"Operation Eisenfaust : Origins" by Team RayCast.
Download:
https://dl.dropbox.com/u/3751922/OEF_origins.rar
Screenshot:
Plot:
Credits:
A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...
I disagree with this. It's very subjective and dependant on what is actaully being reviewed, but I tend to approach my reviews differently. If any release did score around 80 percent overall, I'd definitely talk about its strengths to a degree. However, I'm also concerned about the remaining 20 percent and wish to provide feedback as to why these are considered weak areas. Not make quick notes, but go indepth with them where possible. There have been a few occasions I've written a review with no major complaints, which then lacked actual opinion. I consider these my weaker reviews (example). There's only so many good things you can say about something before it gets old and drags on. I also say this as a mapper myself.WolfForever wrote:For example if you think the mod scores about 80 percent overall, then about 80 percent of the text in the review should focus on what's good.
Updated the link with kills % fix (original "Non-XmasPack" version)doomjedi wrote:"Operation Eisenfaust : Origins" by Team RayCast.
Download:
https://dl.dropbox.com/u/3751922/OEF_origins.rar
Doomjedi wrote:Don't remember the initial reason for large level number...maybe we were just in a different mind back then, and too map amounts from more classic Wolf3D mods where usually there is large map number...but maps there are also easier and faster to map. Or maybe it was to make the large coding and art effort worth....or maybe because we had 2 mappers for this and just wated to make spots for all of them to get their ideas out....or maybe it's because of such a long development (4 years) and mappers wanting something to do and more ideas come in....or maybe we just didn't think of the matter too deeply - like we probably should have.
Our next mods will have less maps.
wait for game ?doomjedi wrote:..Nowdays we develop number of mods in parallel...
Some mods we develop more publically ("No Man's Land" and it's future sequels - and even there we nowdays don't spill out tons of revealing screenshots like in "Eisenfaust" times) - and others under more secrecy - so those will only be announced publically when we'll have a release date set for them, not beforehand.Akuul wrote:wait for game ?doomjedi wrote:..Nowdays we develop number of mods in parallel...
I have to say I myself kinda like it. Despite the "relatively obvious" unrealism (and some say I'm too realistic in my mods, heh )storm lightening inside of room without windows
It's still a wolf3D engine...after 64 pixels - ceiling starts. Even parallax sky - is still a ceiling texture, even if it doesn't look such because of parallax effect. There is nothing higher than a ceiling in Wolf3D engine.- rain/snow starting to fall from 1m height
Again, quite nitpicky. This is not VSWAP art, it's a standard nightsky effect precoded in ChaosEdit/SDL engine, not something we made or added for particulary for this mod. Moreso - it's the same star sky as in all other Wolf3D mods I know (some are classic and very famous). Yes, I think moon is too small in it. Yes I could insert a star sky into the VSWAP...but we didn't want to add yet another sky (we already have at least 4 skies (normal, rain, snow, final levels), much more than in average Wolf3D mod), if there is a precoded sky we could use.- tiny moon size (i guess it's even smaller on higher resolutions)
We gave an explanation to that. 3rd arm is not yet connected to his brain so he can't use it/control it to shoot. Those are early phase of mutant development..it's not that easy to attach 3rd arm to a human, sure not in WWII times. It's not a copy/paste - simply stitching it to the body won't work.- you left the mutant's third hand on stomach with weapon so basically every prisoner is armed
Relative to Wolf3D engine this looks like nitpicking as well. You gotta suspend your dispelief a bit if you want to enjoy Wolf3D mods. Even Doom mods, heh- tree walls directly next to brick walls
This was my bad judgement (and if done now would be different), but I'm not a mapper, at least not a good one. Those levels were done properly by mappers - and then, much later (long story) I had to remap most of the freezing rooms without mapper's help. Most of wolfers in this room know exactly why and when in was made. I didn't do a perfect job, but most wolfers here know that if not for our initiative with LinuxWolf - this mod might not have ever seen light of day...and that would've been sad.- freezer walls frozen outside ouf room
AFAIR is was a secret level or area....and such have less realism obligations. Looks intentional by the mappers, hard to do this by mistake.- snow level mixed with summer level (he runs arround in a room for month or snow started to fall in summer?)
Heh, this is funny indeed- candles hanging directly under wooden roof (love that one)
Well, we didn't claim for our levels to represent a whole world. It's...a really big camp.- whole world became a prison
Thanks :)I'm sure you'l lenjoy our next projects :)We're working hard on those.It has some interesting ideas, features and lots of graphical animations
Heh...acceptedand personal opinion as a girl, color design of status bar is terrible
Last line can probably be misunderstood by some. As I'm not aware of anything particulary feminine in our next mods (well...at least 2 next mods) - just wanted to say he probably meant for the next mods to be better as mods...which is natural to any modding team. This hopefully should make them bigger hit with fans of any gender, regardless of gender that means.linuxwolf wrote:We hope our next mod will be a bigger hit with out female fans. Thanks Atina!