Closed Username-N00b-is-not-available closed 3 years ago
Awesome work on the feedback. Currently I am focusing on writing the dialogues between C3M2 and C3M3 so maybe Virg can concentrate on the maps.
By the way, do you want to join the team and help fixing issues directly? That would make things easier in a lot of cases :)
Exactly. I will add you in a few minutes :) What do you mean with PR?
Looks like everything is working now, thank you for the invitation. PR #189 is about lifts which were able to get blocked by players. --N00b
So, what's the team's opinion on the gold count in C3 (if you have not read my statistics post, here it is: https://github.com/Realm667/WolfenDoom/issues/178#issuecomment-600817460)? Also, can we add more gold also to C1 and C2? I think that it will only benefit the maps if the new gold is thoroughly hidden or 'protected' by puzzles of some sorts. I'm thinking about:
This will be useful for players who experience a sudden difficulty increase, so they can spend more gold on HP and other items in the shop; they will just have to explore a bit more.
I'm asking this to know if I should think about it further and possibly implement it or just drop the idea.
It would also be more convenient for the player if the spies had some distinct greeting animations, for example, like this or this. It may be a bit silly, but it may help distinguishing them from actual enemies. This is a request, I will most probably drown in sprites if I try to do it by myself.
I am okay with adding a lot more gold to C3 (currently it's simply not playtested yet) and I am also okay with adding some more gold to C1 and C2 as I agree if you say these maps benefit from that.
I am also okay when it comes to the placement of secret safes in cabinets, moving bookcases, gold in bricks, but I'd really avoid secrets across several maps. The mod currently is already so packed with features and stuff you need to remember, so we need to avoid these things.
One good example for a secret is in C1M1 where you hit a switch on a desk, a image on the wall opens and reveals a secret. Such things are definitely appreciated. Feel free to implement 1-2 examples that I can test before you go over all maps :)
Regarding the distinctive animation, I'd avoid that as it would mean a lot of planning and sprite work. Instead I like the way it is currently implemented but maybe AFA has another idea of making spies more obviously spies before you are too fast with shooting them @AFADoomer
@Tormentor667:
The mod currently is already so packed with features and stuff you need to remember
Do you mean here 'the players need to remember' or 'the developers need to remember'? If it is the first, then, to be honest, I cannot remember any at all (if we are not talking about the basic gameplay mechanics or story, of course). Also, the secrets will not be mandatory at all, I doubt that will lead to any frustration among players. Anyway, you have the last word on this.
I plan to add around 2000 gold to C3 so that the effective total becomes around 2800 (for comparison, maxing the health in C3 costs 1500, and there are some expensive items in the shop). Maybe adding 100 gold into C1 (spreading in some secrets across M3, for example) and 250 for C2 (mostly M2 and M5_A, but also a bit in M4) would be enough.
Yeah, the hidden key in the officer's room also was in my thoughts when I was writing the previous post.
I actually mean 'the players need to remember'. Just check this page, it lists all the new features in Blade of Agony from a gameplay point of view. Now add the mission objectives as well and you are loaded with information to think about when playing the mod.
Link: https://boa.realm667.com/index.php/hints
Regarding the gold, it's more than enough so I am okay with it :)
This message is reserved for new secrets. Please edit this message if you have comments.
Edit (27 Mar 2020): I am currently working on gold in C3M2, maybe tomorrow I will make a PR with changes. 447 gold and counting.
I like it, just improved it a bit and committed it.
I'll try to play through C3 once again on commit https://github.com/Realm667/WolfenDoom/commit/ec9f61001208ae91c83ab386e0e401450b1bb3fb, the post will be updated. Aaahhh, got the notarget problem again on C3M1_A. The save crash is persistent! Playthrough is done (ahem, again up to C3M3...), report is to come tomorrow. Also, I still feel quite retarded because of unability to open the combination safes; I rotate the wheel, press use or enter at needed positions, but nothing happens. @AFADoomer: please explain how the safe opening should work.
The one in C3M3_A has the wrong message on the note, so won't open with that code... For now, if you set the 'developer' CVAR to something other than 0, the correct combo will print to the console when you use the safe. Spin left (left strafe/left arrow key) first to the 1st number, right to the second number, the left again to the third, then press enter/use. Check TEST_LDR for easy practice. - AFA
The post has been updated.
Fixed a lot of issues and uploaded the coresponding maps with today's commit.
I am fixing c3m3_A windows, and later I guess buildings will be replaced with models as agreed on team chat.
SS guards just disappear after the explosion (which is also too small for the accompanying text), lowering the killcount.
@Username-N00b-is-not-available would it make sense to first freeze the enemies, then fade them out (scriptwise) and then kill them and a tic later remove them? Or what would be a good solution for that?
Due to nature of C3M2 (constantly spawning and de-spawning enemies) it may not be possible to achieve 100% during a normal playthrough.
@Username-N00b-is-not-available what could be changed here? The spawning and despawning is important for the map to work as it works.
It is possible to play the map using 'brute force' (this way Stierlitz's scripted messages make little sense).
@Username-N00b-is-not-available ideas on how to avoid the bruteforcing technique?
Zyklonstein and Zombie Butcher have too much health, and killing them yields almost nothing. There is no reason to waste ammo on them, as in the complex layout the player can run away and hide easily.
@Ozymandias81 I'd suggest making them drop more souls (Zyklonstein 100 souls, Zombiebutcher 50 souls), these open secrets in the upcoming maps. Can you take care f that?
Mengele and Morell fights (especially the latter) could be made more fun to play through by weakening their instakill attacks and giving them large area denial attacks which slowly chip through the player health (2–3hp/s, like on a damaging floor), so the player has to kill them ASAP instead of taking potshots at them from cover.
@Username-N00b-is-not-available do you think you can take care of that? I'd be happy to see this in action for the Mengele battle (the player could avoid the floor damage by jumping on tables). For Morell I am not sure if the same approach would work, we need something different here.
C3M5_B has some secrets with missing moving-block polyobjects.
@Username-N00b-is-not-available can you elaborate this a bit where the missing polyobjects are?
@Tormentor667
Speaking of Chapter 3 feedback, how the HECK am I supposed to get the key in this area on C3M5_C?
If I just pick up the red key, that will alert everyone there. If I take out a gun and shoot everyone, that will raise alarms in other places, and prevent me from making any further progress.
@Talon1024 AFAIK just the key pickup won't alert the enemies, it's the Gestapo officers who might (or might not) blow your cover and raise the alarm. At least it was such when I played this mission. With some luck it was possible for me to sneak up to the key and steal it without everyone noticing; maybe this was changed recently, IDK.
If I take out a gun and shoot everyone, that will raise alarms in other places, and prevent me from making any further progress.
How so? You have lots of weapons, even a Nebelwerfer if you aren't 'knife-starting' the map, and plenty of health and resources.
The pickup alert a certain amount of enemies, only those tagged 237, thanks also to SeePlayer script. In order to survive you have to kill all of them and then break the alarmpanel (probaby best if done before the pickup) in the room as fast as you can, you'll probably have to deal with Gestapo and 2 more soldiers, but staying crouched after that will make you safe again
Selected enemies are tagged 237, the gestapo will roam inside the room and we also have two SSGuards on left/right wings to deal with.
EDIT: In my incoming commit, now 2 SSOfficers will be present only with skill 3-4
Fixed a few things and made a commit today.
I recently played through C3M0_A, and I have a few things to say about it:
@Tormentor667 - A couple of things that something said in the Doomworld thread for the mod brought to mind... ("...none of them actually dies")
I thought this had been addressed before, but are the prisoners in C3M1_A intended to be killable? Right now they can be killed under sustained fire (and they don't ever duck). Also, the mini-scene with the two "firing squad" SS when you climb under the fence still effectively has prisoners lined up to be shot, and being fired on... Is that intended to change?
@Talon1024 - I took care of point 1, but regarding point 2-4 you might want to read my comment here: https://github.com/Realm667/WolfenDoom/commit/96b358801af21bd2f99733c00fe0b1ccd4cbc668
@AFADoomer - Yes, I totally missed that actually, the execution scene. I updated my comment there, though we might want to talk about this here again. The scene is somehow necessary for atmospheric reasons and to show how dangerous this place is. Regarding making the prisoners killable under sustained fire, I am not sure about it. What do you suggest? I thought @Ozymandias81 made them non-killable but maybe I misunderstood that,
On a FB discussion we said it was okay to have them killable again under sustained fire (but we discarded the lose money thing and instead went for friendly crosshair indicator, since DoomJedi said they would have turned as bullets sponge which may also block line of fire, or something like that) but afaik they should be invulnerable. For the execution scenes (c2m1 and c3m1) one can trigger the Death state or just make killable variants for them though, or change flags scriptwise on map. Today I don't have time at all, maybe tomorrow will get better but please set this in stone and decide once for all.
The firing squad scene has them firing at wall textures, and with already dead bodies on the ground, so I don't think it's an issue. Plus apparently the Nazis are bad shots, so the people on the wall stay alive...
I made some changes to the A_WanderGoal function and prisoner behavior in 85c498276cf84f4dd41dcb31d75002f4c43303be to make them actually react to being shot at, even if they aren't hit (they become afraid and run away), and added a chance to crouch if they do get shot (with crouching no longer blocking bullets fired from behind them).
I'm having a hard time with C3M0_B. It seems like you can't be stealthy, and the enemies will spot you too quickly, even though the mission was meant to be played stealthy. The alarm was sometimes ringing when I entered the base, and I couldn't get past this part without being spotted:
At this point, I just said "fuck it" to myself, and continued with the mission by blasting every Nazi that dared get in my way, until I ran out of ammo.
This area is indeed a problem. You can avoid being seen by walking on the right wall behind the crates though. Did you try that? Maybe we have to change enemy placement or map structures here to avoid that.
Fixed what I could, assigned the rest
Fixed a few more things.
C2M4, Operation Wustenfuchs: the sheet of paper is blank and the game shows me this error https://prnt.sc/xgr0en
@ForeverExe, Italian line 2303 in the CSV had s!: dovrebbe essere da qualche parte in città, non sono sicuro dove|4709|5
. There should have been a vertical bar instead of an exclamation mark (I replaced it now).
@ForeverExe, Italian line 2303 in the CSV had
s!: dovrebbe essere da qualche parte in città, non sono sicuro dove|4709|5
. There should have been a vertical bar instead of an exclamation mark (I replaced it now).
Thanks, my bad.
New problem, it's the background box in the german industry "cutscene" https://prnt.sc/xi4ky0
Grazie @ForeverExe ! ... e tieni presente che la traduzione italiana deve essere ancora sistemata, ma continua così! Ti suggerisco di creare un nuovo "issue" dal titolo ForeverExe Playtesting e includi li dentro i problemi che trovi di tanto in tanto. Per gli screenshot ti consiglio di usare "idmypos true" da console (premi il tasto e digiti quanto detto insomma, senza le ") :muscle: Eh lo so, sei uno dei traduttori :rofl:
Please enclose the screenshots you post into spoilers, so the issue does not become a monstrosity like #178.
The resolved issues have moved to 3rd post here!
General
C3INTRO
C3 INTERMAP
C3M1_A
C3M1_B
C3M0_A
C3M2
Screenshot
![Screenshot_Doom_20200131_135827](https://user-images.githubusercontent.com/59409713/73535079-ce193200-4433-11ea-852d-ed8081b7d550.png)C3M3_A
More to come after next playthroughs!
C3M3_B
C3M0_B
C3M4
???
C3M5_A
C3M5_B
C3M5_C
C3M6_A
C3M6_B