Wolfenstein corner "For everything Wolfenstein related"
#61 Posted 15 June 2016 - 12:45 AM
#62 Posted 15 June 2016 - 01:08 AM
#63 Posted 15 June 2016 - 01:15 AM
#64 Posted 15 June 2016 - 01:22 AM
#65 Posted 17 June 2016 - 03:59 PM
deuxsonic, on 14 June 2016 - 02:38 PM, said:
Bring 'em on!
Hopefully with less forced in-game cutscenes.
#66 Posted 17 June 2016 - 04:39 PM
LkMax, on 17 June 2016 - 03:59 PM, said:
This.
And with less "look for a document in room A, oh, document has moved to room B, noooo ... document seems to be in room C, well, we were wrong, document must be in room D"-playtime-stretching.
Oh, and a coherent story that doesn't meander around aimlessly, briefly touching decaying concrete, then loosing interest in that and going for an ancient civilisation for a few minutes before making everything before obsolete by throwng the A-Bomb into the mix.
This post has been edited by fuegerstef: 17 June 2016 - 04:43 PM
#67 Posted 17 June 2016 - 07:29 PM
#68 Posted 23 June 2016 - 03:06 PM
LkMax, on 17 June 2016 - 07:29 PM, said:
Not just because, but because it was deemed too dangerous, and the Da'at Yichud didn't want the tech to fall into the wrong hands. The hidden caches are a contingency plan should something happen.
This post has been edited by StrikerMan780: 23 June 2016 - 03:07 PM
#69 Posted 23 June 2016 - 07:32 PM
#70 Posted 23 June 2016 - 10:39 PM
StrikerMan780, on 23 June 2016 - 03:06 PM, said:
And yet it was only a ball that is shooting some strings that made a bridge collapse. Compare that to the A-Bomb.
But my point isn't about the quality of the secret tech, but this:
I know that the Wolfenstein games (minus Wolfenstein 2009) are having several "episodes" as a story. But in TNO it isn't treated as episodes. It feels like they needed to put the several goals you have to reach in the earlier Wolfenstein games into this one too and failed by simply forgetting about these plots in hte middle of and moving on to the next because of lack of attention span. In the original (Wolf3D), it's exapnsion packs and in RTCW you complete these tasks. In TNO It is a bit like me when I try to complete a task and you show me some DD-Cups in the middle of it and I forget about what I wanted to do in the first place.
This post has been edited by fuegerstef: 23 June 2016 - 10:40 PM
#71 Posted 08 July 2016 - 03:04 PM
fuegerstef, on 23 June 2016 - 10:39 PM, said:
But my point isn't about the quality of the secret tech, but this:
I know that the Wolfenstein games (minus Wolfenstein 2009) are having several "episodes" as a story. But in TNO it isn't treated as episodes. It feels like they needed to put the several goals you have to reach in the earlier Wolfenstein games into this one too and failed by simply forgetting about these plots in hte middle of and moving on to the next because of lack of attention span. In the original (Wolf3D), it's exapnsion packs and in RTCW you complete these tasks. In TNO It is a bit like me when I try to complete a task and you show me some DD-Cups in the middle of it and I forget about what I wanted to do in the first place.
To me it's pretty clear.
Invade London Nautica to get stealth helicopters >>>>>> discover ancient artifacts linked to Da'at Yichud >>>>>> cross lists to find Set Roth who just happens to be where the superconcrete is being mined >>>>> Set reveals the warehouse is underwater so they need the U-boat >>>>> go steal U-boat >>>>> replenish supplies with Da'at Yichud gear >>>>> U-boat carries nuclear weapons so they need the code which is in the Moon >>>>> go to the Moon retrieve the code.
The rest is pure consequence (you come back and prepare the final assault while dealing with enemy forces).
It has some artistic license in how BJ faces some tough close calls but I do believe the story is coherent, if a bit "fantastic". I mean, the fact you're a one man army defeating the entire Nazi postwar empire is already too much... The plots are not forgotten, they're tied up. The superconcrete decay, for example, is a dead end because we learn Set is the one sabotaging it so there's nothing to speak of it anymore. The superconcrete is a plot device to find Set, not the goal itself.
The fact the Da'at Yichud weren't able to create something as deadly as the atom bomb despite being so advanced is a plothole, but maybe they weren't interested in it, as the Nazi tech we see in the game (sourced from the Da'at Yichud) is more related to crowd control than outright nuking stuff, although I'm pretty sure I've seen some piece of news related to a Moon laser beam in the game...
The latter part of the game does not have the pacing problem the first part has with the boring HQ missions, as the missions are all closely linked together. I haven't played TOB yet but I suspect the very absence of the HQ will dramatically improve the pace of the game.
#72 Posted 11 July 2016 - 11:00 AM
I actually just replayed both TOB and TNO and goddamn I love these games. There is one thing I really love, it's how great movement feels. Running, sprint sliding, god even climbing ladders feels awesome in these games. The weapons feel great too, great animation and sounds.
This is also the case in new Doom btw, everything movement related feels totally badass.
TOB as the more fine-tuned gameplay, much better enemy AI and the stealth isn't stupid; but I like TNO's environments more. They are more varied and they are all awesome, and they suffer a lot less from the "combat arena" syndrome, as they are generally less obvious.
Also TOB lacks the rocket launchers add-on for the assault rifle. Dual wielding these at the end of the game is pure fun. TOB's flare gun isn't nearly as badass and ammo is scarce for it. Generally speaking, TNO taking place in TOB's future, you get a lot more over the top action with robots and explosions everywhere.
Kind of a shame we can't have the best of the two games in one package.
In TOB I'm still missing the gold medals on the Bathouse and Workshop challenge maps, the only thing keeping me away from 100% achievement in both games. I find these two challenge maps really hard, though on my high score I was only missing 100 points (the strict minimum....) for a gold medal in the workshop...
This post has been edited by MetHy: 11 July 2016 - 11:03 AM
#73 Posted 05 August 2016 - 03:43 AM
#75 Posted 05 August 2016 - 03:50 AM
#76 Posted 05 August 2016 - 02:19 PM
MetHy, on 05 August 2016 - 03:46 AM, said:
Looks all WWII to me...
#78 Posted 05 August 2016 - 02:29 PM
#79 Posted 05 August 2016 - 03:17 PM
#80 Posted 22 August 2016 - 12:18 AM
#81 Posted 31 August 2016 - 03:06 AM
http://www.dosgames....pic.php?t=22246
It seems that both these are shareware. Wolf3D is simply called Wolfenstein, and even though the cover art seems somehow familiar I can't find it elsewhere ATM.
#82 Posted 31 August 2016 - 05:26 AM
#83 Posted 24 September 2016 - 05:40 PM
for a little preview of what to expect (top textures are the original, bottom the new ones):
#84 Posted 28 December 2016 - 11:57 AM
I decided against trying to polish a scaled up and aspect corrected version of the "Options" header, as to make it look good requires to actually redraw it from scratch, something beyond my ability. However I checked the Mac version for reference (BTW, the Mac demo works pretty well with Executor), and it does not scale up or correct the "Get Psyched!" message (screenshot). In fact, this particular font looks fine without aspect correction and might have even been created without that in mind.
Anyways, I made a post about this at the DRD Team Forums. No idea if this concept may be readily implemented with ECWolf but it would be pretty nice IMO.
#85 Posted 28 December 2016 - 12:24 PM
#86 Posted 15 January 2017 - 11:25 AM
#88 Posted 15 January 2017 - 12:06 PM
Hendricks266, on 15 January 2017 - 11:30 AM, said:
Well better to show something authentic then.
NeWolf GL (based on Wolf GL) models and texture which both program and Hi-res content development stopped 2 March 2006 at 0.73 version. But everything still on sourceforge and it's perfectly functional.
Models and textures. Very faithful to the Wolf3d sprites.
https://sourceforge....s/Data%20Files/
NewWolf 0.73.
https://sourceforge....s/NewWolf%20GL/
Source Code (if someone want to try to improve it).
https://sourceforge....0source%20code/
Then there is Wolf-GL 3D based on NeoWolf GL, development stopped here too.
Models and textures (downloads are under the christmas manga thing). But you have to download each pack one by one because there is no a one-in-all pack and you have to place and replace manually the contents.
http://wolfgl3d.naro.../downloads.html
Wolf-GL 3D
http://www.moddb.com...-3d-betacorrect
Source code
http://www.moddb.com...ource-code-beta
#90 Posted 15 January 2017 - 01:43 PM
https://forum.zdoom....hp?f=19&t=48633
And the content from packs made for different port (escluding models for now) can be easily adapted.