"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...
Just for the protocol - I never knew about Romanstein until only after I released "Femstein"...so I had no particular inspiration for the mod beside me not dating for a long time and thinking - Wolf3D engine will give me an opportunity to create a dream world were women are topless or even more than that...how cool such world could be...well...at that time, and before future nudists meetings - I still thought nude women walking around, stripped from any male imagination regarding them, are in any way sexy and not "walrus nestplace" reminding ...how naiive I was :)The sexiest women are dressed women who make our fantasy work extra time...now I know. But back then I was new to Wolf3D modding and tried to experiment with what I can do (what I thought was a male fantasy at the time) with this new thing/tool I have to make things I cannot do in other way/media...same was for "Sonder". Since then I'm less "rebellious". Age probablyThomas wrote:I know I bullshit around a lot, but I really mean that FemStein has a unique character about it.
So I felt that FemStein conjured up some of the insinuations but took it to a way more tasteful and professional level.
Gotta credit legendary WLHack too for coding and mapping...and using "False Spear" engine for it. And for giving me my first opportunity in Wolf3D modding.It's so thoroughly detailed and entertaining from A to B.
Not theSuuure this would go over well with girls
part of your post.That was a hilarious mod.
Won't confirm nor deny one of our mods in development to have female protagonist...Something for Team Raycast maybe?
It's not about how big is the team. This was our first big project as a team, team needs to find it's ways to work effectively and in sync, it's experience as a team...not only as single wolfer, even if everyone are great modders by themselves. Coders of this project changed too frequently and one even abandoned it, source was lost one time...mod developed far beyond our original scope, and mapping started too early (especially relative to coding...and even art at times) with no clear mapping overview/spots, 2 different mappers. Nowdays we prepare the mod much better before any mapping starts. It's art, then coding, then mapping. Many times it's in parallel, but still on this basic route, you don't start mapping until relevant code is done, or before relative art is done or map spot within global plot is clearly defined. Also some coders at the time were less managable and were adding features without proper notice or discussion and those required more and more maps revisiting or even scrapping...not like nowdays. We work much better as a team now....in "Eisenfaust" we were group of good modders - but still learning how to develop big projects and work in a team.Atina wrote:Especially the bigger the team is
Maybe they need special ammo for it...different caliber from what nazi usually use. Maybe gun is temporary blocked technically from being usable - till they will progress with experiments? Noone wants those not-fully-mutants to start shooting nazis. They may want to call those mutants again and again for more experiment attempts - and noone wants to stitch each time a new 3rd arm back to the body for each such attempt? Just more comfortable....for the goal to have 3rd arm working. Maybe they just wait for the brain to feel the new hand, accept it as their own and connect new brain routes to control it...internal brain rewire. Maybe nazis hope for natural body processes to accept the new hand - and meantime use those mutants for dirty works? Fresh air does miracle.And why they don't take that gun with other arm and start shooting? If maybe hand is too stiff why not chop it off if it's useless anyways and take the gun?
I don't want to...go into it right now.For the freezer walls you could have asked the mappers no?
I thought I found all, I spent alot of time walking the maps with "wall clipping" in 3D preview of ChaosEdit. Till Balames video - I thought I did a perfect job.Yes and so, it's not impossible if you take time for it?
Because not all players find it anyway, and because it's a nature of secret levels...in many other mods too (G&G0.5 anyone?). Still, we had more realism in them relative to some bonus maps...and sure relative to xmas pack maps.Why is a secret level bound to less realism?
This project was actually earlier one...I took nothing directly from Project X I can remember. Maybe Project X later took from us - or we had the same external "inspiration". Art was either from real photos, or new, or from Wolf3D or from other numerous old games.It seems to jump between Project X,
Original release was with recommendation to play the mod with no music at all, this is how I always played it myself, I hate to play it with music. I don't understand those who prefer to play it with music. But it's a choice for everyone. People did such nice tracks, it just felt wrong to disable them forcefully by default. I don't think many of the music fit their levels or at all.Oh and one thing. There are some overly epic music tracks which don't fit. If it's sounds like Final Fantasy and co then it belongs to somewhere else.
You know why...and if you don't - then you'll probably never understand....till you'll experience simular situation.Why censor it then and replace it with mutants and make rehashed version of Sonderkommando.
Not only that - into classic and safe BJ storyline....with mutants people are used to kill anyway and are less shocked by them suffering...and with non-red blood which looks less....you know.I like the mutants more cause it's drifting more into fantasy style
Changes were quite small...I think I just replaced frames of one gun (!), that's all.You also released this thing called Femstein in 2 versions.
You take things out of context guys. Mutant was used for reasons I've mentioned - and also because we already have frames for such (there is one very rational big reason to use mutants I can't mention here at this point - but I can mention that some other frames (cage ones) were originally made for (scrapped?) "Mutant Uprising" and many of them were made for in "WolfTC for Doomsday" times and released as artpack later... etc...) - and it was FAST (or at least looked like this at first). Context - was me needing to totally rework the other mod (without changing the maps - as mappers forbid that - so I needed current maps to fit new concept with simple art-per-art replacements) from a theme dominant and shown in every part of it - into something totally safe and as distant from the original as I can. This is not an easy task. To come up with a totally new plot to fit existing and detailed mod with finished maps (!) - not easy. (BTW the same was with "Femstein" - art was done first - plot - only later).I agree, in hindsight it might have been better to just have a hole or a hand with no gun even. Not something that bothers me too much, but I can see why someone would choose a different alternative.
Indeed. It was never the point.From what I know, that was not the point.
I'm so glad you did. I was feeling so guilty for that accident.Atina wrote:I still managed to read ronwolf's post.
Well, as I said - many different programmers, with different skill levels.Probably would expect some more fine-tuned bug squishing.
Could keep so many levels but shuffle the idea of them. You could start a level as prisoner itself without weapon and just live through 1 level by following orders. Guard opens door, drops hint paper on floor and you read that you need to obtain the wire cutter to fix some fence. Next thing is to pick up some food and bring it to them while you snatch a key to your cell.
Next level is a stealth level at night. You do nothing but sneak to some office where you got some plans of the area/war/prison/etc and go back to your cell. Next time it would be some planning with fellow mutants to get some weapons and break free.
Releasing this mod (reskinned) was LinuxWolf initiative -already after we "totally gave up on the idea" and were developing not less than 2 other new projects (LinuxWolf himself joined TR right into active BvsB development phase). So that was a sidework for both me and LinuxWolf, it's not like I started planning a remake right after cancellation of the original mod. Actually we did - but couldn't come up with the right plot at the time so abandoned that idea for quite a long time.You say yourself you thrown the graphics fast together to just get it out of the way with minimum work and jump into the next "big" project.
If we don't change the maps - whatever we could think of - would still make it a WWII era prisoner camp with labs/experiments and areas of gas coming out of the ceiling to make some rooms deadly...and with missions to blow up something, and cut some wires with wirecutter, with prisoner execution areas etc etc etc.......it's not like you can make this into anything....think about it some more - you'll see that in our particular mod you don't have too many options as for alternative plots/reskin. Other mods were much more WWII-generic. And still not fitting zombies I think...And you can change only the graphics of the other mods to make it a zombie mod. That's how mods were at beginning, simple graphic swaps but they also got their critizism for it.
I think it was a nice trubute to original Wolf3D the use of some classic sprites - where it fits the theme, wolfers love to meet their so beloved art in a mod they don't actually expect to find such, nice "cameo". Indeed not all art is consistent - but I still think this mod is relatively quite consistent to many other simular mods outthere. It does create a feeling...of a place.About project x + wolf3d i meant that it's a graphic resource salad, which makes it look like lot pieces don't fit together, just not so extreme here.
Obviously same goes for all departments hence the suggestion to make it smaller. How many bugs were killed before then?"Also - the larger is the projects coding-wise - the harder is to avoid bugs.
this mod had more testing than any Wolf3D mod in human history
it was tested more than any other Wolf3D mod in Wolf3D modding history
It's like you give the right answers to wrong questions
How can i give right answer to wrong question if question was what vision i have for a possible potential/idea?Insert quote of deleted post here
Where did i mention scripting/game-movie like things? I mentioned quite few simple things which would only need few pick up items and invisible mode.You describe what I call nowdays, "mod/scene scripting"
Why would it still be it a prison if you change all the graphics? You could replace the "gas" sprite with a lava sprite and make it a volcano room. And the wire cutter, who doesn't need one if there are fences/cables/strings/guts that could be cut with? Or make it an axe and the fence a wooden piece. Resident Evil (to bridge it to some new mod) has zombies, prisons, explosive missions etcit's not like you can make this into anything.
The biggest limit which needs to be dodged will be the ears. Maybe you should think about it some more?Sky is the limit
Ron already said that if it'd be made nowdays by TR - it'd have much less maps. You can see such approach already in BvsB...noone claimed it has too many maps, heh It had many themes over little levels.Atina wrote:Obviously same goes for all departments hence the suggestion to make it smaller.
Well, it has long list of possible broken records I can think of... hehBtw. it is also the most censored Wolf3D mod in Wolf3D modding history.
How can I reply to suggestion for a mod we don't plan to make or remake at this point? It's a suggestion for a mod that doesn't exist and is not developed.How can i give right answer to wrong question if question was what vision i have for a possible potential/idea?
If we're changing all of something (some mod's area) - it's easier to make a new mod sometimes - than working hard to find a use of maps made for other theme, plot...why not to rework all maps? Or all code?Why would it still be it a prison if you change all the graphics?
Volcano room....sure...that fits ton of plots...So one is walking in a camp that have volcano rooms...You could replace the "gas" sprite with a lava sprite and make it a volcano room.
This is nice idea actually. For zombie mod.Or make it an axe and the fence a wooden piece.
I don't like that small moon nightsky as well (but I'm less picky about it). Ok, I'll consider to use new star sky for one of future mods...don't promice though. I think I've made such sky before....was it for "Eridu" project? Probably....it had space battles in it's plot...with no moon in sight. I'll check my old Eridu folders.Other mods have mixed graphics and a moon sky but it still makes the graphics mixed and the moon small.
Secret levels tend to be more along the lines of a joke than insanely unrealistic but they are still bound more less to the realism of it's own universe. The pacman thing is something unrealistic but if id took the star-sky walls and put space invader enemies instead it would be bit out of pace i think.
Wolf3d areas are recognizable to some degree but i meant the whole thing as one. Used "area" from the mod instead of "level". There it goes level after level and you can't say for sure if you are still in the cellar (not the pink basement slime horror) or on middle of the castle.
Hard to say. In numbers maybe a 7 of 10 and with all those overhappy opnions about the holy grail maybe 6 of 10.
Whatever MrWolfForever wants to know or thinks to know when reading this - JUST NO)
Wasn't it Wolfenstein 3D or also Return To Castle Wolfenstein where you are only 1 episode of the game in the actual castle.
Could keep so many levels but shuffle the idea of them. You could start a level as prisoner itself without weapon and just live through 1 level by following orders. Guard opens door, drops hint paper on floor and you read that you need to obtain the wire cutter to fix some fence. Next thing is to pick up some food and bring it to them while you snatch a key to your cell.
Next level is a stealth level at night. You do nothing but sneak to some office where you got some plans of the area/war/prison/etc and go back to your cell. Next time it would be some planning with fellow mutants to get some weapons and break free.
Eventually 3 not too long levels (though all the 1 same level but with different blocking zones (guards) or more advanced by using floor codes. If you try to leave they start to shoot you) which still look a prison but will give it some variety by not shooting and just picking up some items.
The loading times could be explained by going to bed in prison cell.
The other time they capture you and transfer you to the next harder prison or to some lab. Or you end up being bound to a wall (player movement 0) and are about being shot.
Or find an item in each level which you will have to give some hidden mutant leader to create an escape for others. Something like the "The Great Escape". Keep it smaller but more fine tuned (something that also applies to my mod) or make it bigger and tune it even more
You could take your creative stealth mod ideas while doomjedi does the graphics from scratch which would take the potential of both. It could be a ninja mod where you have to escape from an ancient prison. You don't need to give lot weapons cause you would need to find a way to avoid enemies or hide somewhere and therefore you could avoid bigger stuff like mounted guns/snipers etc.
And again I'm here to remind us "Origins" is a mutanty reskin of a more realistic mod about very specific place which bounded us to some things...we couldn't add endless themes because the original camp was limited in such...and we couldn't go too far in our imagination. We did have quite some themes to cover I think all we could think of, beside toilet areas maybe. What other "themes" could we originally add?I think it might be both, though it's been a while since I've played RTCW. But this relates to the level number as well, it's just too many levels in one setting. And sure you can have different settings within the main setting, but it still takes place in one camp.
My thoughts exactly. As we don't plan to remake "Origins" - such ideas can go to waste...maybe you should try to do mutant mod the "right way".Are you working on a mod yourself, Atina? You have some good ideas, very creative, would be cool to see you create a mod.
You're one twisted individual Doom Jedi.doomjedi wrote:Not only more extended labs, but different phases and tools of mutant making...I could imagine even area with weird disfigured (attacking) mutants from all the failed experiments....2 heads, 4 legs....whatever. Maybe shooting range to train mutants to aim well, even training gym...etc etc....Rooms with mutants being brainwashed listening to nazi radio....
Sorry to hear that...but it's hardly surprising. But we are all humans, I myself find it hard to stop adding ideas to a mod.Atina wrote:yeah i am working on a mod for like 2 years now, but cause of too
many creative ideas, constant features adding
Fantastic mod, was really inspiring for me. Showed some creative ideas and strong potential. Underpeciated mod it is, a bit under the radar. I see now it even has youtube walkthroughs...niiiiceSo far i made only some levels for deathtrigger.
Let's forget it (?)....so many expectations...don't want to dissapoint.I dare to ask which records would that be?
Isn't that illegal?Officer-Michael John wrote:officer in the dog.