[RELEASED]Coffee Break Episode 1: Castle Hasselhoff

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Executor
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[RELEASED]Coffee Break Episode 1: Castle Hasselhoff

Post by Executor »

Aaaaand it's done!
Download (467 KB)
Requires ECWolf and registered Wolfenstein 3D v1.4. Drag the pk3 over ecwolf.exe or run from the command line: "ecwolf --file coffeebreak.pk3"

EDIT: Because the SDL.dll is not included in dev builds of ECWolf, I've supplied a complete version of ECWolf here: https://www.sendspace.com/file/4bojfp . This should do the job until ECWolf 1.4 is released.
Yes, that's a silly name. This is not a mod that takes itself all that seriously.

Coffee Break is an idea that I've been toying around with for at least a year and a half. Making the huge Operation Serpent and Eisenfaust Unleashed maps with their gigantic canvas sizes and tons of ECWolf features is creatively exhausting. For the effort that goes into a single Operation Serpent map you could probably make a whole episode of vanilla Wolfenstein maps. Since Operation Serpent is nearly finished and just waiting on music, I decided to try a smaller, more focused project. Coffee Break is a series of (relatively) short maps using mostly the original game's graphics and sounds, to feel like an extension of Wolfenstein 3D, with a focus on tight, fast-moving gameplay over fancy features or storytelling or, well anything, really. The "coffee break" part comes from the fact that these are short maps you can beat in under ten minutes.

That's not to say it doesn't have any special features, though. Coffee Break has eight weapons (three carried over from regular Wolfenstein) with different ammo types and roles, as well as a few new enemies. The idea is to have something a bit deeper than the regular Wolfenstein gameplay to give me more tools to construct exciting gameplay while still looking and feeling like Wolfenstein 3D.

Features:
* An episode of 10 maps, with more episodes to come if I feel like it
* Complete lack of any narrative or continuity
* 8 weapons with distinctive strengths and weaknesses
* A new enemy, the rifle-wielding Trooper, and as many other new enemies as I consider necessary
* Smaller maps that don't take an hour each to play
* Pain/death sounds for the player because an audio cue for getting hit is good
* The original game's colorful, surreal art style instead of the drabber, more realistic look of most of my other mods
* Solid colored ceilings and floors, IMF music, and 7042 Hz sound for that 1992 experience

Story:
► Show Spoiler
Weapons:
► Show Spoiler
Screenshots

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Last edited by Executor on Sun Nov 16, 2014 7:24 pm, edited 5 times in total.
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Post by Cyanosis »

Love that yellow brick wall! This sounds really nice.
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Post by Thomas »

Glad to see some textures from Ken O'Brien's Remake getting used and even expanded (with that neat swastika graphic)... Gray slime and daytime landscape, I don't know... I use it myself now and then but something about it just doesn't seem right. Anyway this looks kind of nice and easygoing... Great shots...
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Post by Tricob »

I really like the guards with the cyan uniforms. But then, I'm bound to say something good about anything that has the word "coffee" in its title. :)
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Post by Executor »

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Post by Cyanosis »

I recognize the soldiers from Unsung, they look good in regular Wolf3D as shown here.
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Post by gerolf »

This looks like a lot of fun! With the name "Hasselhoff" in it... Maybe you should check out the mod called Castle Hasselhoff, edit the HUD face, and make BJ be David Hasselhoff himself LOL.
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Post by Cyanosis »

A suggestion, instead of the rifle guys dropping their rifle every time, maybe make them drop a used clip for it like the SS?
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Post by Executor »

That's the intended behavior but it's not working right now.
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Post by MrWolfForever »

Doom...Matt Tropiano...

Yeah I know where you got that name from :D

Oh and also Michael Collins for the subtitle?

Anyways, looks very cool, looking forward to the mod. :)
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Post by Executor »

Actually I thought of the name before I heard of that mod, this has been bouncing around in my head for a long time.
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[First shots]Coffee Break Episode 1: Castle Hasselhoff

Post by Executor »

This map set is coming along nicely. Screenshots of E1M2 ("A Lumbering Planetoid") and E1M5 ("Halftime Herpes Party"):

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Just because these maps are short doesn't mean they're easy, they absolutely will kick your teeth in on Death Incarnate.
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Post by Cyanosis »

Those rifle guys really add to the already solid Nazi cast of Wolf, as does the additional weapon. It's just what one needs for hitting something from across the room without wasting regular bullets due to damage dropoff. I presume the rifle guys can hurt you just as bad at long range?
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Post by Executor »

Yes, they do up to 80 damage (instead of 64 for a regular Nazi) and have a much, much longer effective range. They take time to aim and even more time to chamber a round after firing, which balances them against the other Nazis.
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Post by gerolf »

Might I suggest using this rifle instead?
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It's by Turbo from ZDoom forums. Obviously, the gun is supposed to be cropped to the stock.

Also, just an idea,
ImageImage
Here's a shotgun, the gun and the pickup were done by JoeyTD of ZDoom, I added the hands/arm.
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Post by Cyanosis »

Those alternate rifle sprites are nice, the shotgun reloading is a bit weird though, pumping to the right.
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Post by Executor »

gerolf wrote:Might I suggest using this rifle instead?
Image
It's by Turbo from ZDoom forums. Obviously, the gun is supposed to be cropped to the stock.

Also, just an idea,
ImageImage
Here's a shotgun, the gun and the pickup were done by JoeyTD of ZDoom, I added the hands/arm.
I'm not using a shotgun but that rifle is really nice, thanks. Is there a flamethrower in the vanilla Wolfenstein style? The one I'm using is WSJ's and it obviously doesn't quite fit with the rest of the arsenal.
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Post by gerolf »

Are you using the original teal chaingun? I might have a flamethrower for you.
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Post by Executor »

Yes I am. It behaves very differently but the sprites are the same.
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Post by Cyanosis »

Is it the chaingun behavior in Eisenfaust Origins? Hold down to wind up and fire, then let go to stop and wind down.
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Post by gerolf »

Here, this comes from the SNES version of Wolf 3d (I edited the pickup sprite)... I would recommend using the flamethrower ammo pickup from COTS, and also maybe edit the flame in the attack frames either to look different (mainly the 2nd attack frame) or clear out the flame, and see what it looks like just having projectiles fly out of it (which the best projectile for that would be the Hitler ghost projectile).
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The green is the gas canister (the pickup from COTS is green as well)..
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Post by Executor »

6 out of 10 levels are now complete. Enjoy these screenshots of E1M3 ("This is My Broomstick") and E1M6 ("A Collection of Rooms and Doors"):

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The Kommando may or may not get altered for Coffee Break (blue boots, shiny gold belt buckle, yellow machine gun belt, MG42 replaced by the CITF MG34 I use for the Heavy Machine Gun) depending on time constraints.
Last edited by Executor on Sat Nov 01, 2014 7:20 pm, edited 1 time in total.
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Post by Cyanosis »

That rifle is much better looking and I love the blue ceiling with red lamps!
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Post by gerolf »

Wow! Awesome shots!
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Post by Thomas »

The blue ceiling/red lights/landscape texture and wood panels really underlines the concept of making your maps just as color-based as action-based... Wonderful... The new chaingun guy (correct?) looks awesome too... Sweet shots man... And love that teal re-coloring of the purple brick wall from Spear.
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Post by Executor »

The "chaingun" guy is the Kommando from the tech demo with slightly different behavior. He drops the heavy machine gun when he dies. He has 200 health and his attack pattern is much like Hans Grosse from the original game but he has 8 rotations and pain states like a regular guard.

And yeah, I always pay attention to the use of color in my mods. Sometimes I'll go through multiple ceiling colors until I find one that looks right.
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Post by Executor »

Two maps to go.
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Post by Executor »

Today I've finished the last map of this mod and all that remains are a few finishing touches. It should be ready either tomorrow or early next week.
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Post by MrWolfForever »

Looking forward to this! But what's the overall size of the maps like? I hope you want for medium size not really small.
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Post by Executor »

They're smaller than my usual maps but still larger than most of the stumpy maps in Wolf3D episodes 2-3. They're closer to the size of my Wolfenstein Sextilogy episode 1 maps or a bit smaller.

And now it's released! Go get it!