[FINAL] [Wolfenstein: Blade of Agony] Release (v3.0)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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[FINAL] [Wolfenstein: Blade of Agony] Release (v3.0)

#1

Post by Tormentor667 » Mon Aug 01, 2016 6:36 am

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FOREWORD
Blade of Agony is a story-driven FPS. The project is inspired by WWII shooters from the 90's and early 2000's, like Wolfenstein 3D, Medal of Honor, and Call of Duty, but with faster-paced gameplay in the spirit of Doom! The game can be played standalone using the GZDoom engine as a base.

STORY
It's 1942, and the war approaches its peak. The U.S. has joined the Allied forces, and the Soviets are pushing back the front in the east. The tides of war are turning, and Hitler's victory seems more and more beyond his grasp. But the Nazis, refusing to capitulate, have grown obsessed with human experiments and occult artifacts, in which they see a potential escape from their final Doom. The Allied leaders reject this possibility as nonsense; nonetheless, some still fear what the Führer might be up to. The situation is nebulous, however, and little is certain.

You are Cpt. William "B.J." Blazkowicz, an Allied spy, a fearless risk-taker, and the greatest soldier to ever take up arms in World War II. Your role has changed, though; you've retired from active duty, and now you spearhead operations as a systems analyst. You thought it would be the right choice--leading and motivating instead of doing the dirty work--but lately you've grown restless. At least until a few days ago, when you received an encrypted message from your old friend and comrade Cpt. Douglas Blake, calling you back to duty...

FEATURES
Blade of Agony is much more than just a pastiche of the classic shooters that inspired it; the project will offer a unique experience. It also has many features not often seen in source port projects--Blade of Agony truly pushes GZDoom to its limits.
  • 30 playable and unique levels in 3 different chapters (plus secret maps)
  • Orchestra-quality game music
  • Voice acting and ambient soundscapes
  • A combination of low-poly models and hi-resolution sprite assets to create the perfect retro feeling
  • Devastating armaments from the battlefields of WWII
  • Interactive NPCs that support the twisted plot's progress and help you understand the game
  • Improved enemy AI for more dynamic and challenging fights
  • Beautiful special effects (weather, elements, explosions, etc.)
  • Modern post-processing shaders (motion & effect blur, noise, flares, etc.)
  • Much, much more!
COMMIT
If you are interested in helping us improving the game, the easiest way to do so is by making pull requests to the project's GitHub repository. The development repo is public, and we are happy to have any kind of help. We can't promise to implement every public change, but we'll have a thorough look at all of them, and we'll be thankful for any helpful improvements or suggestions.

TESTING & IMPROVING
The final release is out, but there is still room for improvements to be done. Are you interested in helping us with these and support the next release of Blade of Agony? Drop us a line and let us know via GitHub issues.

GAMEPLAY/WEAPON MODS & USER ADDONS
You are encouraged to create your own weapon, enemy and gameplay mods, or user addons with new maps and new content. We are happy to place them here and on the official webpage, just let us know what you have prepared. If you want to start developing anything for Blade of Agony, you might want to take a closer look at the editing docs.

OFFICIAL WEBPAGE
You want more? More information? More content? More hype? Check the official webpage under http://boa.realm667.com

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It's done!
Last edited by Tormentor667 on Fri Apr 30, 2021 7:57 pm, edited 9 times in total.

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#2

Post by Catastrophe » Mon Aug 01, 2016 6:39 am

You're asking a multiplayer port forum whether or not they want multiplayer. Let that sink in.

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#3

Post by Tormentor667 » Mon Aug 01, 2016 10:32 am

Catastrophe wrote:You're asking a multiplayer port forum whether or not they want multiplayer. Let that sink in.
This is a cross-post, so the poll is already over and we scrapped multiplayer for now - though chances are high that we will give it another shot later.

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#4

Post by ZZYZX » Mon Aug 01, 2016 11:24 am

Catastrophe wrote:You're asking a multiplayer port forum whether or not they want multiplayer. Let that sink in.
Makes perfect sense. Most Zandronum players know what they want to play and know how Zandronum's codebase is ancient compared to ZDoom. Thus they can choose whether they want a proper mod under ZDoom or shittier multiplayer version under Zandronum.
If it was only about multiplayer and not ancient codebase, the scripters could have simply implemented multiplayer check with GameType()==GAME_SINGLE_PLAYER and only do SP-oriented effects if this is true.

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#5

Post by Combinebobnt » Mon Aug 01, 2016 3:56 pm

nice hype no download :sad:

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#6

Post by NachtIntellect » Mon Aug 01, 2016 8:20 pm

This looks pretty good, I don't think I've ever actually seen something as ambitious as this but it's very polished for an alpha and I think that maybe I could take some notes here on how some ww2 buildings should look in Doom.

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#7

Post by Catastrophe » Tue Aug 02, 2016 10:56 pm

There's legit no point in posting this here if it doesnt have multiplayer

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#8

Post by Ivan » Tue Aug 02, 2016 11:13 pm

Catastrophe wrote:There's legit no point in posting this here if it doesnt have multiplayer
I mean, I understand your point but I think he just wants to reach as many people as possible with the mod. I understand his reasoning for that matter.

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#9

Post by Tormentor667 » Wed Oct 19, 2016 8:24 pm

Catastrophe wrote:There's legit no point in posting this here if it doesnt have multiplayer
You can play this single player with Zandronum, so I see no reason why not posting it here :)

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#10

Post by Fused » Wed Oct 19, 2016 8:48 pm

Catastrophe wrote:There's legit no point in posting this here if it doesnt have multiplayer
Quite frankly there's nothing wrong with this. People post multiplayer mods on Zdoom all the time aswell, and we all know zdoom has terrible multiplayer support. We have singleplayer too right?

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[FINAL] Re: [WolfenDoom] Blade of Agony (Web of Agony online!)

#11

Post by Tormentor667 » Sat Nov 12, 2016 4:54 pm

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"You are B.J. Blazkowicz, the greatest spy and biggest risk-taker the Allied forces have ever known. Take on the might and fury of the Third Reich as you blast your way to victory!"

After a development time of exactly 21 months, we are proud to finally announce the release of the first chapter of Blade of Agony titled "The Staff of Kings" - just a day before the announced release date, we have a faible for surprises. With a total of 7 maps, orchestrated music, combined low-poly models and pixelated 90's style beauty, armament from the battlefields of WWII, interactive NPCs and many more amazing features never seen in a Doom mod before, this is one of the largest releases the community has ever seen - at least in terms of digital size and scale, and it definitely is the largest-scale project that I have ever worked on in my life. Join historical battles, relieve the action from the Second World War from a new perspective and battle the diabolical Adolf Hitler, who is twisting science and the occult in his pathological mission to conquer the world. The fate of all free peoples hangs in the balance - failure is not an option. Get the first chapter of Blade of Agony now from the official page and make sure to read the info pages while it's loading to not get lost too easily.

Get Psyched!
http://boa.realm667.com/

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[FINAL] Re: [WolfenDoom] Blade of Agony (Chapter 1 | released!)

#12

Post by Tormentor667 » Sat May 13, 2017 9:44 pm

phpBB [media]

Get Psyched!

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[FINAL] Re: [WolfenDoom] Blade of Agony (Chapter 2 | trailer)

#13

Post by Tormentor667 » Sat May 20, 2017 1:06 pm

Still working hard on Chapter 2 of Blade of Agony to improve the performance and gameplay, and to compensate the delayed release:

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[FINAL] Re: [WolfenDoom] Blade of Agony (Chapter 2 | trailer)

#14

Post by Tormentor667 » Thu Jun 08, 2017 9:23 pm

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We did it! After polishing the second chapter of Blade of Agony for the past 3 weeks we are here to proudly present the release of "Shadows of the Reich", an all new episode that directly connects where the thrilling action and plot ended in "The Staff of Kings", which is also included in the release with a lot of improvements and additional surprises. So what's new?
  • High-resolution sprites for all actors (monster,npc; not only upscale, real detail) as well as completely new enemies
  • A total of 11 new maps (as well as all maps from chapter 1)
  • Improved effects and features (dialogue screen, npc ai, doors, cutscenes, skins, models)
  • Introducing GZDoom's latest new engine features (ambient occlusion, lense distortion, shadow maps, bloom effect)
  • Exciting and interactive plot with a lot of surprises
...and that's only a fraction of all the things to come. Don't waste any more time, get psyched, get "Shadows of the Reich" just now!

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[FINAL] Re: [WolfenDoom] Blade of Agony (Chapter 2 | release)

#15

Post by Combinebobnt » Thu Jun 08, 2017 10:21 pm

lol u play with sprite resizing aka claymation for doom

good job destroyer667 on finishing more; maybe ill try to actually play these wads one day within the span of the century.

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[FINAL] Re: [WolfenDoom] Blade of Agony (Chapter 2 | release)

#16

Post by Lollipop » Fri Jun 09, 2017 3:18 pm

I would play if GZDoom worked on my computer

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[FINAL] Re: [WolfenDoom] Blade of Agony (Chapter 2 | release)

#17

Post by Zakken » Sun Jun 11, 2017 4:09 am

This is crisp!!! Getting it now.
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[FINAL] Re: [Wolfenstein: Blade of Agony] Final release is closing in...

#18

Post by Tormentor667 » Fri Apr 30, 2021 5:36 pm

Are you ready to get psyched? Blade of Agony is out!

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