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Dear members of WETS community and former Wolfwatch. We´ve decided to move our community to Guilded chat application. It´s quite similar to Discord. (Some say it´s a direct copy). Anyway, Guilded have more free and better features that serves our community better. We will be closing WETS Discord 25th of July. Here´s the invitelink to the new server Guilded.gg Have a great summer all and hope to see atleast some of you on the new server. (edited)

Survey

Ray_Wolf Blog

I´ve made a small survey for all members to fill in about our community for 2021. If could please take a minute or two to fill the survey, that would be nice. You can fill the survey anonymously if you want. Here´s the link: Forms.gle Thank You!

I´ve done a playthrough of Black Ops Cold War Campaign and uploaded it on my Youtube Channel.

You can check it out here:

Real RTCWCOOP reveal

Ray_Wolf Blog

RealRTCW on it´s way to to Steam on October 15th.

William-Faure posted om MODDB about the upcoming RealRTCW, but also about something else that´s on it´s way!

Below is from his post on MODDB:

Just yesterday, it was announced that WolfETPlayer‘s RealRTCW would be coming to Steam on October 15th. But there’s something more coming, even sooner, that’s also RealRTCW related! Two projects that we were about to reveal last July (one of which is directly related to RealRTCW), shortly after the release of The Dark Army: Uprising Remastered, until I was forced to delay it to an “indefinite date later this year” due to unexpected private reasons.

Today, I am glad to say that the “indefinite date” has come, sooner than I expected to be honest. In fact, the official reveal of this new project was supposed to occur a bit later this month, but the Dark Matter Productions website update I’ve scheduled for said potential reveal day went live early, and basically “leaked” what I was up to – and I didn’t even notice it until yesterday, thanks to eagle-eyed player Legion019.

So, since it seems some of you now know about what was being cooked secretly all this time, there’s no reason to keep this a secret anymore. Let’s reveal both of these unannounced projects, and let’s start with the RealRTCW related one: RealRTCWCOOP!

real rtcwcoop

Some of you may remember the RTCWCOOP Anniversary Upgrade, that I released back in October 2017 to celebrate the 5th anniversary of the Return To Castle Wolfenstein: Cooperative Gameplay mod. The aim of this upgrade – or patch – was to revamp the overall gameplay and graphics of RTCWCOOP with elements from both The Dark Army: Uprising and RealRTCW. RealRTCWCOOP follows the same concept, but is much, MUCH more RealRTCW oriented, and acts as the official cooperative iteration of WolfETPlayer‘s masterpiece for RTCWCOOP players. Models, animations, user interface, textures… Most of the RealRTCW content is available in RealRTCWCOOP!

RealRTCWCOOP merges features and elements from versions 2.21 and 3.0 of RealRTCW, acting as a huge add-on upgrade for RTCWCOOP the same way the RTCWCOOP Anniversary Upgrade did, and it’s coming October 5th for the latest version of RTCWCOOP. Get psyched!

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Thanks to William-Faureโ˜ฎ๏ธ WolfETPlayer and everyone else for these great news!

ET 2 Remake Update 2 ๐Ÿ’ฏ

-Fixed crosshair โœ…
-Sounds โœ…
-Primary weapon โœ…
-Secondary weapon โœ…
-Grenades โœ…
-Hitsounds โœ…

Videoclip HERE

if you have any suggestions, want to help or follow the process, make sure you join their Discord Server

Source: Wolfenstein Enemy Territory Online on Facebook

ET 2 in development

Ray_Wolf Blog

snapshot

These guys have started to do a remake of W:ET in UnrealEngine 4. They are looking for more people to help them out with the game.

If YOU have some experience with the U4 engine, you can contact them at this email: gert@nothing2great.com

Read the blog and see their videoclips here Thewolfteam.org


Wolfwatch moving

Ray_Wolf Blog

I have moved partially the wolfwatch blog to the new website of The Wolfteam. My current domain will still be available for some weeks, put I'm posting blogs/news here Thewolfteam.org everyone is welcomed there!

lays500x300

Time to publish another awesome W:ET map, made by WuTangH

This guy I’ve known for a “few” years, and have to say he has developed alot as an leveldesigner! Could say, Lays Of Schwarzwald is his masterpiece in my eyes.

~~~~~ Lays of Schwarzwald B1 ~~~~~

โ—‹ About:
The style I chose to work with is a summer, 1940’ european forest village.
It is situated in the woods of famous Schwarzwald forests, where axis team run a secret weapon project to develop a new kind of rocketbombs.
Allies objective is to overrun the village and secure tunnels inside mountains with tank. Their next mission is to ambush axis rocketbomb factory and destroy everything whats worth.

โ—‹ Gameplay explanation:
After allies pass the 1st part of village, the tank will destroy tunnel doors, which will give Allies access to a Command Post placed in the middle of tunnels.

  • If they manage to construct the CP, axis will loose their spawn and will be forced to spawn far back in the Rocketbase.
  • If axis destroy the constructed allied CP, they will gain a foward spawn until Allies construct the CP again, or escort their tank thru the whole tunnel system. After the tank is escorted, Axis can not gain foward spawn anymore (not even with Command Post).

With tank at its final position, the map permanently moves to its final part – the Rocketbase.
Here, Allies will have to bring 4 dynamites and place them around the rocketbomb to blow up the base.

Read more and watch the screenshot on my blog

Wolfwatch.info


stiglitz500x300

This stunning W:ET map by KeMoN you cannot miss!

– Mission –
July 1943:
Local resistance reported a branch of Deathshead’s X-Labs in a small remote village. Stiglitz, an OSA agent, has been sent to infiltrate the facility and gather intel of Deathshead’s activities. Communication went dead some days ago and Stiglitz is suspected to have been spotted and is soon to be executed. The Allies are trying to make their way through the village, free Stiglitz and escort him back to safety, so he can be debriefed at the OSA headquarters.

—- Concept —-
This first beta has a slightly different setup compared to its original concept. This is simply due to the limited time frame of the contest, which didn’t necessarily go hand-in-hand with the personal spare time of both @phisherman and me. The original concept, which is still planned for beta 2, has an unique twist compared to other escort missions. The mission for the Allies is to free Stiglitz and escort him back to safety. The concept however allows Stiglitz to be freely escorted in any direction the escorting player wants. So if one route is blocked by the Axis, then another path can freely be chosen. The Axis on the other hand can also escort Stiglitz and try and hide him from the Allies. Obviously, some restrictions need be be applied to avoid having the Axis hide Stiglitz in their spawn, rendering the Allies helpless. For this concept to work, a special LUA script is necessary, which unfortunately was not possible in the given time.
However, the concept will be realized for beta 2, which unfortunately will still have to wait until next year. As many of you know, so far @phisherman was responsible for the scripting part in all my maps. For this beta however, it would have been difficult to coordinate both our personal time and still make the deadline. So, this beta is completely created by myself and @phisherman will enter for beta 2, so we can properly implement the intended concept.
For now, Stiglitz is escorted along a pre-defined path as any other escort mission.

—- Layout —-
Since the concept is still on the table, the map needed to follow a certain layout to accommodate for technical limitations. The biggest of them being that the walking animation of Stiglitz would definitely be flawed when having to overcome differences in height. This made it necessary for the map to more or less be completely flat. Obviously, for this concept to really have an impact on gameplay, the map needed several different available routes. When overdone, this on the other hand, has the possibility of turning the map into Swiss-cheese with no real flow direction. So for the Level-Design there were 3 requirements:

  • map needs to be flat
  • map needs to provide different routes
  • map shouldn’t feel like a labyrinth/Swiss-cheese

—- Setting —-
Because the map had to be completely flat, I decided to have the primary setting in a village. There it wouldn’t be too obvious that everything is happening on one level. Nevertheless, in my opinion, maps with terrain and landscapes always have a better feeling and atmosphere. That’s why the village was planned to be situated in a mountain range, so the terrain is simulating a vertical environment. That way the flatness could be hidden even further. Having different routes was pretty straight-forward, simply include several different streets. To not turn the map into a labyrinth, there needed to be common choke-points, which Stiglitzalways had to pass. By having choke-points a certain direction of flow could be ensured, which would make navigation for the easier.

Read more about his map and watch more screenshot on my blog

Wolfwatch.info

Battlefield V Logo

Battlefield V – Open Beta

EA have now announced their open beta for Battlefield V.

The open beta starts september 6, but there are a few ways to play two days early.

When Can You Start?
The Beta opens to the public on September 6 and runs for a limited time. So, tell your friends to wake you up when September begins.

Pre-load load starts on September 3, at 8:00 UTC.


How Do I Get in Early?
If you subscribe to either EA Access, Origin Access, Origin Access Premier, or pre-order** a copy of #Battlefield V today on PC, Xbox One, or PlayStation 4, you’ll get early access to the Open Beta starting September 4.


What Multiplayer Maps and Modes Can I Play?
Players can jump into the up 64-player Conquest mode on the Rotterdam map, set in the embattled Holland city, or the Arctic Fjord map, set in icy Narvik, Norway. In Conquest, you must battle for control of key locations on a massive multiplayer map, using the new Fortifications, towable weaponry, and Squad Reinforcements system.


Two “days” of Grand Operations are also available to players in the Open Beta. In this modular narrative experience inspired by historical events, each day is represented by a round of play, and player actions have a direct impact on the next round. Up to 64 players can deploy in the Airborne and Breakthrough modes on the Arctic Fjord map.

Remember to constantly refresh the Battlefield News page this week for a more detailed rundown of everything in the Battlefield V Open Beta.

Check out the Battlefield Forums, follow on Twitter and Instagram, like on Facebook, and subscribe to their YouTube channel.


Source: Battlefied Website