03-07-2008, 07:16 PM | #1 |
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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03-07-2008, 07:18 PM | #2 |
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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03-07-2008, 07:22 PM | #3 |
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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03-07-2008, 07:33 PM | #4 |
Re: a WG MOD.
That's pretty cool.
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03-08-2008, 12:00 AM | #5 |
Re: a WG MOD.
And where is the crossbow?
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03-08-2008, 11:50 PM | #6 |
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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03-09-2008, 01:08 AM | #7 | |
Re: a WG MOD.
Looking good. (y)
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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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03-10-2008, 01:28 AM | #9 |
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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03-10-2008, 01:43 AM | #10 |
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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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03-10-2008, 01:59 AM | #11 |
Re: a WG MOD.
Looks very good!
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03-10-2008, 02:44 AM | #12 |
Re: a WG MOD.
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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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03-10-2008, 08:43 AM | #14 |
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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03-10-2008, 09:21 AM | #15 |
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Re: a WG MOD.
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03-11-2008, 11:47 PM | #16 |
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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03-12-2008, 12:29 AM | #17 | |
Re: a WG MOD.
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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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03-12-2008, 09:58 PM | #18 |
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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Last edited by William Gee; 03-13-2008 at 12:54 AM.
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03-13-2008, 04:55 AM | #19 |
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Re: a WG MOD.
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03-14-2008, 07:06 AM | #20 | |
Re: a WG MOD.
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03-14-2008, 08:11 AM | #21 |
Re: a WG MOD.
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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03-14-2008, 05:26 PM | #22 |
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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Last edited by DeeperThought; 03-14-2008 at 05:34 PM.
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03-14-2008, 05:30 PM | #23 |
Re: a WG MOD.
I think the sword/shield is fantastic and fits perfectly. Awesome work!
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03-14-2008, 06:29 PM | #25 | |
Re: a WG MOD.
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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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03-14-2008, 07:58 PM | #26 |
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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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03-14-2008, 08:15 PM | #27 |
Re: a WG MOD.
Real nice animation on the shield.
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03-14-2008, 09:05 PM | #28 |
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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03-14-2008, 09:15 PM | #29 | |
Re: a WG MOD.
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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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03-15-2008, 12:29 AM | #30 |
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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03-15-2008, 01:42 AM | #31 |
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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03-15-2008, 05:19 AM | #32 |
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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03-15-2008, 05:33 AM | #33 |
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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03-15-2008, 06:32 AM | #34 |
Re: a WG MOD.
Dungeon = Boulders
I've been playing Dungeon Keeper even yesterday. This pic looks quite similar |
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03-15-2008, 06:55 AM | #35 |
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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 |
03-15-2008, 10:14 AM | #36 |
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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03-15-2008, 03:01 PM | #37 |
Re: a WG MOD.
Thanks guys.
Its pretty cool the stuff that can still be done with classic mode.
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03-15-2008, 09:26 PM | #38 |
Re: a WG MOD.
Thanks!
Couple new shots.
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03-16-2008, 03:58 AM | #39 |
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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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03-16-2008, 06:51 AM | #40 |
Re: a WG MOD.
Do want.
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