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    SonderKommando Revolt

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    doomjedi
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    SonderKommando Revolt

    Post by doomjedi on Sat Apr 28, 2007 8:31 am

    First topic message reminder :

    latest screenshots from my "in work" mod:





    Last edited by doomjedi on Sun Feb 01, 2009 9:06 am; edited 2 times in total

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    Re: SonderKommando Revolt

    Post by PicNic on Thu Nov 13, 2008 6:59 am

    @doomjedi wrote:Yes I am Smile
    This is mod made very carefully, with huge attention to details and realism. Also it'll have one of the largest VSWAPs around Smile

    How many MB?

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Thu Nov 13, 2008 7:07 pm

    I don't think the whole mod would take alot of memory, hard drive wise. Many people are still on dial up, and I see very few (if any) big mods taking big storage spaces.



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    Re: SonderKommando Revolt

    Post by PicNic on Fri Nov 14, 2008 6:05 am

    I meant the vswap.
    Not the whole mod

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    Re: SonderKommando Revolt

    Post by doomjedi on Fri Nov 14, 2008 12:25 pm

    Currently VSWAP is 2.92 MB size.
    But there is still alot of art to be added to it in the next days.

    VSVAP art count is currently (will be larger in final version)
    Textures: 256
    Sprites: 748

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    Re: SonderKommando Revolt

    Post by PicNic on Sat Nov 15, 2008 1:35 am

    My moha's vswap is:

    2.26 mb

    And Revenge!:

    2.38 mb.

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    Re: SonderKommando Revolt

    Post by doomjedi on Sat Nov 15, 2008 12:40 pm

    Impressive as well Smile

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    Re: SonderKommando Revolt

    Post by Raziel on Sat Nov 15, 2008 12:55 pm

    the VSWAP for doomloh was just crazy... 10mb+... |:




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    Re: SonderKommando Revolt

    Post by doomjedi on Sat Nov 15, 2008 10:07 pm

    Well, but that's just DOOM art....
    We are talking here on almost all - original art Smile

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    Re: SonderKommando Revolt

    Post by Raziel on Mon Nov 17, 2008 2:52 am

    @doomjedi wrote:Well, but that's just DOOM art....
    We are talking here on almost all - original art Smile

    One point for you... ;P




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    Re: SonderKommando Revolt

    Post by doomjedi on Mon Nov 17, 2008 5:47 am

    Very Happy
    Thanks Smile

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    Re: SonderKommando Revolt

    Post by Valts on Mon Nov 17, 2008 12:23 pm

    Sounds good. All original art is by, you Doomjedi? If game have all original art, big respect, Doomjedi Smile Thats make this mod interesting, I mean ( game have original graphics and all new enemies and stuff). This game have real facts? (I mean base, history)? (sry, my english is bad) Or just realism? But best luck this mod!

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    Re: SonderKommando Revolt

    Post by doomjedi on Mon Nov 17, 2008 11:18 pm

    @Valts wrote:Sounds good. All original art is by, you Doomjedi?

    I didn't say that. I said - almost all.
    Regular enemies are not original. We have 1 new original enemy - ChaingunTurrert Dude.
    Bosses are new but most are beased off Wolf3D Bosses as a base. 1 Boss is original, not based on Wolf3D Bosses at all.
    ..btw in Eridu for example we have not only "all original from scratch" Bosses but 1 new "from scratch" enemy.
    Almost all of the scenery is original, but a few are based on Blake Stone scenery and some other games. There is many art "from scratch" though...including animated ones. CampFire, Exploding and Destructable barrels, animated prisoners etc...all new animations. Wolf3D scenery is mostly represented by on-floor skeleton and bonepiles...maybe some bloodpools. But that's mostly it. Nothing "important". The game looks like all-original, at most parts.
    Textures and Parallaxed skies are original. Beside the floor textures that is taken from other games.
    have all original art, big respect, Doomjedi Smile
    Many textures were ripped from real camp photos (with editing, recoloring etc...), but that still makes them original in the way we use this term here. Some were made from scratch, reacreating the walls in real photos.
    Thats make this mod interesting, I mean ( game have original graphics and all new enemies and stuff).

    This game have real facts? (I mean base, history)? (sry, my english is bad) Or just realism? But best luck this mod!
    Well, it's based of real revolt, yet sure taking it to a larger scale (to make the mod more interesting) and (if you play well Smile ) changes the outsome to "positive" in a way Smile
    Quote from Wikipedia:

    There was a revolt by Sonderkommandos at Auschwitz in which one of the crematoria was partly destroyed with explosives. When the camp resistance warned the Sonderkommando that they were due to be murdered on the morning of 7 October 1944, they attacked the SS and Kapos with axes, knives, and home-made grenades. Three SS men were killed, including one who was pushed alive into a crematorium oven; and some prisoners escaped from the camp for a period. They were recaptured later the same day. Of those who did not die in the uprising itself, 200 were forced to strip, lie face down, and then were shot in the back of the head. A total of 451 Sonderkommandos were killed on this day[citation needed]
    There was also an uprising in Treblinka on 2 August 1943, in which around 100 prisoners succeded in breaking out of the camp [sup][2]
    , and a similar uprising in Sobibr on 14 October 1943[3]. About 50-64 of the prisoners from each camp survived the war[citation needed]. The uprising in Sobibor was made into a factual film, Escape from Sobibor, starring Rutger Hauer, amongst others.[/sup]

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    Re: SonderKommando Revolt

    Post by Valts on Tue Nov 18, 2008 1:27 am

    Ok, thanks for information. I was in Auschwitz 2004 year (tourism), must to say, creepy place (conditions was terrible)

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Tue Nov 18, 2008 3:22 pm

    For me, I want to make new sprites and enemies, but I have no idea how to make a new enemy. It's impossiable for me to make new sprites. Too hard. All the paint jobs.



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    Re: SonderKommando Revolt

    Post by doomjedi on Wed Nov 19, 2008 12:31 am

    First, you can base them off existing sprites, withsome creativity and recoloring.
    I think in this case WLHacks techniques are better than mine to create art from scratch...notice how he works. He seem to start from 1-color general outline of object with it's different parts. Then he just fills them up with a texture pattern logical for metal, wood and such materials...the results are astounishing IMO.
    Me ..sometimes I look at a photo and then start recreating the obnject on it....but with enouph experience you can do many art without looking at nothing...including bloodplats, bones, skulls....and many more...
    It's alot of practice..nothing to scary...and it's alot of fun..to make a new art...to make your mod a unique look.
    Just try.... notice the shadowing though, it upgrades a sprite alot...right consistent shadowing...just put a light point and image how it would be lit in real life.

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Wed Nov 19, 2008 2:04 pm

    Yeah... well some things you can't exactly positivly get better at just by trying harder. I think running is easier because in order to run faster, I just try harder. But creating maps and sprites actually requires skills.



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    Re: SonderKommando Revolt

    Post by doomjedi on Wed Nov 19, 2008 11:16 pm

    I don't think so. But that's just my oponion.
    IMO it's experience, imagination and persistence Smile

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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Feb 01, 2009 9:05 am

    Dean's latest Sonder level is a very good one Smile Here are some teasers:


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    Re: SonderKommando Revolt

    Post by lilmanjs on Sun Feb 01, 2009 1:25 pm

    that's amazing.





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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Feb 01, 2009 10:07 pm

    Thanks Smile

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    Re: SonderKommando Revolt

    Post by PicNic on Mon Feb 02, 2009 1:29 am

    Looks great, but the grey sky walls with the night sky doesn't fit IMO.

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    Re: SonderKommando Revolt

    Post by doomjedi on Mon Feb 02, 2009 3:20 am

    I tend to dissagree.
    Though the wall were made to fit both snowday and night parallaxed skies, and if I'd made them just for the nightsky - I could made them to fit more.
    But I don't want to make sky-related textures, but textures that can fit all of the skies.
    I have one night-specific texture for trains though.
    But even existing texture - looks bad only when really close to the player...even a bit of distance make it look good IMO.

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    Re: SonderKommando Revolt

    Post by PicNic on Mon Feb 02, 2009 3:24 am

    Ok, of course I understand you can't make for each level different textures.

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    Re: SonderKommando Revolt

    Post by drchainsaw on Tue Feb 17, 2009 10:46 am

    Those screenshots are impressive i cant wait to play this Cool
    Keep up the good work!



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    Re: SonderKommando Revolt

    Post by doomjedi on Thu Feb 19, 2009 1:51 am

    Thank you Smile

    All of the team is working hard on this mod.
    It'll have plenty of secret features and surprises

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    Re: SonderKommando Revolt

    Post by lilmanjs on Thu Feb 26, 2009 12:29 pm

    and still I try to make music for this mod.





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    Re: SonderKommando Revolt

    Post by apegomp on Fri May 15, 2009 3:26 pm

    @lilmanjs wrote:and still I try to make music for this mod.

    I tried to make midi music for the Auschwitz map in Voxelstein 3D:
    http://www.mediafire.com/?tlnnmvgnx50
    Sad
    The tempo/pace/speed is slow and sad and the song is sobbing stac-ca-to ;p

    Feel free to use it if you like.

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    Re: SonderKommando Revolt

    Post by doomjedi on Sun Sep 06, 2009 2:10 am

    Status:

    Art: 100% (beside some unplanned additions for specific requests of mappers)

    Coding: 90-95%
    Assuming Tricob enabled the new enemies as he claimed to, we have 0-1 coding tasks left (one inventory) + final wrap-up of the mod (inserting intermission screens and such) + 10 bugfixes, most of which can be considered "small ones", Tile Mirror bug can be described as "largest" of them, as trucks don't display correctly.
    So...we are nearly finished.

    Mapping: 19 made out of 27 planned = ~ 70% (+ a few made secret levels) + 1 old map existing but still under heavy revisiting
    Which means we have total of 7 maps left (+ one to be revisited, "Intersection"), on 2 mappers - Dean and Ron...meaning average of "4 maps per mapper" left.

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    Re: SonderKommando Revolt

    Post by PicNic on Tue Dec 15, 2009 3:24 am

    Is it done?

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    Re: SonderKommando Revolt

    Post by Thomas on Tue Dec 15, 2009 6:49 am

    I think he would have said so. According to DHW this is almost done.

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    Re: SonderKommando Revolt

    Post by ronwolf1705 on Tue Dec 15, 2009 3:03 pm

    It's done when it's done.
    And I don't mean that in a Duke Nukem Forever kind of way. But I'm not going to set a release date or guess when it's done, because I can't tell. But you'll see when it's done.




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    Re: SonderKommando Revolt

    Post by Dean on Tue Dec 15, 2009 8:34 pm

    It's not done, believe me, you'll know when it's done! Smile

    Couple more months I'm predicting, but trust me, it's gonna be worth the wait!



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    Re: SonderKommando Revolt

    Post by PicNic on Wed Dec 16, 2009 12:34 am

    Holy.. Razz

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    Re: SonderKommando Revolt

    Post by ronwolf1705 on Wed Dec 08, 2010 8:41 am

    The teaser trailer for Sonder has been released. You can see it HERE




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    Re: SonderKommando Revolt

    Post by Dean on Wed Dec 08, 2010 5:10 pm

    Release date is locked in for 01/01/2011. Very Happy



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    Re: SonderKommando Revolt

    Post by Zombie_Plan on Thu Dec 09, 2010 2:24 am

    @doomjedi wrote:I tend to dissagree.
    Though the wall were made to fit both snowday and night parallaxed skies, and if I'd made them just for the nightsky - I could made them to fit more.
    But I don't want to make sky-related textures, but textures that can fit all of the skies.
    I have one night-specific texture for trains though.
    But even existing texture - looks bad only when really close to the player...even a bit of distance make it look good IMO.

    This just makes me reminisce and think about the way BrotherTank managed to make transparent walls. Such code would benefit all these issues.

    I seriously cannot wait to play this dude. It looks stunning.



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    Re: SonderKommando Revolt

    Post by Dean on Thu Dec 09, 2010 3:06 pm

    Kotaku.com have done a review, based on the trailer and some answers from DoomJedi, you can read it here;

    Kotaku.com - SonderKommando Revolt review



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    Re: SonderKommando Revolt

    Post by giftmacher on Fri Dec 10, 2010 3:02 pm

    SonderKommando Revolt will be best mod ever. At least until Lair of the Mantis comes out, that is lol!

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    Re: SonderKommando Revolt

    Post by Tenamk on Sat Dec 11, 2010 12:09 am

    You're right there giftmacher.
    I'm going to build a time machine to reach 1 January 2011



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    Re: SonderKommando Revolt

    Post by doomjedi on Sat Dec 11, 2010 5:40 am

    Thank you, guys Smile

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    Post by Nexion on Sat Dec 11, 2010 4:35 pm

    Once upon a time human beings discovered the pizza and the power of fire.

    yawn, "best"? nah.
    Maybe best one catching fire like that. Hype till death and praise in both directions. Kinda just mind-toasting.. hm i think i'm getting sleepy. Where was i? Oh i know. Refreshing to see that it gets hit by some criticism.
    Femstein, Sonder, To Heaven and Back?
    Controversial and have only provocation written all over it. Burning fingers while trying to catch attention with such stuff. I don't mind such "shock! it's not nice" things, just wondering about the excuses. First its the most realistic thing ever invented since someone has changed lightbulbs on this game. Now it's just a fantasy fun thing. And so on. Playing with fire is fun, till it burns.

    I want my pizza extra crispy, cheers.

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    Re: SonderKommando Revolt

    Post by Dark_wizzie on Mon Dec 13, 2010 11:55 am

    Nexion: I heard that Sonder is overhyped and actualy not that awesome.
    confused: Wait till doomjedi hears this. He will ****smack your ***.

    Very Happy
    Nah, we all love you, doomjedi. That and Sonder. We love Sonder. Set a bar to beat for other mods to surpass in coding, ok? No gimmicky weapons and no glitches, please.

    "Inclusive popcorn."

    Until then, time-machine out to 1/1/2111.



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    Re: SonderKommando Revolt

    Post by Zombie_Plan on Mon Dec 13, 2010 3:39 pm

    Hey guys I guess you havent heard...

    Sonder is sitting in limbo due to some issues. Whether itll be released as a full game now is uncertain. You can see it all on the DHW thread..



    Wolfing Time is back good sirs. Go, read, rejoice. Maybe even leave a comment/a review of your own?

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    Re: SonderKommando Revolt

    Post by Dean on Mon Dec 13, 2010 6:57 pm

    I regret to announce that SonderKommando revolt will be benched indefiniately and will not be released on 01/01/2011 as previously advertised.

    Team RayCast apologises for this but due to unwarranted attention and the fallout from that the mod will not be released at this time. This is not related to the production of the mod in any way, the mod would be 100% completed and released on the promised date if it wasn't for other factors.

    Hopefully once things blow over a little we can release Sonder as it was meant to be for everyone to enjoy. Thanks for your understanding.

    - Team RayCast

    If you have any questions please leave them here and I'll do my best to answer them.



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    Akuul
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    Re: SonderKommando Revolt

    Post by Akuul on Mon Dec 13, 2010 10:59 pm

    @Dean wrote:I regret to announce that SonderKommando revolt will be benched indefiniately and will not be released on 01/01/2011 as previously advertised.
    It is possible to learn the reason of it? Or this exclusive decision of one person?
    I long waited this MOD. Told about it at the Russian forum..

    .

    The first messages were even earlier..
    .
    And how now to be???

    @Dean wrote:Hopefully once things blow over a little we can release Sonder as it was meant to be for everyone to enjoy.
    Then perhaps not to let out at all this game? If you start to edit MOD.. Will start to delete any moments.. What sense in it? And how many as early as years to wait? to me reminds that that occurs in Russia.. Promise much and then simply close a door. I can understand when so politicians arrive.. But why game should suffer?
    As it seems to me..
    IF
    citation from DieHard Wolfers DoomJedi has officially cancelled the release of the project (?)
    Despite it game should be let out.
    IF
    citation from DieHard Wolfers..and some of the comments - made the team to feel really uncomfortable. (?)
    That Game to be simply obliged
    Let's assume that tomorrow you will accuse of propagation of nazism by means of Wolf-3d.. Also what then? You will close all resources and remove all games??

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    Re: SonderKommando Revolt

    Post by Zombie_Plan on Tue Dec 14, 2010 12:42 am

    @Akuul wrote:
    @Dean wrote:I regret to announce that SonderKommando revolt will be benched indefiniately and will not be released on 01/01/2011 as previously advertised.
    It is possible to learn the reason of it? Or this exclusive decision of one person?
    I long waited this MOD. Told about it at the Russian forum..

    .

    The first messages were even earlier..
    .
    And how now to be???

    @Dean wrote:Hopefully once things blow over a little we can release Sonder as it was meant to be for everyone to enjoy.
    Then perhaps not to let out at all this game? If you start to edit MOD.. Will start to delete any moments.. What sense in it? And how many as early as years to wait? to me reminds that that occurs in Russia.. Promise much and then simply close a door. I can understand when so politicians arrive.. But why game should suffer?
    As it seems to me..
    IF
    citation from DieHard Wolfers DoomJedi has officially cancelled the release of the project (?)
    Despite it game should be let out.
    IF
    citation from DieHard Wolfers..and some of the comments - made the team to feel really uncomfortable. (?)
    That Game to be simply obliged
    Let's assume that tomorrow you will accuse of propagation of nazism by means of Wolf-3d.. Also what then? You will close all resources and remove all games??

    It's their mod, ultimately it's THEIR choice whether or not they wish to release it. Sure, it sucks, but there are very good reasons. Furthermore, they have stated it might be released in the future. So chill out.



    Wolfing Time is back good sirs. Go, read, rejoice. Maybe even leave a comment/a review of your own?

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    Re: SonderKommando Revolt

    Post by Akuul on Tue Dec 14, 2010 1:37 am

    @Zombie_Plan wrote:..It's their mod, ultimately it's THEIR choice whether or not they wish to release it. Sure, it sucks, but.
    I understand that the Sonder-Mod someone's property.
    @Zombie_Plan wrote:..but there are very good reasons.

    Or the few negative comments on the internet this is the reason???
    @Zombie_Plan wrote:..Furthermore, they have stated it might be released in the future. So chill out.
    And these words how to regard??? -> citation from DieHard Wolfers - > doomjedi:..We just cancel it. Cancelled things can theorethically be recancelled.. Theorethically??? And practically through how many years?


    Last edited by Akuul on Tue Dec 14, 2010 4:24 am; edited 3 times in total

    Per-Scan
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    Re: SonderKommando Revolt

    Post by Per-Scan on Tue Dec 14, 2010 1:41 am

    Damn shame. I admit the subject matter is a little contentious (I've always been a little ambivalent about my feelings towards games involving real world pain and death) but I really felt that this mod came from a genuine place and carried with it true inspiration. Still, I'm sure you've made the best decision for your team. Smile

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    Re: SonderKommando Revolt

    Post by jayngo26 on Tue Dec 14, 2010 5:48 am

    I shall quote this proverbial post first...

    @Nexion wrote:Once upon a time human beings discovered the pizza and the power of fire.

    yawn, "best"? nah.
    Maybe best one catching fire like that. Hype till death and praise in both directions. Kinda just mind-toasting.. hm i think i'm getting sleepy. Where was i? Oh i know. Refreshing to see that it gets hit by some criticism.
    Femstein, Sonder, To Heaven and Back?
    Controversial and have only provocation written all over it. Burning fingers while trying to catch attention with such stuff. I don't mind such "shock! it's not nice" things, just wondering about the excuses. First its the most realistic thing ever invented since someone has changed lightbulbs on this game. Now it's just a fantasy fun thing. And so on. Playing with fire is fun, till it burns.

    I want my pizza extra crispy, cheers.

    Sometimes it's not always the best idea to OVERHYPE a project. It usually results in getting TOO MUCH attention. Look at Nate Smith. While obviously he did some wrong things as far as not giving full credit, his mod got A LOT of attention. Obviously this is a different situation, but perhaps if this mod was not hyped so much and plastered in so many places over the internet, maybe things would be different now. It's sad really, because so much work was spent by so many people.

    I think the lesson we ALL need to learn from this is not to TALK too much BEFORE any project is released. Let the release speak to the people. As Nexion said, you play with fire, eventually you get burned.

    Hopefully their mod will be released in some form down the road. Anyway, I've said my wisdom for the year and I am done now. Thank you.



    http://jayngoware.com/

    Akuul
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    Re: SonderKommando Revolt

    Post by Akuul on Tue Dec 14, 2010 9:20 am

    From all this history has drawn for itself one conclusion. Well that "id Software" weren't frightened to create game "Wolfenstein-3D"

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    Re: SonderKommando Revolt

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