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The team is working on some fitting music tracks to go along with the game - in the style of the Medal of Honor games and Return to Castle Wolfenstein. and really cool music to go along with the maps Nazis will have much less health than before, but there will be more of them (and more unique types of nazi as well, so they don't all start looking the same).Īll the enemies are getting serious makeovers in the interests of aesthetics and gameplay balance. The resources and scripts for this are already complete, courtesy of Solarsnowfall, but they have yet to be implemented in the actual maps (they'll probably be done later after the detailing and enhancement phases). There are images/screenshots to tell you what to do. ![]() There will be no cutscenes or anything that takes control away from the player.Ĭlose - plans are to add a Medal of Honor-style objective compass so you can tell which way you're supposed to go. Seriously.this is how you get your game to play in glorius 1920x1080 widescreen Just follow this very easy tutorial which is found in the Guides tab at the top of this page where the tabs are. The most "intro" we have right now is a short little nostalgia trip that Jallamann put together - I plan on putting together a "prelude" mission (like Laz did with the Wolfendoom Second Encounter pack) to serve as the game's introduction. We'll be souping up the skyboxes entirely to take advantage of GZDoom's support for high-color skyboxes. Experience the ultimate team- and mission-based multiplayer warfare, defined by award winning Return to Castle WolfensteinMultiplayer, now set in the legendary. So heres some stuff that could be add in when making the Artic wolf remake I'm really going to injoy play this Artic wolf remake just like I injoyed play Cold As Hell Maybe a few more realistic things are going to be added as well, like mirrors in the bathrooms (if we can get them to work). A few maps may be merged together for functionality's sake, and the cheap hack effects are going to be replaced with real ZDoom features. Laz's original maps: We might be replacing some sprite-based structures with 3D ones (like the German halftracks and tanks, the lamp posts, etc). Nazi Slaughter: Rather than pitting you against severely overpowered/overhealthed Nazis, they'll be weaker and more plentiful. We're also giving the weapons a complete overhaul, with reloading, iron-sights, melee attacks, and more realism in general (so, the MP-40 doesn't act like a rapid-fire super shotgun anymore, every weapon uses the correct ammo type, etc). With the benefit of DECORATE monsters, we can eliminate the need for a DEH patch, and even have the whole WAD file merged into one. ZDoom Features: Most likely a new skybox will be added, and several BOOM and DEH hacks are going to be replaced with equivalent ZDoom features (like water, DECORATE, etc). This will be done through ZDoom's TITLEMAP functionality and can be easily skipped by merely starting a new game. Intros: The only "Introduction" is going to be a little homage to the original Wolfenstein, assembled by Jallamann (complete with the original Host Wessel Lied in OGG format as the theme music). ![]() One problem I had with the original maps was that it was sometimes difficult to tell where to go. They probably won't be text-based objectives either - it'll be a Medal of Honor style HUD radar. ![]() That's how it should've been done with the Forest level, in my opinion.- Mission Objectives: The only "objectives" will be there to justify where the player is going, and help him figure out where he's supposed to go. Norway and the Bramburg Dam missions are ones that are heavily incentivized to be completed stealthily, because any alarm tripping results in a higher enemy count presence. If you memorize these patterns or use the lean feature, most levels can be partially completed stealthily, and in some, it's actually a huge benefit. Many guard patrols are purposely designed to be able to be taken out stealthily, usually in conjunction with other guard patrols. ![]() For instance, certain enemies react to footsteps or a door opening, but there's a distinction where they don't react if you hold down CAPS LOCK to walk slowly and open doors quietly. The stealth in this game is actually decent and plays pretty fine. As long as you don't run into that bug, it's fine. Instead, when you try to enter the truck, it tells the player that only 3/4 objectives have been completed, and when you check the notebook, it says you haven't ensured that all the alarms haven't been sounded. The bug is when the last guard get alerted to your presence, but doesn't run to an alarm to give the player the fail state of "an alarm has been sounded". The problem with the first stealth mission is if you're unlucky enough to run into a bug, it kinda ruins the playthrough.
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