Sequel to "Batman vs. Bane". The story continues... The remaining escaped convicts and supervillains have taken refugee in West Gotham, the part of Gotham destroyed by Bane's earthquake device. The supervillains are split up in sections, which has escalated into a gang war. Knowing for sure they're up to no good, Batman and the GCPD try to arrest them while also saving the innocent people still trapped inbetween the fighting sections. But knowing these supervillains, arresting them will not be a walk in the park... Coding: LinuxWolf Mapping, Sounds and Music: Ronwolf Art: DoomJedi, includes some enemy edits based on Mr.Wolf art.
If you continue to have issues with movement there is now a reset button in the menu. Assign it to a key then press it in game and all relevant settings should be restored.
There is also updated difficulty, quick weapon switching, fixed grapple bugs where game would crash when spamming grapple button, and I added new man-bat sprites.
I know it's been about a year, but I felt so bad about these regrettable issues that were plaguing the mod, and I've been working hard to solve them. Thank you for your patience dear viewer.
3.5 years in the making (3 years of active development), Team RayCast would like to release its latest mod: "Batman: No Man's Land". The story continues...
"Batman: No Man's Land" finished it's mapping stage. Big thanks to Ron for the mapping.
Just noticed we've provided no direct download for this though I was released...I remember uploading such...weird.
Re-upload of Batman mod, sequel to "Batman vs. Bane". The story continues... The remaining escaped convicts and supervillains have taken refugee in West...
Re-upload of Batman mod by Team RayCast. The mod features 10 very well designed levels made by Ronwolf. The mod is city based and features many different...
Hello, I got to level 10 of the game and I died because of the giant spears in the ceiling. When I load my save, the game crashes. file size is 1,20 MB.
Can you update batman vs bane to be just as good as batman no mans land? I actually played batman no man's land first, and then I get frustrated when I can't save hostages in batman vs bane. Very impressive with the Remote controlled baterang by the way, love how it can move up and down.
Yes, playing mod in order is a better solution as rule of the thumb :) Especially if we try to push limits with every new mod and sequel.
I agree would be cool to update the old mod to fit with NML standards (and update NML itself which has wrong roof skyline on one level and too many crash scenarios).
But we prefer in general to make new mods and games rather than keep revisiting older works. Also such project would need to motivate our coder (who is busy with life and other mods) to make the required changes and I sadly don't it it happening.
I appreciate your support and interest though. Who knows what future holds.
Hello again doomjedi. Could you show some of the assets for the third game? Again I hope you finish it, but I don't know if you will because it's been so long. If I was as good a coder in the wolfenstein engine as I was in the doom engine I would help you guys out with the third. Of course if you want we could try to port it to doom but then it wouldn't be a wolf mod.
First thank you for your interest in our Batmod trilogy.
We have posted some pics of Batmod 3 before (http://dhw.wolfenstein3d.com/viewtopic.php?t=8515), but we don't reveal art from in-work mods unless they are finally scrapped or abandoned, which is not the case.
Our main issue with Batmod 3 is lack of active coders with free time.
Because of that - I tried with help of Astrocreep to make ECWolf version of the mod. ECWolf as Decorate-based branch of Doom engine for Wolf3D mods.
We made the base (menus, art, coded in sounds, actors, scenery, many Bosses etc - even map definitions) but it got stalled as it was too hard for me and noone was there to take on mapping (and adding extra decorate codes).
Plot is outlined there too pretty well.
Files/that project branch is still waiting for seriously intended and capable person to take over.
If you are good with Doom modding/decorate, learning ECWolf
is fast and easy, with easy tutorials, who said a mod can't have 2 versions on 2 engines?
At some point we moved Batmod 3 development to SDL, as basing it on enhanced NML engine is faster and of lesser need for new code. We moved the files from "Green Arrow-based engine" to NML one.
So currently official and alive Batmod 3 branch is on SDL (where you can't help). We have some exciting concept/features planned, and plot if detailed, even level list, and all we had before - enemies, Bosses, pickups etc.
Currently project is stalled as our coder is too busy in life/work - in hope he'll have free time soon enough to advance it further, all is ready for that.
If you want to learn LZWolf/ECwolf to take over the LZWolf branch of the mod - and are capable and serious - can discuss this with our coder and add you access.
If you need mappers I can try to map some levels for you just send me the tools and whatever special things the mod needs and I'll see what I can do. Just in case though here is a prototype of a batman nml style game in doom. Just one level but includes enemies, hostages, soda machines, grappel, melee, and baterangs but requires gzdoom. Default to grappel is g I believe. Drive.google.com
Wow, now this is a fanwork! A very nice and inspiring interpretation of NML!
Very flattering to feel inspiring for others.
Posted it on our dev discord and forum, we seem to be fine with you taking over the non-SDL branch of the mod of Batmod 3, based on our plot, art etc.
(NML was updated recently with better art and bugfixes, be sure do download the latest version)
For Batmod 3 our main branch will be SDL is any case (and there you can't help at this point or at all), but Doom/ECWolf/LZWolf branch/interpretation for our batmod trilogy sounds interesting, at least to me.
LZWolf works from pk3/decorate/Slade, so it should be similar enough to you. The engine is more Wolf3D tailored, and also has precoded objects, enemies/ Bosses and even weapons for Batmod 3, even menus.
Wolf3d.net
But mapping there is with WDC tool Adambiser.itch.io
We need to discuss those matters more privately, please join our discord (we have dedicated batmod3 channels there)
Discord.gg
Or even dev forum
Raycast.teamforum.ru
We will need to decide if you are willing and capable to take over non-SDL branches, and which one - do it on Doom as you did, or take over our prepared ECWolf/LZWolf branch with most things already inserted, coded, defined.
LZWolf, though decorate/pk3 etc - is more limited than Doom engine and needs Wolf3D editor to map.
At the very least - it has same decorate/folder/pk3 structure as GZDoom mods, and can be useful start for you and speed your development by much.
When using NML art - make sure you use latest version.
Wonderful. And my favorite Batman villain gets to be a boss of part 3!!!
I hope you will keep this as awesome as it is been till now. You know when you (loosely) will release part 3? I know of another project coming...
We have art (including Bosses, enemies and more) and ideas prepared, but so far this one is on hold, at least till our next mod is released.
We don't know yet, so far we have been working on other mods. Thus I can't give an indication of when it might be done. But we will get back to it at some point.