I'm interested in what you guys think of this addon now the bugs have been fixed. I think it's turned out pretty well. Latest version is at http://www.belowe.com/cod1.zip .
4 posters
Cover Of Darkness By Liso1 And Mek
Poll
How do you rate it?
- [ 1 ]
- [20%]
- [ 2 ]
- [40%]
- [ 1 ]
- [20%]
- [ 0 ]
- [0%]
- [ 1 ]
- [20%]
Total Votes: 5
Schabbs- Extreme Wolfer
Number of posts : 3036
Location : London, England.
Job : Retired
Hobbie : Playing Wolf3D/ROTT, eating out, travel, music, snooker
Registration date : 2007-03-24
- Post n°1
Cover Of Darkness By Liso1 And Mek
Brian.
Cat Productions - mapper
lilmanjs- Hardcore Wolfer
Number of posts : 1143
Age : 35
Location : kansas, U.S.A
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Message : what would we do without wolf3d?
Registration date : 2007-04-17
I have been playing the various versions of this mod including the final version and while its very good I just didn't seem to get the feeling I get when playing dome awarded mods.
Mods being worked on:
The Mutant Uprising, Final Fight 2
Mod ideas:
Stargate SG-1 addon, Mega Man addon
Team Aardwolf Mods:
The Mutant Uprising, Ghost
Mods being worked on with other people:
Return to Castle Hollehammer with Raziel A. (Karharis)
Award winning mods:
The Final Fight
doomjedi- Hardcore Wolfer
Number of posts : 1378
Age : 45
Location : Israel
Hobbie : Gaming and Modding, Pixel Art
Registration date : 2007-03-26
Well, I play it every day. It's quite fun, with lots of enemies and such. Otherwise I wouldn't have been playing it that much
Still, I give it only "good". It has originality and "fun factor"
.
But many maps look like tutorial "show" maps with one mapping feature/pattern taken into the extreme.
Also the levels are too simmetrical or having repeatable pattern.
It gives a feeling of unexperienced mappers. And that's beside that there is still some pitch in the sound of lime guard dying, and some wrong "Hilter Ghost firing ball" sprite used instead of scenery...a mistake? If not - please tell me what they are supposed to be.
Textures are selected from ROTT the way that their meaning and purpose/style is very ambivalent, and you don't feel you "understand" the textures or ther purpose. Poor wall texture selection overall.
Overall, for a first mod its a very fun mod. Dome award for it seems too much, but there is some good creativity and talent I can see even through all the weaknesses of the mapping. I enjoyed some very unique mapping patterns in this mod, including areas or run&shoot corridors.
Still, I give it only "good". It has originality and "fun factor"
.
But many maps look like tutorial "show" maps with one mapping feature/pattern taken into the extreme.
Also the levels are too simmetrical or having repeatable pattern.
It gives a feeling of unexperienced mappers. And that's beside that there is still some pitch in the sound of lime guard dying, and some wrong "Hilter Ghost firing ball" sprite used instead of scenery...a mistake? If not - please tell me what they are supposed to be.
Textures are selected from ROTT the way that their meaning and purpose/style is very ambivalent, and you don't feel you "understand" the textures or ther purpose. Poor wall texture selection overall.
Overall, for a first mod its a very fun mod. Dome award for it seems too much, but there is some good creativity and talent I can see even through all the weaknesses of the mapping. I enjoyed some very unique mapping patterns in this mod, including areas or run&shoot corridors.
Schabbs- Extreme Wolfer
Number of posts : 3036
Location : London, England.
Job : Retired
Hobbie : Playing Wolf3D/ROTT, eating out, travel, music, snooker
Registration date : 2007-03-24
Thanks guys for the input. The basic overall impression I get is that the mod was good but not good enough for an award.
@doomjedi
Yes, there were some levels, the third level of episodes usually, that were taken to extremes. I found some of these boring due to the lack of decoration and the symmetrical aspect of them, but there were some ideas in there that I've not seen before and I found quite interesting. The Hitler Ghost fireball I believe was meant to be a lamp and replaces the floor lamp. However, I agree it doesn't look right as it is. I did take a lot of these objects out. I didn't notice anything wrong with the sound of the lime green guard dying though.
@doomjedi
Yes, there were some levels, the third level of episodes usually, that were taken to extremes. I found some of these boring due to the lack of decoration and the symmetrical aspect of them, but there were some ideas in there that I've not seen before and I found quite interesting. The Hitler Ghost fireball I believe was meant to be a lamp and replaces the floor lamp. However, I agree it doesn't look right as it is. I did take a lot of these objects out. I didn't notice anything wrong with the sound of the lime green guard dying though.
Brian.
Cat Productions - mapper
Dark_wizzie- I am Death Incarnate!
Number of posts : 5120
Age : 30
Location : California, USA
Job : Investor
Hobbie : Computers, chess, computer chess, fashion, and philosophy
Message : I made this forum when I was 13
Registration date : 2007-03-24
Hm...interesting level ideas??? I gotta pop this in for my chaos edit... I love interesting level ideas. That's the main point of my mod.
Wolf3d Haven
Minute Logic Blog
doomjedi- Hardcore Wolfer
Number of posts : 1378
Age : 45
Location : Israel
Hobbie : Gaming and Modding, Pixel Art
Registration date : 2007-03-26
Yeah. You've got my impression right. Good, but not for Dome award.
Usually in 40-60 maps mods I rarely play all of the episodes, and even if so - not more than a few maps in each (beside some of the most known mods). Here I finished almost all of the levels. It's fun. I love the large amount of enemies.
...I wish you'd help me with mapping of my mods...you seem to help many projects with mapping. Though I don't seem to see you like to map on more advanced engines with floor/ceiling textures and such stuff.
Usually in 40-60 maps mods I rarely play all of the episodes, and even if so - not more than a few maps in each (beside some of the most known mods). Here I finished almost all of the levels. It's fun. I love the large amount of enemies.
...I wish you'd help me with mapping of my mods...you seem to help many projects with mapping. Though I don't seem to see you like to map on more advanced engines with floor/ceiling textures and such stuff.
Schabbs- Extreme Wolfer
Number of posts : 3036
Location : London, England.
Job : Retired
Hobbie : Playing Wolf3D/ROTT, eating out, travel, music, snooker
Registration date : 2007-03-24
doomjedi wrote:
...I wish you'd help me with mapping of my mods...you seem to help many projects with mapping. Though I don't seem to see you like to map on more advanced engines with floor/ceiling textures and such stuff.
If you'd like me to go over any of your levels, I'd be happy to do so.
Brian.
Cat Productions - mapper
doomjedi- Hardcore Wolfer
Number of posts : 1378
Age : 45
Location : Israel
Hobbie : Gaming and Modding, Pixel Art
Registration date : 2007-03-26
Never mind....I meant making new levels rather than beta testing existing ones.If you'd like me to go over any of your levels, I'd be happy to do so.
Dark_wizzie- I am Death Incarnate!
Number of posts : 5120
Age : 30
Location : California, USA
Job : Investor
Hobbie : Computers, chess, computer chess, fashion, and philosophy
Message : I made this forum when I was 13
Registration date : 2007-03-24
After popping this package into chaosedit, I think that this add-on has potential. I like some of the ideas, which are new to me. I like incoperating new ideas of pushwall puzzles to my add-on.
Wolf3d Haven
Minute Logic Blog