WolfenDoom: Second Encounter [DEMO 1.3.1 - ON HIATUS]

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WolfenDoom: Second Encounter [DEMO 1.3.1 - ON HIATUS]

Postby CantSleep » Mon Dec 23, 2019 3:36 pm

Hi there! This mod will be on a indefinite hiatus. I have a couple of projects going on; once they are finished for the most part I will continue work on this one. Happy nazi hunting!

Image
Current version: DEMO 1.3.1

I'm working on a remake of WolfenDoom: Second Encounter. This time there will be proper assets and enemies from WolfenDoom Enhanced and properly scaled levels (compared to the original which has 2x larger rooms than BJ and the nazis).
This is currently a 12 level demo.

DOWNLOAD: http://www.mediafire.com/file/we4ags912dhwyou/wolfen_2nd_v2.zip/file

SCREENSHOTS:
Spoiler:


CHANGELOG:
Spoiler:


CREDITS:
Spoiler:


Special thanks to Simbey who made the Wolfenstein MAP to WAD converter, if it didn't exist then this mod would have been much harder to make.
Last edited by CantSleep on Tue Feb 25, 2020 1:06 pm, edited 8 times in total.
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Re: WolfenDoom: Second Encounter [DEMO]

Postby skdursh » Tue Dec 24, 2019 1:28 am

This is just personal opinion so I could possibly be the outlier here, but I just don't understand why anyone would want to replay Wolfenstein 3D in the modern day. Sure it was interesting when it was first released and it was all we had, but every room of every level in every episode just looks the same. Utterly dull exploration of claustrophobic spaces with grey stone, red brick and some Nazis. These days we have access to so many things that are infinitely more interesting than the original Wolfenstein game I really just don't understand the point because so few people will ever have any desire to play it. And if anyone does want to play it they can very easily use ECWolf to do so. Sorry if this is coming across as harsh, but it honestly just seems doomed (no pun) from the start to me.
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Re: WolfenDoom: Second Encounter [DEMO]

Postby CantSleep » Tue Dec 24, 2019 5:55 am

skdursh wrote:This is just personal opinion so I could possibly be the outlier here, but I just don't understand why anyone would want to replay Wolfenstein 3D in the modern day. Sure it was interesting when it was first released and it was all we had, but every room of every level in every episode just looks the same. Utterly dull exploration of claustrophobic spaces with grey stone, red brick and some Nazis. These days we have access to so many things that are infinitely more interesting than the original Wolfenstein game I really just don't understand the point because so few people will ever have any desire to play it. And if anyone does want to play it they can very easily use ECWolf to do so. Sorry if this is coming across as harsh, but it honestly just seems doomed (no pun) from the start to me.


You're gonna have to hold on to that thought. In order to pick up the pace, when this gets a full release there will be more than just blasting nazis with the same ol' machine/gatling guns. :)
Last edited by CantSleep on Fri Dec 27, 2019 2:26 am, edited 1 time in total.
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Re: WolfenDoom: Second Encounter [DEMO 1.1]

Postby CantSleep » Wed Dec 25, 2019 6:06 am

DEMO 1.1 has been released, including two new weapons: Flamethrower and Rocket Launcher.

  • Added Floor 2-1
  • Map improvements
  • Fixed pushwalls going up again after pushing it from the other side
  • Player's weapons can no longer do 0 damage
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Re: WolfenDoom: Second Encounter [DEMO 1.1]

Postby Phredreeke » Wed Dec 25, 2019 7:54 am

By Wolfenstein MAP to WAD converter do you mean the Mac version? Because I thought that had a different format. (Though maybe that has been figured out by now?)

Anyway nice to have the Mac mapset converted to PC.I know about Laz Rojas mod but as you say the maps are too large relative to the sprites in them.
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Re: WolfenDoom: Second Encounter [DEMO]

Postby AstroCreep » Wed Dec 25, 2019 8:33 am

skdursh wrote:This is just personal opinion so I could possibly be the outlier here, but I just don't understand why anyone would want to replay Wolfenstein 3D in the modern day. Sure it was interesting when it was first released and it was all we had, but every room of every level in every episode just looks the same. Utterly dull exploration of claustrophobic spaces with grey stone, red brick and some Nazis. These days we have access to so many things that are infinitely more interesting than the original Wolfenstein game I really just don't understand the point because so few people will ever have any desire to play it. And if anyone does want to play it they can very easily use ECWolf to do so. Sorry if this is coming across as harsh, but it honestly just seems doomed (no pun) from the start to me.

There is an entire community that proves that this is indeed only an opinion. I realize I’m preaching to the choir a bit here, as most people here seem to be bored by tile based mapping, but the wolf community is still alive and kicking, so there are plenty of people who want to replay Wolfenstein 3D in the modern day.
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Re: WolfenDoom: Second Encounter [DEMO 1.1]

Postby CantSleep » Wed Dec 25, 2019 8:39 am

Phredreeke wrote:By Wolfenstein MAP to WAD converter do you mean the Mac version? Because I thought that had a different format. (Though maybe that has been figured out by now?)

Anyway nice to have the Mac mapset converted to PC.I know about Laz Rojas mod but as you say the maps are too large relative to the sprites in them.


The maps I'm converting are from a Wolf3D mod called "Mac-enstein 3D" that ports all the Mac levels to the PC version, complete with enemy directions too. I haven't checked out the Mac formats yet, but I'm assuming they need a lot more manual preparation than the current maps being used in this mod.

If you're curious you can try out the converter on custom Wolf3D maps by yourself:
http://www.simbey.com/doom/maptowad.asp
And here's the map pack I use:
http://www.wolfenvault.com/files/mods/mno/MAC2SDL2.ZIP
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Re: WolfenDoom: Second Encounter [DEMO 1.1]

Postby Caleb26 » Wed Dec 25, 2019 3:04 pm

Why don't you use my Spear of Destiny The Lost Episodes for Gzdoom as a template? https://www.moddb.com/mods/wolfendoom/addons/sodmpks10b
It features sliding doors (like in original Wolf3d and Spear of Destiny) and also score system.
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Re: WolfenDoom: Second Encounter [DEMO 1.1]

Postby CantSleep » Wed Dec 25, 2019 4:55 pm

Caleb26 wrote:Why don't you use my Spear of Destiny The Lost Episodes for Gzdoom as a template? https://www.moddb.com/mods/wolfendoom/addons/sodmpks10b
It features sliding doors (like in original Wolf3d and Spear of Destiny) and also score system.


I'm assuming you haven't tried the mod :) It already has sliding doors (except pushwalls aren't horizontal, but the effect is good enough) and having a score system is an obsolete thing nowadays.
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Re: WolfenDoom: Second Encounter [DEMO 1.1]

Postby CantSleep » Fri Dec 27, 2019 2:26 am

I'm on a roll! Floor 2 has been completed and a new boss has been introduced.

DEMO 1.2
    -Added floors 2-2, 2-3, 2-4
    -Map improvements
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Re: WolfenDoom: Second Encounter [DEMO]

Postby Dynamo » Fri Dec 27, 2019 8:57 am

skdursh wrote:This is just personal opinion so I could possibly be the outlier here, but I just don't understand why anyone would want to replay Wolfenstein 3D in the modern day. Sure it was interesting when it was first released and it was all we had, but every room of every level in every episode just looks the same. Utterly dull exploration of claustrophobic spaces with grey stone, red brick and some Nazis. These days we have access to so many things that are infinitely more interesting than the original Wolfenstein game I really just don't understand the point because so few people will ever have any desire to play it. And if anyone does want to play it they can very easily use ECWolf to do so. Sorry if this is coming across as harsh, but it honestly just seems doomed (no pun) from the start to me.

How is this in any way related to the project at hand... ? If you don't like Wolf3D, then obviously this isn't the project for you. While certainly a limited game it's a very fun one to play to this day, and this is coming from someone who got into it relatively recently as I never used to own it as a kid. Sorry, but to me this post just doesn't look like it has a place on this thread, and I guess I'm partially at fault for responding to it as well instead of avoiding to take part in more off-topic conversations. You're essentially asking someone "why are you making this mod and not a doom-style mod instead?", when the answer is, quite simply, "if I wanted to make a doom-style mod I'd make a doom-style mod". No offense meant, of course!

Either way, I still think that having pushwalls in the original style is actually kind of a big deal, it just doesn't have the same feeling without it considering they're a big part of the game. Nonetheless, this looks really cool and I do look forward to play this once I get some of the wolf3d stuff I've been playing off my hands. Keep it up!
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Re: WolfenDoom: Second Encounter [DEMO 1.3]

Postby CantSleep » Mon Dec 30, 2019 5:40 am

Floor 3 is done. Next stop; floor 4!

DEMO 1.3
    -Added floor 3
    -Map fixes & improvements
    -Dogs can no longer open doors
    -Added HUD graphics for Flamethrower and Rocket Launcher
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Re: WolfenDoom: Second Encounter [DEMO 1.3.1]

Postby CantSleep » Sun Jan 05, 2020 5:24 am

There was an issue with the skybox in the new levels. That got fixed.

DEMO 1.3.1
    -Map improvements
    -Fixed skybox issues by altering level visuals
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Re: WolfenDoom: Second Encounter [DEMO 1.3.1]

Postby Captain J » Sat Feb 01, 2020 12:44 pm

Not bad. Not bad at all! The gameplay is smooth and quicker than i remembered. Also you actually used Mac version of Wolf3d Soundtrack, in MIDI format! How did you do that? :O

Anyway i've got some feedback for ya:

- First of all, Hans Grosse's arena has dim lighting, while other maps are brighter than the sun.

- Is it me? Or the damage output of the hitscan attack in this TC is overall different and just too much in higher difficulty? I mean... In the original game, you get a minimal or half of damage when the enemies shoot you from far away. But in this TC, you still take big damage regardless of the distance, making the sniping strategy kinda useless, mutants are very hard to deal with and tend to kill each other.

- Projectiles like flames and rockets comes out of your feet. Intentional?

- Secret Walls tend to open so slowly. Granted, this happens in the original game as well. But at least i could get inside the secret while it's being opened.

- Just a minor gripe, but the door closing sound effect is now underwhelming. I expected it to play that thud part, but nah.


And that's about it. Best luck to you! It's very promising.
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Re: WolfenDoom: Second Encounter [DEMO 1.3.1]

Postby CantSleep » Tue Feb 04, 2020 9:15 am

Thanks for your feedback, Captain J! Keep in mind this is my first real project on ZDoom, so the maps are a bit of a challenge to decorate. Especially when I'm an amateur at mapping :)

Captain J wrote:- First of all, Hans Grosse's arena has dim lighting, while other maps are brighter than the sun.

Noted.

Captain J wrote:- Is it me? Or the damage output of the hitscan attack in this TC is overall different and just too much in higher difficulty? I mean... In the original game, you get a minimal or half of damage when the enemies shoot you from far away. But in this TC, you still take big damage regardless of the distance, making the sniping strategy kinda useless, mutants are very hard to deal with and tend to kill each other.


I tried simulating A_WolfAttack but instead I used an actual hitscan function to make bullet puffs, etc. Apparently I didn't put in any damage drop-off by distance. I'll check and see if it's possible. For now the damage will be based on the difficulty you're playing on so "Death Incarnate" is actually "Death Incarnate"! Noted.

Captain J wrote:- Projectiles like flames and rockets comes out of your feet. Intentional?

I did that to prevent projectiles from obstructing the view. From a chasecam perspective it looks like it's coming from BJ's crotch, but I'll try to adjust them a bit. Noted.

Captain J wrote:- Secret Walls tend to open so slowly. Granted, this happens in the original game as well. But at least i could get inside the secret while it's being opened.

Due to my inexperience with polyobjects, the least I can do is to make the secret walls open quickly like in the original WolfenDoom. Will see what I can do. Noted.

Captain J wrote:- Just a minor gripe, but the door closing sound effect is now underwhelming. I expected it to play that thud part, but nah.

Just WolfenDoom things™ :lol:
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