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Cart #5081 | 2011-12-02 | Embed ▽ | No License

Here we have the first beta release of my storyline "Return to castle Voxelstein." This is not even close to being finished, I have objects to make, scripts to write, and of course, monster models to make. Most of that can't be completed at this time so I had to use my imagination for enemies. This release it is rather short, so I'll point out what enemies are equivalent to the ones in the wolfenstein games.

The Alien/Cow things that shoot the expanding rings are German officers ( the ones in Wolfenstein who wear a white uniform)

The small blue imps are of course german shephards.

The larger orange and purple imps are German grunts

The Orange grunts are, naturally, SS officers, red and orange included.

The Large Cow/Batimon is either going to be Hans Grosse, Hitler, or General "Fat Face"

It's also available in the BBS list, naturally.

Thanks for giving it a peek! I cannot wait to get the next release out with more levels and objects!


P#5082 2011-12-02 10:59 ( Edited 2011-12-07 15:34)

How did you make the Sword of Fortune invisible?

P#5112 2011-12-04 23:45 ( Edited 2011-12-05 04:45)

It wasn't actually invisible. I used a door function to spawn in the next room which was basically the same, however, you spawned in the same co-ords as the door, with a Sword of Fortune spawned directly on you, creating the illusion that you picked up the SS' uniform off of the dead body, which was used for the player model equipped with the sword of fortune. Open it in the editor if you want a clear picture.


P#5114 2011-12-05 09:22 ( Edited 2011-12-05 14:24)

This was pretty good. Of course you can't finish it cuz the escape crystal just loops you back into the same room. (I had that problem with my first level) But other than that it was great! I can't wait until you can make your own monsters so we can get the full deal!

P#5132 2011-12-06 17:17 ( Edited 2011-12-06 22:17)

I'm currently expanding it even farther. This was the first chapter of what I hope to be many. It won't be like the traditional Wolfenstein games, the next chapter involves dynamic route taking, and takes place in a near by occupied town. The chapter system's map will work out similar to that of "Quest of the Elements"'s did. All in all, it will be fairly linear, and it seems the difficulty for now needs some bumping up, but a new release should be out later this week with a new chapter, and a better learning curve.


P#5139 2011-12-06 23:40 ( Edited 2011-12-07 04:40)

Awsome mapping work men.

P#5145 2011-12-07 10:34 ( Edited 2011-12-07 15:34)

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