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Old 03-07-2008, 07:16 PM   #1
William Gee

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a WG MOD.
Medieval / nature / DooM theme.

Having a lot of fun building this one.








Only just started it recently though. This isn't WGR2 :P its a totally different mod.
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Last edited by William Gee; 03-08-2008 at 04:01 AM.
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Old 03-07-2008, 07:18 PM   #2
Quakis

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Re: a WG MOD.
I really like the style of it, quite different from WGR which is good. Is WGR2 still in progress though?
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Old 03-07-2008, 07:22 PM   #3
William Gee

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Re: a WG MOD.
Thanks.

yeah wgr2 is just on hold till I want to build on it again.

So much easier and fun to build in classic atm. This Mod has more of a DooMish/Quake theme to it. mixed with nature.

Having a lot of fun editing textures too.
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Old 03-07-2008, 07:33 PM   #4
Steve

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Re: a WG MOD.
That's pretty cool.
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Old 03-08-2008, 12:00 AM   #5
Spiker

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Re: a WG MOD.
And where is the crossbow?
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Old 03-08-2008, 11:50 PM   #6
William Gee

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Re: a WG MOD.
Weapons will come. - Possibly with an explosive arrow DT is helping with enemies and weapons.

Some newer screenshots using some edited textures I made today.

The last screen shot shows some enemies that may be used, (Or not) and DT has given me the art to a lot of awesome enemies not shown here as well.







Pitty about the pistol. :wacko:
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Old 03-09-2008, 01:08 AM   #7
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Re: a WG MOD.
Looking good. (y)

Quote:
Pitty about the pistol. :wacko:
I'm quite sure that: That smiley only works on AMC...
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Old 03-09-2008, 05:09 AM   #8
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Re: a WG MOD.
Reminds me a second episode of Fusion TC But these maps here, are waay bettah
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Old 03-10-2008, 01:28 AM   #9
William Gee

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Re: a WG MOD.
Thanks thats a big complement. some other those enemies will be scraped and replaced though.

An evil graveyard :P Just edited the texture with the flowers and evil face after work today. :wacko:

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Old 03-10-2008, 01:43 AM   #10
Hellbound
 

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Re: a WG MOD.
These blue torches from Doom, don't fit there very well... should be replaced IMO Otherwise, it all looks good!
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Old 03-10-2008, 01:59 AM   #11
Dreams

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Re: a WG MOD.
Looks very good!
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Old 03-10-2008, 02:44 AM   #12
KaiHanshen
Re: a WG MOD.
Quote:
Originally Posted by Hellbound View Post
from Doom
OH, someone put something specially from another game, while we ignore the fact that it's meant for ambience, and while we ignore those Mancubus mosaics on the Cemetary walls, because they even fit so well on a Build game, how could they!!!1
.
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Old 03-10-2008, 04:06 AM   #13
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Re: a WG MOD.
I don't have any problems about these Doom textures, just these torches don't fit there
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Old 03-10-2008, 08:43 AM   #14
DeeperThought

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Re: a WG MOD.
This mod is very early in development. We're still at the stage of rip..*cough *cough...gathering the resources we will need. And not just textures...The enemies are going to be pretty awesome, if I do say so myself.

Some of the graphical content will be original, though. At some point down the road we will probably need help with weapon art.
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Old 03-10-2008, 09:21 AM   #15
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Re: a WG MOD.
Quote:
Originally Posted by DeeperThought View Post
We're still at the stage of rip..*cough *cough...gathering the resources we will need.
Hahahaha! PWNED!

What weapons do you need guys? And those have to be in 8-bit, right? PM me, I'll se what I can do.
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Old 03-11-2008, 11:47 PM   #16
William Gee

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Re: a WG MOD.
Sweet, so we now have cons, enemies, weapons, art, maps, sounds n music sorted.

Progress is going very good, I edit a few new textures every day and some building, and as far as I know, DT has been doing some heavy work on the enemies and code.
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Old 03-12-2008, 12:29 AM   #17
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by William Gee View Post
Sweet, so we now have cons, enemies, weapons, art, maps, sounds n music sorted.

Progress is going very good, I edit a few new textures every day and some building, and as far as I know, DT has been doing some heavy work on the enemies and code.
We have music? I missed something.

Yeah, I've been working on the enemies (Vista hates Editart, even with DosBox, so it's been kinda rough), and I'm also trying to get a code base into shape.
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Old 03-12-2008, 09:58 PM   #18
William Gee

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Re: a WG MOD.
I have a pretty good idea of what music I will be using. (I have a mind set on the atmosphere/feeling of the mod) and I already have a idea of the music for that.) (as well as the ambiance sounds, that I already have but didn't add yet.)

The direction of the mod is going - Medieval/Quake/DooM/Nature style. Or like Unreal without any hightech stuff.

Edit: I have seen the sword made by Hellbound, and its extreamly awesome. Thanks man!
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Old 03-13-2008, 04:55 AM   #19
Hellbound
 

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Re: a WG MOD.
Quote:
Originally Posted by William Gee View Post
Edit: I have seen the sword made by Hellbound, and its extreamly awesome. Thanks man!
Hehe, no problem Shield is on it's way
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Old 03-14-2008, 07:06 AM   #20
KaiHanshen
Re: a WG MOD.
Quote:
Medieval/Quake/DooM/Nature style
So, lemme rethink that, you wanna make a Cyberpunk style TC, with Medieval ambience, or no guns?
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Old 03-14-2008, 08:11 AM   #21
DeeperThought

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Re: a WG MOD.
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Originally Posted by KaiHanshen View Post
So, lemme rethink that, you wanna make a Cyberpunk style TC, with Medieval ambience, or no guns?
Unless something has changed since our last discussion about it, there will be a few guns. We have ways of making them fit the theme.
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Old 03-14-2008, 05:26 PM   #22
DeeperThought

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Re: a WG MOD.
Here is a little video which shows the player walking around in an unfinished map by WG with a sword and shield. The sword and shield were made entirely by Hellbound (although I wrote the display code). The sword has other animations not shown.

Nothing you see here is final. I'm posting it mainly because Hellbound said it would be motivating .




EDIT: In case it isn't obvious, I want to point out that the graphics in this mod are entirely 8-bit. There are no models or hi-res sprites.
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Old 03-14-2008, 05:30 PM   #23
William Gee

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Re: a WG MOD.
I think the sword/shield is fantastic and fits perfectly. Awesome work!
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Old 03-14-2008, 06:10 PM   #24
Plagman

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Re: a WG MOD.
I guess you already thought about that, but having the shield and sword sway separately and the sword slightly rotating when walking would probably look awesome.
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Old 03-14-2008, 06:29 PM   #25
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Plagman View Post
I guess you already thought about that, but having the shield and sword sway separately and the sword slightly rotating when walking would probably look awesome.
Yes, I had thought of that

The sword rotation is a bit problematic because that involves rotating the whole sprite, which makes the hand at the bottom move back and forth quite a bit. The separate movement of sword and shield I just haven't gotten around to yet.
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Old 03-14-2008, 07:58 PM   #26
Hellbound
 

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Re: a WG MOD.
Whoa, looks good! I'll take some time for some improvements... tomorrow I have the whole free day
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Old 03-14-2008, 08:15 PM   #27
Usurper

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Re: a WG MOD.
Real nice animation on the shield.
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Old 03-14-2008, 09:05 PM   #28
eyceguy

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Re: a WG MOD.
watching that video instantly made me think of morrowind/oblivion

and that sword and shield look amazing. i thought they were models until i read the rest of the post. simply amazing
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Old 03-14-2008, 09:15 PM   #29
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Hellbound View Post
Whoa, looks good! I'll take some time for some improvements... tomorrow I have the whole free day
While you're at it... I was just talking to WG and we decided there will be torches the player can hold. They will be used to light dark areas and burn some tough spider webs (and I guess they could also start fires if you throw 'em). The dynamic lighting code is already in (from Duke Plus) so we just need art for the player holding the torch .

I hope the fire isn't too much of a problem. I suppose I could always just put the Duke fire frames on the screen where the torch is, but I'm not sure if that will look good.

@Usurper: Isn't it nice how rotatesprite can make one tile look like animation?
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Old 03-15-2008, 12:29 AM   #30
William Gee

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Re: a WG MOD.
This is now something totally different from anything I have ever worked on..

There is progress on many other things as well. Such as Doors that are possessed and attack you, arms that come out of walls and grab/scratch you, spiderwebs that you can burn down with a torch, wooden planks that can be smashed by the sword, and a few enemies that DT is working on.

Something spooky I am thinking is a hand that comes out of the grave and grabs you. :P
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Old 03-15-2008, 01:42 AM   #31
Spiker

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Re: a WG MOD.
If it's only 8bit then it's looks too good hehe Bravo! I'm looking forward to this one! In fact when I was a kid and played build games I always dreamt of something like this. Medieval theme with swords, crossbows and so on

Of course after successful version 1.0 this mod can be developed to even greater one later.

Don't forget about the boulder traps, I think they fit this theme perfectly
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Old 03-15-2008, 05:19 AM   #32
Aherin
Re: a WG MOD.
This is starting to look really promising. Have you fellas thought of a name or filled out a story yet? Or is it still very early days?
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Old 03-15-2008, 05:33 AM   #33
William Gee

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Re: a WG MOD.
Its very early stages. (No name yet) No story yet, although DT and I did talk about some stuff, but we will see how the mod develops before saying anything.

Anyways new pic with some edited textures I added today.
Gotta have a dungeon. :wacko:
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Old 03-15-2008, 06:32 AM   #34
Spiker

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Re: a WG MOD.
Dungeon = Boulders

I've been playing Dungeon Keeper even yesterday. This pic looks quite similar
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Old 03-15-2008, 06:55 AM   #35
Hellbound
 

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Re: a WG MOD.
NICE!

It's cool to make some mod with someone who is well-known of his map producing skills. Mappers are always the biggest problem
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Old 03-15-2008, 10:14 AM   #36
Daedolon
Re: a WG MOD.
Holy Hell! That dungeon shot must be rewarded with a "The Best Mod of 2008", no question.

Loving those other screenshots as well, the only thing that really boggles me is the grey floor texture that looks like cloth.
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Old 03-15-2008, 03:01 PM   #37
William Gee

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Re: a WG MOD.
Thanks guys.

Its pretty cool the stuff that can still be done with classic mode.
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Old 03-15-2008, 09:26 PM   #38
William Gee

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Re: a WG MOD.
Thanks!

Couple new shots.


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Old 03-16-2008, 03:58 AM   #39
Hellbound
 

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Re: a WG MOD.
Cool! Can't wait to get in that cave on first screenshot, with torch :x
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Old 03-16-2008, 06:51 AM   #40
Loke

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Re: a WG MOD.
Do want.
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