So why a WolfenDoom project? Well, I was always a big fan of Laz Rojas' work, especially Operation Arctic Wolf or Operation Rheingold. It felt like a real sequel to Wolfenstein 3D. Since then I always thought about sending B.J. Blazkowicz back myself on even more story-driven missions around the world, kicking Nazi's asses. Especially the thought of having various operations and making them all unique in terms of look, feel and gameplay was something that I have ever dreamt of. In times of Vanilla and 56K, things like that have never been even possible. Now that the technical limits are gone, anything is possible in some way or another, and that was the moment when I wanted to start off.
It's 1944, 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...
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.
- 7 playable and unique levels in Chapter One (over 20 in the full game)
- Orchestra-quality game music
- Voice acting and ambient soundscapes
- A combination of low-poly models and 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
- Beautiful special effects (weather, elements, explosions, etc.)
- Much, much more!
If you are interested in helping us out, 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.
Development History (outdated)
Spoiler: "What's new since v1.0 till v2.0 (May 21st)?"
Spoiler: "What's new since beta v0.98 till v1.0 (April 1st)?"
Spoiler: "What's new since beta v0.95 till v0.98 (August 22th)?"
Spoiler: "What's new in beta 0.95?"
"May I use resource x from your mod?"
It happened now for about a trillion times that people asked if they can use material from Blade of Agony. There are two answers on that: If it is original material exclusively developed for Blade of Agony by its authors, then clearly no (!), not until the final release of Blade of Agony which includes all 3 chapters. If it is material by other authors (for example elements from wildweasel's Nazis mod), ask the authors directly themselves. If you are not sure who made it, ask us or read the credits text file. I know that this WolfenDoom project borrowed a lot of resources from other games and projects, and we are happy to see our material of use for other modders in the future, but we simply don't want to spoil anything of it yet, that makes people think "Oh, I have seen this already before in a different mod than Blade of Agony" even though it has been exclusively created for our mod. I am sure people understand this.
Spoiler: March 2016: "The Multiplayer Issue"
Torm & Team