At best, I lowered the view of the player to give the feeling of not being a giant. I like These tips and I'm happy that someone wants to give me advice to improve the gameplay of this "shit", but I think I will adopt for the next version. It's a big project, and mashing up several mods & brutal doom makes it feel unpolished and the gameplay inconsistent. It would be better for some parts of this mod to be built up from scratch to have a more unique feel and be more cohesive. SilverShield wrote:Just curious what aspects of v3.0 did you think were bad? I'd like the idea of an updated wolfenstein3d project that would stay true and keep the same charm as the original (ish), and not be exactly be like brutal doom & doom.
The full version featured 20 levels, played on the first two episodes. The storyline was more contemporary and modern, and real-life photos were among the new graphics. A 10-level demo was released in August 2004, and the setting was inspired by Waight's native California. It's a big project, and mashing up several mods & brutal doom makes it feel unpolished and the gameplay inconsistent. Brutal Damage is a mod for registered Wolfenstein, made by Joshua Waight. In general the gameplay felt too similar to brutal doom and it didnt fit. Doom is a quicker paced game than the original Wolfenstein so it worked with brutal doom. Weapon rof seem too quick and lethal for the game balance maybe, etc. The reason being is that the levels in Wolfenstein are generally small rooms compared to doom. I don't think having it the same as Brutal Doom here works and it feels out of place. The excessive gore and huge recoil + bullet hit sparks of weapons seem overdone. The player height was too tall (head was basically at ceiling level) and this looked weird with free mouselook. Just curious what aspects of v3.0 did you think were bad? I'd like the idea of an updated wolfenstein3d project that would stay true and keep the same charm as the original (ish), and not be exactly be like brutal doom & doom.