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[WIP]WolfenDoom: Old Wounds

Posted: Sat Jul 28, 2018 10:06 am
by JoeyTD


This project started out as a proof of concept of a Wolfenstein 3D jaguar TC. then I saw trevor0402's post of a somewhat working TC.

I decided to take my proof of concept and turn it into a full on mod and with the help of Lewisk3.

Today I give you a public test release of this mod.

Download here via moddb page

So far there is only one level right now.
*This mod is a work in progress, so any suggestions or criticize is welcomed *

This mod works with latest version of GZDoom.
Spoiler: screenshots
Spoiler: credits

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Sat Jul 28, 2018 1:19 pm
by CeeJay
Why do the enemies move so slow?

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Thu Aug 09, 2018 5:33 am
by Wiw
So is it like a cross between the PC and Jaguar levels?

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Thu Aug 09, 2018 9:23 am
by JoeyTD
Wiw wrote:So is it like a cross between the PC and Jaguar levels?
it's more of a cross between PC stuff with jaguar's graphics.

As of right now its mostly jaguar levels but later I plan on adding some of the PC levels but more simplified to fit.

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Tue Aug 28, 2018 6:14 pm
by JoeyTD
*Updated with the current build of the mod*

there was a good bit of the mod that was fixed up or added but I'm just gonna list the best part.

-added in new bolt action rifle weapon and its new ammo types
-finished up the base jaguar maps for episode one
-added in a custom color palette to fix up the fonts
-replaced all the temp sprites with their perm ones
-added in some new effects and projectiles
-added in some new treasures
-fixed up the menu
-fixed up the backpack *thank you Lewisk3 again*
-added a test map


To be added
-custom intermission screen
-two more maps for episode one
-bolt action rifle enemy
-maps for episode two

thank you all for reading.

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Tue Aug 28, 2018 7:53 pm
by Valken
This plays nice and would be a great upgrade pack for the old WolfenDoom levels.

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Wed Oct 24, 2018 8:47 pm
by JoeyTD


Update time!
Got the bosses somewhat working.

I've decided to scrap the kar-98, it's ammo, and the golden helmet pick up, I felt like I was deviating from the classic's source.
and I'm scarping the whole SNES maps and just using classic maps just up-scaling them to match the 128x128 graphics.


I still looking for help with the tally score screen
reference of the screen:
and with a up-scaled of the "mutant rats" from the SNES port with all the frames as the dog.

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Thu Oct 25, 2018 12:38 am
by sherberttcat
JoeyTD wrote:

Update time!
Got the bosses somewhat working.

I've decided to scrap the kar-98, it's ammo, and the golden helmet pick up, I felt like I was deviating from the classic's source.
and I'm scarping the whole SNES maps and just using classic maps just up-scaling them to match the 128x128 graphics.


I still looking for help with the tally score screen
reference of the screen:
and with a up-scaled of the "mutant rats" from the SNES port with all the frames as the dog.
That's a shame. I actually enjoy the SNES/MAC/Jaguar mapset.
I've played the PC original set to death.

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Sun Dec 23, 2018 9:05 am
by JoeyTD
New update!

Download link on first post has been updated with the latest build.

Change log:
added new maps (mission 2 floor 1 - 4)
re-added trans gross, deathknight, and supermutant
added new dr. schubbs death frame by ringman and DenisBelmondo
finished mirrored death for main enemies
added new wall textures
added keen
reworked on the pistol, machine gun, and chaingun

Still on the look for someone who can do a custom tally score screen in doom

Re: [WIP]Operation: Wolfen3D Jaguar/PC mix up

Posted: Fri Dec 28, 2018 3:56 pm
by JoeyTD
small patch update

Change log:
fixed an error with the officers, where one of his death frames didn't show up
added trans grosse's see sound
added in patched up old doom tally source screen to match the rest of the mod
fixed an error on M2F3 where an enemy was stick in a push wall

Re: [WIP]Wolfenstein 3D JaguarPC

Posted: Fri Feb 15, 2019 10:11 pm
by JoeyTD
Mutant Rat is up and work now.
Big thanks to Ringman for current sprites.

Now given the fact the mutant rat from the SNES port was a reskin of the dog, I've decided to make it a little slower then the dog but attacks or bites harder.

Re: [WIP]Wolfenstein 3D JaguarPC

Posted: Fri Mar 15, 2019 7:35 pm
by JoeyTD
Update time! download link to current build *0.2.7* is on the first post via the project's moddb page.

Change log:
Added in prototype mutant rat. *sprites by ringman*
Set 3Do player sound to now proper play and not use the default doom guy sounds.
Re-set the normal statue hud back to the jag version and not the mac version.

I'm also on the look out for a or more mappers to help me complete some of maps faster.

If your interested in helping out you can contact me over on discord.

BeardedDoomGuy#0199

Re: [WIP]Wolfenstein 3D JaguarPC

Posted: Thu May 02, 2019 2:05 am
by JoeyTD

small update: added in a simple point system.
credit to nailzx128 for that.

change-logs:
Treasure items no longer give 2+ health but now give points based around the PC port of wolfenstein 3D
Enemies now give points based around the PC port of wolfenstein 3D

Re: [WIP]Wolfenstein 3D JaguarPC

Posted: Sun Dec 29, 2019 11:51 am
by JoeyTD
https://www.moddb.com/mods/wolfenstein- ... guarpc-v03

New public build is now up.

Added in new prototype mutant rat sprites. *sprites by Nash*

Added point system
-Treasure items no longer give 2+ health but now give points based around the PC port of wolfenstein 3D.
-Enemies now give points based around the PC port of wolfenstein 3D.

Added in a "retro" shader to help make the mod look like its build around the 90's.

Patched pickup helmets still being able to pick up even after max limit hit.

Re: [WIP]Wolfenstein 3D JaguarPC

Posted: Wed Jan 01, 2020 7:07 am
by CeeJay
Wunderbar! Nice to see this project being continued.

Not to be a nitpicking prick or anything but I noticed a few oddities throughout episode 1 (map01-map03), being somewhat familiar with Wolf3D myself I thought I'd point them out.

MAP02
Image
This looked odd to me. The grey brick texture is supposed to continue around the corner to the far end.

MAP02
Image
I'm pretty sure there never was a skeleton in this secret near the exit.

MAP03
Image
Why is that there? It should be a one-up.

One other thing was the inaccurate animation of some of the weapons, the knife being the biggest victim.