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    Operation Eisenfaust : Origins

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    Post by doomjedi Thu Nov 08, 2012 6:55 am

    "Operation Eisenfaust : Origins" by Team RayCast.

    Download:
    https://dl.dropbox.com/u/3751922/OEF_origins.rar

    Screenshot:
    Operation Eisenfaust : Origins 135204291507009831

    Plot:

    =================================================
    You are BJ Blazkowicz

    The Nazi's were slowly but surely losing the war, but rumours had it that the
    Nazi's were working on one final all or nothing tactic. A camp had been set up,
    but what had been taking place at that camp was unknown at the time. Infamous
    Nazi doctors had been seen entering the camp, but the how and why were still a
    mystery.

    A spy hardly ever gets a break, and the same goes for BJ. You had hooked up
    with the Underground after defeating Hans Grosse, where you were informed about
    Dr. Schabbs and his 'Operation Eisenfaust'. The camp was linked to the
    operation; it was rumoured that it was here that the experiments took place.
    You were sent in for investigation.

    But something went wrong and you were caught. You got confirmation that
    experiments had been taking place, for you were to become a test subject very
    soon...
    ==========================================


    Credits:

    Coding:
    AlumiuN
    Havoc
    LinuxWolf
    Tricob
    Andy

    Mapping:
    RonWolf
    Dean

    Art:
    DoomJedi

    Plot:
    RonWolf

    Music:
    Tricob
    Lozer_42
    RonWolf

    Additional help:
    Vermil, BrotherTank (Misc code taken from Bunker SDL Source)
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    Post by Thomas Thu Nov 08, 2012 8:58 am

    This is great! A 'safe' concept really made this magnificent mod air, and that's just fantastic. I'm digging my way thru the first level now and it's awesome. Everything works, and even though the LE original sounds may could've seemed out of place, and the ROTT officer has appeared in countless mods, it still works as one unit and I can't wait to play more of this.

    *going back to the game* .....
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    Post by doomjedi Thu Nov 08, 2012 9:05 am

    Thank you very much Smile Smile Smile
    This is especially valuable from a "oldschool mods fan" like you.

    The "air"ing was LinuxWolf's initiative/suggestion, the particular safe concept direction was my idea, and the plot details are by RonWolf.
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    Post by Thomas Thu Nov 08, 2012 10:38 am

    I'm still lurking around level 1 trying to get that full 100 % but you been hiding the secrets real good!
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    Post by WolferCooker Thu Nov 08, 2012 12:57 pm

    Those maps look familiar somehow... Wink . So I wasn't the first to come up with mutant blood pools lol.
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    Post by Thomas Thu Nov 08, 2012 1:00 pm

    LOVE this game to tatters, going crazy about having only 95 % kill on level 2 (but a full hundred in treasure + secrets), still searching, time's almost 30 minutes... lol... This is great!!! The perfect ten, right up there with Totengraeber, Spear Resurrection/EoD, Absence etc. etc.
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    Post by doomjedi Thu Nov 08, 2012 1:09 pm

    Oh, man, I can now going to sleep happy Smile A day well-lived.
    Hope I won't find such a feedback just a dream in the morning Smile

    As a mapper you can sure preciate the maps quality.
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    Post by Thomas Thu Nov 08, 2012 1:11 pm

    Yes, I love the quality of the maps, while using an 'unrealistic' scheme, but retaining realistic graphics, design etc. is a good idea. It's good you chose Operation: Eisenfaust, something off of the original Wolf, it's not serious at all and very game-like, while the design and root of this project is very realistic, and it blends together perfectly.

    But if anyone can give me tips on how to find the last guards in level 2, please do. I'd really love to get on, and I've been zooming EVERYWHERE for the last 40 minutes or so...
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    Post by doomjedi Thu Nov 08, 2012 1:13 pm

    Yeah, there was some carefull thinking and planning behind this. Nothing left to chance Smile
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    Post by WolferCooker Thu Nov 08, 2012 1:17 pm

    Thomas, it's very hard to find 100% kills in this one.
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    Post by doomjedi Thu Nov 08, 2012 1:53 pm

    A few notes:

    1. You can press "u" anytime to see your current bonus level unlocking score and minimum required score to unlock next bonus map (of the bonus maps pack).
    2. Bonus maps can be unlocked only after all story levels are finished - and if you have found enouph "level unlock" key orbs to get enouph unlocking score for that particular bonus level.
    3. Each "story" map has at least one Orb hidden in it - look for them!
    4. Regarding those bonus level orbs - there are 2 types to find:

    Type 1 - (1 key orb) means there is only 1 of those hidden in that level. Worth 100 "unlock" points each, right on the spot.
    Type 2 - (3 key orb) means there is 3 of those hidden in that level (and you need to find all 3 in order to get ANY points for them - 300 points total, 100 per each orb).
    The levels that have 3 will have them hidden in the following
    1. Visible at some stage in the level but still needs a secret area to find it
    2. Out of sight and moderately hard to find
    3. Out of sight and very difficult (not impossible) to find.
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    Post by WolferCooker Thu Nov 08, 2012 2:52 pm

    As long as I find every secret in each level, you can be sure those orbs are easy to get
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    Post by mandolore Thu Nov 08, 2012 6:18 pm

    this is one outstanding wolf mod. As soon as I finish my lp of novowolf this is going to be next. I really love the art style to this.
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    Post by Thomas Fri Nov 09, 2012 9:48 am

    QUESTION: If a guard has stepped on a landmine and hereby killed himself, does that omit the killing from the player's side? 'cause it's almost one hour I've been in level 2, and I still cannot find the last guards. It's still 95 % - 100 % - 100 % when I exit the level.
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    Post by ronwolf1705 Fri Nov 09, 2012 10:14 am

    It shouldn't as far as I'm aware. Unfortunately I can't help you with the 100%, it's Dean's map (hell, I never finish my own maps 100%, so I probably couldn't even help with those Razz).



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    Post by doomjedi Fri Nov 09, 2012 10:32 am

    I don't mind you spending as much time to explore the great maps of this mod, it's flattering. But I think this 100% obsession is killing your fun of the mod. It could be a coding bug, mapping bug.....
    But do as you wish Smile

    BTW I've updated the link with a small mapping fix of one wall on level 3, really small replacement of just one wall, but if you're a perfectionist - you can redownload. No gameplay effect, just makes one secret less obvious.
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    Post by doomjedi Fri Nov 09, 2012 10:34 am

    ronwolf1705 wrote:Unfortunately I can't help you with the 100%, it's Dean's map
    Map credits by number:

    Level # - Made by
    1. RonWolf
    2. Dean
    3. RonWolf
    4. RonWolf
    5. Dean
    6. RonWolf
    7. RonWolf
    8. RonWolf
    9. RonWolf
    10. RonWolf
    11. Dean
    12. Dean
    13. RonWolf
    14. RonWolf
    15. RonWolf
    16. RonWolf + Dean
    17. RonWolf
    18. Dean
    19. RonWolf
    20. RonWolf
    21. Dean
    22. RonWolf
    23. RonWolf
    24. RonWolf
    25. RonWolf
    26. RonWolf
    27. RonWolf
    28. Ronwolf
    29. RonWolf
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    Post by Thomas Fri Nov 09, 2012 11:09 am

    doomjedi wrote:It could be a coding bug, mapping bug.....
    Sorry man, I think that's uncool - you know, if it hasn't been checked. I think testing is an extremely integral part of mods, especially mods of this caliber. Surely, someone must be able to provide me with an explanation. I'd just like to get on. I think I'll pass with the 95 % and not care - hopefully there will be an explanation, and (if it turns out to be a bug) a patch.
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    Post by ronwolf1705 Fri Nov 09, 2012 12:10 pm

    We have tested this to death - I atleast remember Dean going through 100% playthrough, but that was a year (or two) ago. Maybe this has slipped through the cracks somehow, which is too bad.



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    Post by doomjedi Fri Nov 09, 2012 12:39 pm

    Thomas wrote:I think testing is an extremely integral part of mods, especially mods of this caliber
    First - I'm sorry for anything regarding this mod that was misleading for you or for a time wasted to seek for those extra kills.
    I can assure you - this mod had more testing than any Wolf3D mod in human history, and those feedbacks are carefully documented on our forum. This is unfair to clame this was not properly tested. You can claim testing feedbacks was not properly treated...but that's as far as it can go.
    As you can easily notice, this mod is very complicated coding-wise, and has alot of actors and actor states...so it's hard to debug it to such an extent, and we don't know what causes that miscount.
    From our extended testing (and yes, we had it) - guys (experienced wolfers) seem to be able to make between 95% to
    99% of kills on each map (most of them between 98-99%...levels 12, 14 and 19 even had full 100%) , and so I guess we didn't think (? - Ron?) fixing those
    single "missing" percentages are that important, the cause of that is not easy to find, and project has switched coders over time, it's complicated...those large-scale projects always are. Please try to be more "understanding".
    I myself never seek for 100% of anything - but I'm not a good example of a "classic" wolfer - yet it didn't seem to bother even more "classic" wolfers from our team so this particular testing feedback wasn't treated properly.
    If kills miscount is the only bad thing about this mod - I think I myself can live with it, it has enouph things to compensate IMHO.

    That said (totally unrelated to kills miscount!) - for reasons I won't go into - last set of mapping changes and fixes were made by myself (with full testing by LinuxWolf only), and not by our "dedicated" mappers. So there still might be (non gameplay-affecting!) single mapping misplacings, like the one I fixed today on level 3...but I can promice you those (if exist?) are not affecting anything beside look of some walls or floors...and those will be fixed in the future, or once someone finds such.

    and (if it turns out to be a bug) a patch.
    This depends on LinuxWolf's good will.
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    Post by lilmanjs Fri Nov 09, 2012 4:02 pm

    ohh my a new team raycast mod to check out! I will grab this and play it tonight. How did you guys keep this under wraps I'll never know, but this looks fantastic



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    Post by Dark_wizzie Fri Nov 09, 2012 6:28 pm

    Bonus map artifacts are a huge pain for me to find... anybody got a save file with all of them? Wink



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    Post by WolferCooker Fri Nov 09, 2012 7:06 pm

    CHEATER!!! Cool If you can find all the secrets, then you can find the orbs!
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    Post by doomjedi Fri Nov 09, 2012 10:26 pm

    lilmanjs wrote:How did you guys keep this under wraps I'll never know
    Oh, you WILL know - once you play it Smile

    Dark_wizzie wrote:Bonus map artifacts are a huge pain for me to find... anybody got a save file with all of them? Wink
    The team has a "hack" file that unlocks all levels...but we don't plan to share tongue
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    Post by Thomas Sat Nov 10, 2012 12:17 am

    I love the idea of unlocking maps via secrets. There are tons of secrets in all maps I've played thus far, which is only the first 3. Searched the hell out of level 3, still only have 71 % ... Interesting!
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    Post by Dark_wizzie Sat Nov 10, 2012 12:26 am

    I scoured many maps, I couldn't unlock the last two or three maps.



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    Post by doomjedi Sat Nov 10, 2012 12:50 am

    Thomas wrote:I love the idea of unlocking maps via secrets.
    Yes, makes you explore the maps a bit more, and adds to replay value, as not many players manage to unlock all maps in the first play. Twisted Evil
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    Post by Thomas Sat Nov 10, 2012 1:29 am

    But the problem with Ron is that his maps are just too damn good.
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    Post by linuxwolf Sat Nov 10, 2012 3:06 am

    Thomas wrote:But the problem with Ron is that his maps are just too damn good.
    Tell me about it. I have played through the game. Some of his maps are tough. Try not to get lost - thats the best advice I can give you all. Enjoy the exploration.
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    Post by Thomas Sat Nov 10, 2012 4:25 am

    Thank you! An exploration it is indeed! Haven't been this excited about a mod since I was a kid. It's good to see something breaking down the barriers - just when we thought we'd broken them all down.
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    Post by ronwolf1705 Sat Nov 10, 2012 5:39 am

    Thank you. Me and the rest of Team Raycast hope to break down some more barriers with our future mods. Smile



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    Post by WolferCooker Sat Nov 10, 2012 7:46 am

    My aren't you the excited one Thomas. lol. Raycast outdid themselves with this and didn't let it all go to waste Wink
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    Post by Thomas Sat Nov 10, 2012 7:55 am

    I don't know, it just took me by surprise how much that can actually be done with the Wolf engine. The graphics, new music, the whole atmosphere/textured ceilings/floors etc. etc... It's not something I'm used to! I'm getting real hooked on it, that's all... lol
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    Post by WolferCooker Sat Nov 10, 2012 10:51 am

    I don't think the Wolf engine has reached its limits just yet. I think there are still a few more things that can be done. And they will Wink
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    Post by doomjedi Sat Nov 10, 2012 11:07 am

    WolferCooker wrote:And they will Wink
    We're working on it Twisted Evil
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    Post by WolferCooker Sat Nov 10, 2012 11:59 am

    Oh I know, doomjedi. It is just that Raycast isn't alone Wink.

    BTW, I notice that you cannot kill enemies with this mod if you are taking cover behind a destroyed wall. That wasn't the case the first time around, if you know what I mean, doom Wink. In the levels where you have a nazi soldier using a mounted weapon taking cover behind a destroyed wall, you cannot kill him unless you find another position to do so, which is never the case. You lose points and the chance to have 100% kills even though you can't on most levels anyway as Thomas mentioned.

    Perhaps the floor codes need to be retweaked to solve this problem?
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    Post by doomjedi Sat Nov 10, 2012 12:33 pm

    Wow, if this is true - that's some serious bug we've missed....
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    Post by lilmanjs Sat Nov 10, 2012 12:40 pm

    I am loving this mod quite well. I just knew somebody would get out a mutant themed mod before TMU. This is fantastic and very hard. Both are good things in my book. Does this run on sonder's engine?



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    Post by WolferCooker Sat Nov 10, 2012 1:35 pm

    I didn't want to say this lilmanjs, but it IS Sonder except obviously the wall textures, sprites, and story were changed. The maps remain the same, or so it seems as far as I know. I knew it was Sonder as soon as I first saw the first level.

    Since BJ is a mutant in this mod, whenever he dies, the screen should go purple instead of red. lol
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    Post by doomjedi Sat Nov 10, 2012 1:43 pm

    Those 4-dir walls....maybe some bug with those...hard to think of a reason why those became buggy. We need to fix it ASAP.
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    Post by WolferCooker Sat Nov 10, 2012 1:56 pm

    Hmmm, guess changing the floor codes didn't do anything. I'm gonna see if I can find anymore problems that I didn't see before.
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    Post by Thomas Sat Nov 10, 2012 2:50 pm

    Sometimes, the dogs avoid going thru the door though you're standing in it, or if the doors is open. This happened at level 6. I do not know whether or not this is a general bug or for that map. And that map was brilliant. Holy shit, and DEAN... Level 5 is one of the best outdoor maps I've ever played.

    Since level 1, I have not approached 100 % kill, it's ranged between 94-99 % ... And I am extremely thorough. Secrets and treasure have been 100 % though. Again... Either I missed something or else there's a teensy tiny problem with something. Maybe the turrets? I don't know.

    BS aside, this is a fun play and a dead-sure candidate for the top 3 of best Wolf mods EVER...
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    Post by ronwolf1705 Sat Nov 10, 2012 4:44 pm

    Level 5 is one of the best outdoor maps I've ever played.

    I agree, it's one of my favorite levels of this mod. When I first played through it I was in awe, he really showed me what you could do with this engine.



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    Post by Thomas Sat Nov 10, 2012 4:54 pm

    Indeed! Just made my way past level 7. Turret guy near the end did not react, nor could he be killed. But it was a fun play, really digging those portable med-kits.
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    Post by WolferCooker Sat Nov 10, 2012 5:19 pm

    Be careful with the rockets obviously. You still get hurt even while taking cover.
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    Post by Thomas Sat Nov 10, 2012 5:31 pm

    Yes, I know. Too bad you can't pick up the rocket launcher though.
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    Post by WolferCooker Sat Nov 10, 2012 7:14 pm

    Doomjedi I found another problem, but it's not a bug and the easiest to fix. It's a map problem. On level 16, an empty mutant incubator was placed in front of the door that has the mutant key (I think) and the secret area to the rifle.

    At first at thought maybe you could access the blocked off room through a new secret area, but when I checked the map, there is no way around. Wolfers that don't have Chaosedit or WDC or the map skills to remove this minor inconvenience themselves are not gonna be happy getting stuck on level 16 Shocked .


    Spoiler:
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    Post by doomjedi Sun Nov 11, 2012 12:20 am

    The 4-dir wall bug is old fixed bug that resurrected..we'll issue a fix soon.
    I'll check the map and fix...that's easier.
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    Post by doomjedi Sun Nov 11, 2012 7:20 am

    The problem seems to be with only 2 walls, one wall is already fixed...we'll issue an update soon.
    Saved files seem to work.

    So just wait for the update.
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    Post by WolferCooker Sun Nov 11, 2012 9:44 am

    How that bug came back is unusual. It seems like you guys didn't mess with the engine itself. Just the textures, sprites, and the storyline.

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