Operation: Arctic Wolf Revisited (v. 4.0)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Operation: Arctic Wolf Revisited (v. 4.0)

Postby CeeJay » Fri May 05, 2017 5:47 am

Image
For months now, Allied Intelligence has suspected that the German navy has been attempting to construct a nuclear-powered submarine somewhere in the Arctic Circle that would rule the Atlantic and threaten the east coast of the United States. The existence of this submarine, codenamed Seeteufel (Sea Devil), has been confirmed. Reconnaissance photos have pinpointed the site where this sub is being built as a u-boat base in a fjord in northern Norway, and although several spies have been dispatched to this location, none of them has been heard from again. Your mission is to infiltrate the base, rescue these missing operatives, and destroy the new submarine before its construction is completed.


The mod now requires the source port EDGE-Classic (which is a fork of the original EDGE) more info here: https://www.doomworld.com/forum/topic/1 ... e-classic/

Operation: Arctic Wolf Revisited is an update/improvement to Laz Rojas' classic WolfenDOOM scenario (https://www.doomworld.com/idgames/theme ... d/arcticse) with improved gameplay, all new weapons, enemies, new mechanics, more interactivity, more immersion, scripting, updated textures, level fixes, etc.

19 levels of intensive and plot-driven Nazi-blasting fun, plus one super secret bonus level which can now be reached without cheating.

Screenshots:
Spoiler:


DOWNLOAD (version 4.0): Coming soon
Remember, you will need EDGE-Classic to play this.

EDGE-Classic: https://www.doomworld.com/forum/topic/1 ... e-classic/

You do not need any of the files from the original or special edition of Operation: Arctic Wolf to play this. You will, however, need EDGE-Classic (see above) and a DOOM II IWAD.

Concerning the levels:
Spoiler:


Credits: (probably incomplete list)
Spoiler:
Last edited by CeeJay on Fri Nov 26, 2021 12:53 am, edited 44 times in total.
CeeJay
 
Joined: 14 Mar 2010

Re: Operation: Arctic Wolf Revisited

Postby ReX » Fri May 05, 2017 8:31 am

Very nice pics; loads of atmosphere.
User avatar
ReX
Title? I don't need no steenkin' title!
 
Joined: 05 Aug 2003
Location: Quatto's Palace

Re: Operation: Arctic Wolf Revisited

Postby CeeJay » Fri May 05, 2017 8:44 am

And that's only the beginning. In later levels you'll be exploring dams, sub-depots, barracks etc. not to mention you'll be busting fellow agents out of captivity. It was quite a epic little package Laz was able to produce within the limitations of vanilla Doom 2.
CeeJay
 
Joined: 14 Mar 2010

Re: Operation: Arctic Wolf Revisited

Postby Voltcom9 » Fri May 05, 2017 3:57 pm

This looks absolutely incredible! Thanks for creating this, I'm looking forward to playing through this!
User avatar
Voltcom9
Was into the Outrun 80's aesthetic before it became mainsteam
 
Joined: 27 May 2016
Location: the Frozen North.

Re: Operation: Arctic Wolf Revisited

Postby Wiw » Fri May 05, 2017 4:42 pm

Oh, that'll be good!
User avatar
Wiw
Frequently puts foot in mouth
 
Joined: 11 Jun 2015
Location: Everywhere and nowhere.
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Operation: Arctic Wolf Revisited

Postby ravage » Fri May 05, 2017 9:43 pm

Reminds me of my attempt to zdoomify Arctic Wolf. Got as far as the second resource wad and got bored trying to figure out what everything was.
User avatar
ravage
Compassionate Cryptid
 
Joined: 03 Sep 2003

Re: Operation: Arctic Wolf Revisited

Postby CeeJay » Fri May 05, 2017 9:59 pm

Yeah, that was the biggest headache. Figuring out what everything was supposed to be and how it was supposed to function. When I first blended the two together, the first part was fine but the second was a mess. Interestingly, Laz did leave some unused resources in there. Also, I have memory of exploring an airfield in either the original (is this one lost?) or SE version, but I can not find it anywhere in the maps. There's even resources for this.
CeeJay
 
Joined: 14 Mar 2010

Re: Operation: Arctic Wolf Revisited

Postby Ozymandias81 » Sat May 06, 2017 3:06 am

This sounds and looks promising, need to check it when I'll be back on comp...

As a side note, can you be more specific of what did you use from BoA? This wouldn't be mandatory but surely appreciated (if possible).

Good job!
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Operation: Arctic Wolf Revisited

Postby CeeJay » Sat May 06, 2017 5:51 am

Resources used from Blade of Agony...

Textures:
Spoiler:

Flats:
Spoiler:

Sprites:
Spoiler:

Sounds:
Spoiler:


It's not a lot, really, and I have plans of removing atleast one of the things.
CeeJay
 
Joined: 14 Mar 2010

Re: Operation: Arctic Wolf Revisited

Postby Ozymandias81 » Sat May 06, 2017 6:39 am

Don't worry, you are free to use that stuff...
I was just curious, also because I really don't have enough free time to keep things tracked and to check / play mods. Your reply is enough for me, keep up the good work!
Keep us informed if you come with new hires sprites, we need mainly for props and a couple of weapons / pickups
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Operation: Arctic Wolf Revisited

Postby CeeJay » Sat May 06, 2017 7:18 am

What, more exactly, is it you need?

You can use my fire extinguisher if it's suitable. I edited a picture of an authentic WWII era one, re-sized and re-coloured for use in Doom. That's one of the things I'm trying to replace, all the modern day stuff with something closer to the real time period.

Comes in two flavours, orange and red (orange is a little more accurate)
ImageImage
CeeJay
 
Joined: 14 Mar 2010

Re: Operation: Arctic Wolf Revisited

Postby CeeJay » Mon May 08, 2017 2:31 am

Some screenshots of the Dam, part I...
Spoiler:


Yes, I am aware that the wall doesn't tile... like... at all. Also, for those who remeber and know how to beat this level will get a little surprise.
CeeJay
 
Joined: 14 Mar 2010

Re: Operation: Arctic Wolf Revisited

Postby Tormentor667 » Mon May 08, 2017 4:24 am

I am really not sure if this mugshot is a good choice... it looks totally different from BJ :-(
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Operation: Arctic Wolf Revisited

Postby CeeJay » Mon May 08, 2017 5:06 am

Well, I never recall Laz specifically referring to the player as being BJ in any of the documentations. I figured it could be any nameless spy. But who hows, I might have it changed for the full release.

EDIT: I might have it removed all together, since the mod would require more expressions and looks. What with the underwater segments and new pain types, etc.
CeeJay
 
Joined: 14 Mar 2010

Re: Operation: Arctic Wolf Revisited

Postby Enjay » Mon May 08, 2017 5:13 am

I quite like the new mugshot and the fact it looks different. Having more than just BJ winning the war for the allies is fine IMO
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Next

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Red-Azurite and 5 guests