[Release] Laz Rojas' WolfenDoom for ZDoom

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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby ZikShadow » Tue Aug 20, 2019 1:49 am

I've been playing the Rheingold duology with Sneaky Doom & Hideous Destructor and it's been a blast so far, aside from all the jank with how incompatible WolfenDoom is with gameplay mods. Some are amusing, like the images below, some are not (especially deathscript door opening/map ending enemy related ones).

Spoiler:


However, I did notice some oddities in my run, things that persists even in classic Rheingold.
I'm specifically talking about Rheingold 2's West Wing. The wooden barricades in that map doesn't seem to actually block you, allowing you to just pass them and essentially skip the map. Is that a deliberate choice or a bug?
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Version 1.31 released

Postby NightFright » Tue Aug 20, 2019 8:49 am

Thanks a lot for your report. While your screenshots show glitches that only happen if you use mods that alter sprites (which I cannot fix), what you reported for Rheingold Ep.2 is a different matter. For some reason the DEHACKED code doesn't kick in and this gameplay-breaking glitch in MAP06 occurs. I have issued an emergency update due to that - also since I found that my good old hanging corpse in MAP04 in the same pack still gave you invisibility (I had messed with it before, but apparently I only removed the fading effect, not the Invisibility Sphere features).

CHANGELOG v1.31 (Aug 20, 2019)
- ACS code integrated into patch wad for: Original Missions, Nocturnal Missions, Spear of Destiny
- Operation Rheingold Ep.2: Wooden barriers in MAP06 now unpassable as intended (map-breaking bug!); hanging corpse in MAP04 can no longer be collected; dog food no longer counts towards item percentage; transparency fixes for some hanging corpses
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby ZikShadow » Tue Aug 20, 2019 11:05 am

NightFright wrote:glitches that only happen if you use mods that alter sprites (which I cannot fix)


Ah, no worries. I know that WolfenDoom ain't exactly a mod made for gameplay mod compatibility in the first place, I'm just goofin' and having fun with what works.
I imagine one could make something like that by converting the decorations and props with whole new entities that doesn't use Doom's sprite naming scheme and replacing the monsters DEH triggers with map-based flags so one could finish maps even with custom enemies, but that sounds like one heck of a remodding job. No complaints or arguments there.

Unrelated to the cool fixup job you've done here, some of the maps in this pack are pretty poor in quality. Copy pasted sections, mandatory secrets for progression, new gameplay mechanic out of nowhere like Rheingold 2's arbitrary crate/vent climbing, egregious backtracking, and such. Portal particularly strikes me as pretty bad play-wise. Others play better, fortunately, so it's not all acid rain on the parade. Glad to finally experience this old relic everyone seems to like.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby NightFright » Wed Aug 21, 2019 2:44 am

Yeah well, you gotta consider Laz wasn't exactly what I would call a 100% professional Doom modder. However, I still think he did a pretty good job with these mods, especially considering their creation date and the tools that were available at that time. A lot of things could be done much better by now and some design flaws you find there are considered almost unforgivable these days, but as snapshots of their time, the mods stand for themselves. Surely there was a lot of copy/paste involved, which is also kinda understandable considering the amount of mods that have been made in a relatively short period of time. Anyway, this is pretty much how Wolfenstein found its way into Doom, and I guess we shouldn't criticize Laz too much for his achievement retrospectively.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby CeeJay » Thu Aug 22, 2019 11:22 am

And let us not forget the fact that this dude did it all himself. No team, just him by himself. Some of his projects were ridicously ambitous for a lone modder (like the whole Rheingold series) and many had an epic scope and feel to them, the execution was usually poor to decent but this is forgiveable giving the circumstances. He was one of my early inspiratons, a shame he retired.
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Phredreeke » Thu Aug 22, 2019 7:45 pm

Any chance of porting sliding doors to Laz's episodes (as in Caleb26's episodes) and adjusting the scale of enemies and player to match the surroundings?
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Re: [Release] Laz Rojas' WolfenDoom for ZDoom

Postby Dr. Shotgun » Fri Aug 23, 2019 11:01 am

Just gave the new version a spin. The ammo rebalancing and removal of dog food from the items% are greatly appreciated.

I'd say this is a legitimately good alternative (albeit different) way to play Wolfenstein 3D now. Fun way to kill time.
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