:27 AM, said:
I had a blast replaying the levels in Siege Breaker. Still kick ass and excellent replay value.
I also played Chaos Realm for the first time and it was very good. However the soul system didn't work in this one (not a single soul appeared for me) so I had to DNCLIP through soul-doors each time I was done with an area.
Castle Demonhorn doesn't seem to work. For some reasons I can't pick up the bow and its ammo and I can't find my way inside the castle (I'm guessing that both are linked).
Also I noticed a glitch : the dragon bosses tend to get stuck inside ceilings which can break the game.
I'll probably also play the remake of WGR1 included with it however I doubt it will be as good as the original WGR1 since it's got such a big place in my heart and that it seemed perfect with original Duke gameplay and enemies.
There's only a couple of souls in Chaos Realms. I wonder what happened. Did you finish the map?
Castle Demonhorn isn't broken, but there's a few things you should know. You can only pick up the bow if you are using Jedrik (the unlockable character). That's annoying to enough people that I will make sure the bow does not show up if you use Duke. Getting inside the castle is a puzzle. It's really the only puzzle worth mentioning in the whole map, and it's right at the beginning so it throws people off. There's a button you have to shoot to open the gate. The button is shown by a cutscene when the level starts. It is inside of a window, and can be hit by the shotgun if you stand in the right place (especially easy if you use the iron sights). If you weren't paying attention during the cutscene, then it may seem unfair. If there is no cutscene when the level starts, then you are using a very very old version that should not be on any servers.
#64 Posted 27 August 2011 - 01:13 AM
DeeperThought, on 27 August 2011 - 12:43 AM, said:
After a long time I arrived in a very huge open area with hundreds of enemies, I killed them all and I got no ending or anything, so I just quit there assuming I was done.
#65 Posted 27 August 2011 - 07:07 AM
MetHy, on 27 August 2011 - 01:13 AM, said:
It's supposed to go over to a intermission screen showing the results once you kill all the enemies and the boss at the end of Utter Chaos. Either wait until it pops up or there must be a problem.
#66 Posted 27 August 2011 - 07:22 AM
#67 Posted 27 August 2011 - 11:32 AM
DeeperThought, on 27 August 2011 - 07:22 AM, said:
I think he missed the Giant cyberdemon, I remember I played the map time ago with polymer and either the souls and the cyberdemon doesn't work along with other effects, also I spawned some souls from the console but they got stuck in the soul doors, I asumed that was a kind of bug related with Polymer and it was a isolated case, so I had to replay the whole level whitout polymer, I don't think Met had played the map with polymer, I wish I could reproduce the problem and you Dan could know what causes it.
#68 Posted 27 August 2011 - 11:56 AM
Norvak, on 27 August 2011 - 11:32 AM, said:
Polymer is a renderer and should have no effect on gameplay. I don't see how it could change anything like that. Also I doubt that he was using Polymer but we'll see what he says. In the mean time, I'll play the level and learn what I can.
A lot has changed since the last official version (which I presume he has), but unfortunately I can't release the current version without spoiling a lot of stuff.
#69 Posted 01 September 2011 - 12:26 AM
I played the remake of WGR1 and surprisingly enjoyed it a lot.
I can not say whether I liked more than the origjnal though since it has such a big place in my heart.
The new levels are what I enjoyed the most, even though they weren't as good as the other levels (not made by William Gee I'm guessing). Some places lacked wall shading as well, but still interesting levels.
#70 Posted 01 September 2011 - 06:24 AM
MetHy, on 01 September 2011 - 12:26 AM, said:
I played the remake of WGR1 and surprisingly enjoyed it a lot.
I can not say whether I liked more than the origjnal though since it has such a big place in my heart.
The new levels are what I enjoyed the most, even though they weren't as good as the other levels (not made by William Gee I'm guessing). Some places lacked wall shading as well, but still interesting levels.
The new levels actually were made by WG. They were ones he had started a long time ago before WGR2 took shape, then he decided to finish them so we would have more to include in the last release. It was a bit of a rush job getting them finished, which is probably why they aren't as well shaded.
It doesn't sound like you will finish Demonhorn, so I have a request. I'm hoping you will try out the other playable character (normally he is unlocked by finishing Demonorn). To unlock him, open wgr2.cfg inside of the WGR2 folder, find the line that says "charlocked = 1", and change it to "charlocked = 3". When you start a new game, you will be able to choose him. He uses mostly melee and has some special attacks that are used with his shield (kind of like the Alucard shield powers). There are game tips explaining it. Anyway, he hasn't been used all that much and your feedback about him would be helpful.
#71 Posted 02 September 2011 - 02:46 PM
#72 Posted 07 September 2011 - 11:59 PM
The name of the map is Beerzity
Though I cant find it ATM.
#73 Posted 08 September 2011 - 12:07 AM
William Gee, on 07 September 2011 - 11:59 PM, said:
The name of the map is Beerzity
Though I cant find it ATM.
I found it and I looked at it, about three months ago when someone else mentioned it. Yes, it was made for WG Realms 1, but it has a ton of regular Duke textures in it as well. Also I felt that the design didn't fit WGR2. It was designed almost like a modern city IIRC. I concluded it was too much work to convert it, but if someone else wants to do it...
#74 Posted 13 September 2011 - 07:34 PM
First of all those i LOVED this mod, one of the best gaming experiences i've ever had, and i dig all kinds of games and am perfectly happy with big budget modern games. Wgrealms is stylish, unique, oldschool, and just outrageously fun.
Onto jedrik: I know he's a melee character, but i hardly ever actually used melee playing him. The axe almost never unless i absolutely had to freeze an enemy, the sword every once in a while, rushing in to tag an enemy or two before shielding and backing out, but other than that not really at all. I also didn't use the bow, except for explosive arrows, very often -- just dumped its ammo every once in a while on a cyberdemon or something that was a real bullet sponge. Just too hard to hit moving enemies, and not practical enough against the big hordes you have to fight. Plus, no shield.
THE SHIELD. The shield is the only way to survive ANY fight after halfway through the first level, which i actually really loved, it made the game feel really unique and visceral dodging in and out and shielding up to block attacks, but it led to me only ever really using two weapons -- the hammer, because i could throw it and then shield up (and because it's aoe attack was so good) and the axe's secondary, because that shit was unstoppably powerful. Melee and archery typically meant trading blows with enemies, which = dying.
So playing jedrik for me was basically throw hammer in a few times, fire an explosive arrow or two to pick off any specific enemies, and then run in, call ice storm, and backpedal out -- with small variations for each fight. It was really fun and really dymanic, with just those few attacks, but it left most of the arsenal feeling kinda pointless.
#75 Posted 13 September 2011 - 08:12 PM
Here's a few things that you might try: Switch to the necrosword (weapon 2) and use the shield power with it to summon the explosive skull allies. You can then switch to another weapon and they will still follow you. So even if you only use the necrosword for that, it is quite useful. The Armageddon sword (weapon 7) has a shield attack similar to the axe one that is at least as useful. It is actually better on bosses because it takes off 1/2 of their life the first time it hits them.
I'm not sure if the tactics you described would still work with the rebalanced Jedrik. I think you would run out of ammo on the hammer and axe and would be forced to try some other weapons.
#76 Posted 31 January 2012 - 08:14 PM
It really reminds me of everything that's wrong with modern FPS games. There's so much creativity in general in the level design, and it's just a blast to play.
Being a massive fan of Quake 1's visual style and the hexen series I had to try this out, and I'm not too far in, but so far I'm not disappointed.
Really great job guys. This, AMC TC, and Brutal Doom should keep me busy for a while.
#77 Posted 03 March 2012 - 03:17 PM
scroll down
http://www.diygamer....ro-fps-roundup/
#78 Posted 03 March 2012 - 04:16 PM
MetHy, on 03 March 2012 - 03:17 PM, said:
scroll down
http://www.diygamer....ro-fps-roundup/
That's nice, I hadn't seen that. It's strange how someone will take the time to write a detailed summary like that but not e-mail anyone on the team to tell them about it (then again, maybe he did tell WG and I just wasn't aware of it).
#79 Posted 03 March 2012 - 04:25 PM
#80 Posted 15 March 2012 - 02:10 PM
Micky C, on 03 March 2012 - 04:25 PM, said:
I'm not so sure. I have seen other reviews/mentions on other sites, but not that one before MetHy posted it.
#81 Posted 15 March 2012 - 08:49 PM
#82 Posted 20 March 2012 - 11:53 PM
I also watched a couple newbies play this lately, and they always get confused and bored at the start.
#83 Posted 21 March 2012 - 06:45 AM
#84 Posted 21 March 2012 - 07:09 AM
William Gee, on 20 March 2012 - 11:53 PM, said:
I also watched a couple newbies play this lately, and they always get confused and bored at the start.
If you supply the changed maps, I can do the rest. It will be based on the new build, but I can remove a lot of the unreleased elements. We should talk about this later.
EDIT: Or if you feel you need to work from the released version, that's fine. There are certain things that have changed since then which need to be added (mostly bug fixes), but as I say, that would be my problem.
#85 Posted 22 March 2012 - 12:14 AM
Trooper Dan, on 21 March 2012 - 07:09 AM, said:
EDIT: Or if you feel you need to work from the released version, that's fine. There are certain things that have changed since then which need to be added (mostly bug fixes), but as I say, that would be my problem.
Ok I have started, I plan to Build a new HUB map, and other destroy the current one, or keep it as a optional "Tutorial level" Or build a new optional Tutorial level. (I plan to remove as much tutorial stuff as possible keeping it optional)
I have began speed tracking level1, I'm glad because its quite nice this way, you can choose to "Explore" or follow the obvious fast pathway.
So For this polished version I would like the current released episodes and maps to be included in the HUB map as planned, and not in the episode selection.
So really we don't have much work to do other than putting the pieces together, leaving the question of a final Boss map.
#86 Posted 22 March 2012 - 12:47 AM
Now to go against my own advice; I thought Norvak was also making a new HUB level? So does this mean we'll have 3 HUBs in the final version?
#87 Posted 22 March 2012 - 12:53 AM
If you want to use my new HUB map in the new version you can, but you don't have to. But at the end of the day the current HUB map sucks and should go.
#88 Posted 22 March 2012 - 08:46 AM
William Gee, on 22 March 2012 - 12:14 AM, said:
That's the new way of doing it that I was working on, where everything (WG Realms 1, WG Realms 2, and other user maps/ episodes) are all accessible from the hub. Since you want to use the new way, it would make sense to work from the new version.
#89 Posted 06 May 2012 - 07:57 AM
Anyhow I came across WGR2 by pure chance as I was getting into Duke Plus. Downloaded it and it's absolutely amazing. Just blows away any and all attempts by game developers trying to recapture the flavor of oldschool FPS (though, Bulletstorm came close). Some criticisms:
I've experienced some pretty bad slowdown during checkpoints, wouldn't be a big deal but usually an ambush occurs during these points and unless I'm expecting it I usually take quite a bit of damage as a result.
Not much slowdown when fighting massive hordes except for the very last level against the giant Cyberdemon. That was like 1 frame per second and it was pure luck that I managed to beat it. I can provide a dxdiag if you're curious but for reference my machine can run Crysis on ultra high. Just letting you know.
Why start the WGRealms campaign looking for switches? No enemies, find a little bit of gold, that's it. If you're going into it blind it will take you something like 10-15 minutes to find all those switches and it just disrupts the pace completely. The followup level I had a helluva time trying to find the entrance. I went under water and in that tunnel but I did not know that I had to all the way to right and then I can swim up. I must've spent at least 20 minutes trying every possible corner, thinking I missed a switch or something. I feel like an idiot for missing that spot, but I think it could've been made a little more obvious. It's wavering dangerously close into Shadow Warrior territory and key hunting.
You take too much damage on anything but the lowest difficulty. I mean, one Baron of hell with a basic shotty blindsides you and suddenly you have like 50 health and there's not a lot of health in this game. That's harsh. I'm thankful that there's a lower difficulty level though.
Those are my critiques, hope it wasn't a bitch-fest. AMAZING Mod guys. Kudos. From hereon I am following whatever projects you guys are working on and really hope that you do something that you can make some money off of. Seriously, this completely annihilates Serious Sam. I think that franchise is horribly overrated, tries way too hard to homage Duke 3D, and the level design absolutely sucks. Every level in every Serious Sam game is a huge level where you activate a switch, a hundred enemies suicide run you, and you back up into you kill them all, rinse and repeat. I do not get the appeal of that series.
This post has been edited by Bruno Mattei: 06 May 2012 - 08:12 AM