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  • [release] "Operation Eisenfaust: Legacy" released!

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    Postby DoomJedi 30 Jul 2015, 15:15

    Balames is back, Yay!!!
    :Yahoo!:
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    Postby Ron 30 Jul 2015, 16:46

    Yes, good to have him back :)
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    Postby Ron 01 Aug 2015, 16:05

    [youtube]http://www.youtube.com/watch?v=w2v4P4_hOzA[/youtube]
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    Postby DoomJedi 04 Aug 2015, 13:58

    [youtube]http://www.youtube.com/watch?v=mpKBvw4xXpc[/youtube]
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    Postby DoomJedi 05 Aug 2015, 01:00

    Guys, we are 7 downloads left for a 1000 downloads on moddb.
    Which will probably pass the mark in a few days.

    Should we consider doing something special for the community for this occasion?
    The most obvious thing is to release ChaosEdit files...and next community mappack can be Legacy, heh.
    Another option is to make some fast new map or two, "1000 downloads anniversary" maps.
    I'm open for other suggestions obviously.
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    Postby Ron 05 Aug 2015, 02:47

    Mapping is a possibility, but I'm open to other ideas too. But if we do a mapset of sorts, it will have to wait until I finish episode 2 of Procrastination, though. But that is nearly done, so it won't be a long wait anyway.
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    Postby Lozer_42 05 Aug 2015, 07:03

    I wish I paid attention to this stuff more, it would be interesting to make a map as a part of a Legacy map pack.
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    Postby DoomJedi 05 Aug 2015, 09:06

    Heh, even I can try mapping...at least concept wise, with experienced mapper revisiting it for balancing.

    So...what other ideas we can think of? Legacy T-Shirts giveaway ? :) :)

    On a more serious note - maybe release Legacy with some new bonus features added (to add replay value to existing maps, rather than making new)?
    For example randomizing surprise mutants (especially hanged, caged and lab ones) can add much replay value as now you can't "learn" the surprises...simple to code in - in just a few days, perfect idea methinks.
    Also from all the walkthroughs - chaingun is "Legacy" biggest weakness - this weapon is so much preferrable over other weapons...since found, Balames and others used only chaingun, and it looks too easy. We might add some balancing elements to it.

    I can improve some art, I recently made better headshot frames and better knight breaking frames...Also better use of wall transparency.
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    Postby Ron 05 Aug 2015, 16:24

    I think randomizing the suprise mutants more would definitely improve the lab levels. I think maps by other team members is cool as well, as long as remapping is kept to a minimum - stuff like putting floor/ceiling textures underneath walls really isn't that hard to do.
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    Postby DoomJedi 05 Aug 2015, 20:44

    In such case we should start them only after "spooked" level, for obvious reasons.
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    Postby DoomJedi 06 Aug 2015, 09:18

    I think 1-2-3 new secret maps can do.
    + mutant randomization.
    Maybe to make chaingun even less accurate and so very wasteful.

    Also inserted new knight frames and new headshots for non-mutant SS and officer.
    For mutant ones I was a bit lazy + I think mutant-blooded head to explode looks more horror-style and purple goo looks more slimy to us subconsciously, and also to add headshot variety. And because I was lazy. But if you insist...
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    Postby Ron 08 Aug 2015, 15:21

    [youtube]http://www.youtube.com/watch?v=hPgZJqM5Jxw[/youtube]
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    Postby Dean 08 Aug 2015, 16:54

    How about a weapons pack or change of clothes pack or something? I'd suggest not changing the basis of the game too much.

    Insert the option to give all the enemies Santa hats or Bunny ears or something... lol :D
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    Postby DoomJedi 10 Aug 2015, 08:23

    ...and we're over 1000 :)
    :beer: :beer: :beer:
    Another opportunity to thank the team for the great effort on this mod. Epic mod by all scale.

    So...what about the special release? LinuxWolf, are you on board? Ron?

    Guys, can someone check the music reports of wrong or missing musics on secret levels?
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    Postby Ron 14 Aug 2015, 16:15

    [youtube]http://www.youtube.com/watch?v=sS5tO0BfhN8[/youtube]
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