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Thread: Return to Castle Wolfenstein: The Dark Army

  1. #41

    Re: Return to Castle Wolfenstein: The Dark Army

    • The official website of The Dark Army mod on Overblog has been updated.
    • There's new things such as clipboards (of RtCW) in the start of each article.
    • There's also a direct access link to the secondary official website on Wix.



    As you can see, there's a clipboard in front of each article.
    When we played the original Return to Castle Wolfenstein, we were reading clipboards (in The Dark Army too), so when you read articles on this website, it's like you read a clipboards in the game.
    Last edited by TITEUF-85; 28th Sep 2013 at 23:51.


  2. #42

    Re: Return to Castle Wolfenstein: The Dark Army

    Go on The Dark Army on Overblog and read the latest update article.
    http://rtcw.over-blog.com/7- Update #7 - Status Report


    The new logo of The Dark Army mod.



    The secondary official website on Wix.



    Second level in finalisation.



    And...
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    Last edited by TITEUF-85; 29th Sep 2013 at 00:02.


  3. #43
    #360NoscopeHeadshot ronboy's Avatar
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    Re: Return to Castle Wolfenstein: The Dark Army

    Great news. It's a good idea to keep more and more players informed with your websites.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  4. #44

    Re: Return to Castle Wolfenstein: The Dark Army

    Quote Originally Posted by ronboy View Post
    Great news. It's a good idea to keep more and more players informed with your websites.
    What do you think about the new logo of The Dark Army mod ?



  5. #45

    Re: Return to Castle Wolfenstein: The Dark Army

    Might I suggest getting an account at moddb?

    http://www.moddb.com/

    Think of it as a 'facebook' that caters specifically for game mods, and so it is easy to get your work across to a wider audience.

  6. #46

    Re: Return to Castle Wolfenstein: The Dark Army

    I already have a Mod DB page for The Dark Army, but thanks for your suggestion.


  7. #47
    #360NoscopeHeadshot ronboy's Avatar
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    Re: Return to Castle Wolfenstein: The Dark Army

    The new logo looks nice.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  8. #48

    Re: Return to Castle Wolfenstein: The Dark Army

    Quote Originally Posted by ronboy View Post
    The new logo looks nice.
    Thank you. I think this new logo is better than the old one.


  9. #49

    Re: Return to Castle Wolfenstein: The Dark Army

    It has been a while since I gived new informations about The Dark Army. I think this is time for you to know more about this upcoming project, how it will be released and how it is actually. So I release this new interview on Wix, a simple Questions & Answers with more than ten revelations about this project.

    Exclusive Q&A Interview now available ! Learn more about what The Dark Army really is and find the answers of the most anticipated questions about this upcoming Single Player Add-On Mod for Return to Castle Wolfenstein on PC (Windows, Mac and Linux). Eventually coming in Winter of year 2015.

    Go check this new interview in the 8th update of the official The Dark Army website on Overblog with the following link : rtcw.over-blog.com/8


  10. #50
    #360NoscopeHeadshot ronboy's Avatar
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    Re: Return to Castle Wolfenstein: The Dark Army

    Great news! Keep up the good work.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  11. #51

    Re: Return to Castle Wolfenstein: The Dark Army

    Quote Originally Posted by ronboy View Post
    Great news! Keep up the good work.
    Thank you for your support. I will make an announce relative to the release of the game (in 2015) soon in december. It will (I think) interrest you.


  12. #52

    Re: Return to Castle Wolfenstein: The Dark Army

    Hi guys and Happy New Year ! It's been a little while since I did give news from The Dark Army mod, so I want to show you some stuff to celebrate 2014 - like pictures and a trailer - and give you more informations about what I'm doing now, about the situation of the project.


    "Happy New Year !" Trailer


    Here is a trailer of this upcoming Return to Castle Wolfenstein Single Player Add-On Mod to celebrate the new year : 2014.




    "Happy New Year !" Pictures


    Here are some screenshots of this upcoming Return to Castle Wolfenstein Single Player Add-On Mod updated two maps named The Village and The Sewers, and of the new one named The Crypt.














































    What I'm doing now ?


    The Village, The Sewers and The Crypt are finally completed at 100%. Now I'm working on two missions, The Track (Prison) and The Forest.



    Situation of the project ?


    The project is on its 40% of completion (already, after 6 months - a half year - of development).

    I'm talking about a release in Winter 2015, but it can change for some reasons : first I was planning to release the final product in November 2014 then I talked you about 2015. The the only thing that can change the release date, is the TIME. I hope you understand it, maybe (with some luck) I will be able to release it in 2014.


  13. #53
    #360NoscopeHeadshot ronboy's Avatar
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    Re: Return to Castle Wolfenstein: The Dark Army

    Happy New Year to you too, Titeuf!
    I do have a few concerns with the trailer and screenshots you posted:
    * You seem to have some very harsh shadows in the sewer and crypt maps. I think ambient lighting should be used to remove those harsh shadows.
    * The trailer seems to have Nazis and zombies randomly fighting each other, like Olaric (the huge zombie that fires those freaky ghosts at you). I think that the zombie placement and Nazi placement should make sense, at least a little bit.
    * I see random corpses of Nazi soldiers in the screenshots above. The placement of the Nazi corpses also needs to make sense somewhat.
    * How did BJ acquire the Russian PPSH machine gun? If you don't have an explantion for this, I think there should be one.

    These are the concerns I have after viewing the trailer and screenshots you posted above. It's very nice that the project may be released later this year. Keep up the good work!
    Last edited by ronboy; 3rd Jan 2014 at 03:00. Reason: Add PPSH concern


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  14. #54

    Re: Return to Castle Wolfenstein: The Dark Army

    Quote Originally Posted by ronboy View Post
    Happy New Year to you too, Titeuf!
    I do have a few concerns with the trailer and screenshots you posted:
    * You seem to have some very harsh shadows in the sewer and crypt maps. I think ambient lighting should be used to remove those harsh shadows.
    * The trailer seems to have Nazis and zombies randomly fighting each other, like Olaric (the huge zombie that fires those freaky ghosts at you). I think that the zombie placement and Nazi placement should make sense, at least a little bit.
    * I see random corpses of Nazi soldiers in the screenshots above. The placement of the Nazi corpses also needs to make sense somewhat.
    * How did BJ acquire the Russian PPSH machine gun? If you don't have an explantion for this, I think there should be one.

    These are the concerns I have after viewing the trailer and screenshots you posted above. It's very nice that the project may be released later this year. Keep up the good work!
    Thank you Ronboy for telling me this, it helps me a lot, thanks. There's some answers I can give you for these few concerns :


    Quote Originally Posted by ronboy View Post
    * You seem to have some very harsh shadows in the sewer and crypt maps. I think ambient lighting should be used to remove those harsh shadows.
    You're right, these shadows are rightly appearing one the trailer and the pictures, that's because of the current HD recorder I'm using to take videos/screenshots of my mod : when I'm recording, the shadows of the game are becoming more harsh, but you don't have to worry about this, I think I've a solution for this.


    Quote Originally Posted by ronboy View Post
    * The trailer seems to have Nazis and zombies randomly fighting each other, like Olaric (the huge zombie that fires those freaky ghosts at you). I think that the zombie placement and Nazi placement should make sense, at least a little bit.
    I know. You'll understand why the Nazis are here in the game. About Olaric, for me it's nothing more than a Beast, becoming a common enemy in the crypt (about three of them will make an appearance in the crypt). I hope you understand my choices about this.


    Quote Originally Posted by ronboy View Post
    * I see random corpses of Nazi soldiers in the screenshots above. The placement of the Nazi corpses also needs to make sense somewhat.
    You will understand this while playing.


    Quote Originally Posted by ronboy View Post
    * How did BJ acquire the Russian PPSH machine gun? If you don't have an explantion for this, I think there should be one.
    You'll find the PPSH in the Sewers, near bones with a clipboard explaining you that he was russian. For the rest, you'll find it again in the forest, in a secret zone. I hope you also understand it.


  15. #55

    Re: Return to Castle Wolfenstein: The Dark Army

    Looks good so far.

    Make sure to check back with the official maps every so often to get uniform dimensions for the various elements of your map, such as the height of health bags on the wall; the height of counters, tables, and desk tops; the depth of control panels and lockers, and so on.

    I keep a 3x5" note card with me that has these common dimensions written on it.

  16. #56
    #360NoscopeHeadshot ronboy's Avatar
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    Re: Return to Castle Wolfenstein: The Dark Army

    Titeuf, thanks for reading my concerns. I won't judge your addon too early. I was just addressing some concerns I had.
    W0lfman, I always estimate the scaling of the objects in my map. I've really improved with the scaling in more recent maps, but I still have room for improvement.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  17. #57

    Re: Return to Castle Wolfenstein: The Dark Army

    Quote Originally Posted by W0lfMan View Post
    Looks good so far.

    Make sure to check back with the official maps every so often to get uniform dimensions for the various elements of your map, such as the height of health bags on the wall; the height of counters, tables, and desk tops; the depth of control panels and lockers, and so on.

    I keep a 3x5" note card with me that has these common dimensions written on it.
    You're right : recently, I had to change a lot of things (and add a lot of details) in my levels because of the eight of some objects. I had also to change some animations, and add a lot of animations more too.

    Quote Originally Posted by ronboy View Post
    Thanks for reading my concerns. I won't judge your addon too early. I was just addressing some concerns I had.
    I know and you did well saying what was un-clear and strange for you about my project. Thank-you again !


  18. #58

    Re: Return to Castle Wolfenstein: The Dark Army

    I finished the concept plans of the fourth level : The Track (Prison) ! It's a totaly new experience in RtCW. I think there were no projects in the past experiencing this : it's something strange and the level won't be easy, a surprise's awaiting you. I will develop it soon this day.

    I also started the concept plans about the fifth level : The Forest. It's one my favourite levels of the mod, I think.


  19. #59
    #360NoscopeHeadshot ronboy's Avatar
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    Re: Return to Castle Wolfenstein: The Dark Army

    Yes, it can be difficult to come up with ideas for details in a map, which can cause the map to look empty. I have had this problem before, despite having a variety of models and textures to use.


    RTCW SP Mapper

    My website:
    http://mikebwolf.wix.com/ronboyproductions

    Blogspot site with reviews of recent Rtcw Sp Maps: http://ronboyreviews.blogspot.com/

    My Mod DB page

    My playthroughs on Youtube

  20. #60

    Re: Return to Castle Wolfenstein: The Dark Army

    Hello guys. First I want to say, what do you think about this "Happy New Year" trailer... I want to say something about it : it was an old content of my game, recorded last December. One month of HARD work passed and then... the project's really different now.

    I added more details in each of my three maps (Village, Sewers, Crypt) and I'm currently working on a new level (Track 'Prison' - unexperienced mission before). And finally... I'M CHANGING ALL THE WEAPONS MODELS OF MY GAME, and adding a new weapon : the shotgun.

    So here's a new picture of this work I've done : MY NEW MP40 MODEL with (in background) the village different ameliorations. Thanks for your never ending support : here's the picture.


    Final note : it's now (maybe) confirmed, following all i've done to this point and what I still have to do, the final product will be a Standalone Mod (you'll need just need to copy/paste some files of the original directory of your RtCW game to play-it) releasing before Winter 2015 : aiming for a period between November 2014 and April 2015. Thank to every RtCW players (and others) supporting my project.
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