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Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

PostPosted: Fri Oct 07, 2016 3:27 pm
by AstroCreep
TDG wrote:Great work AstroCreep, I really liked ArEyeP's bridge between Wolfenstein and Doom to the point that I really would like to remake/re imagine it in the Doom engine, but add some elements of Brutal Doom Hell on Earth single player pack as well as additional weapons such as a flame thrower replacing the plasma gun, and the missile launcher.

I also started to think out how I would design the levels such as as a hub area, the various UNC office complexes, warehouses, laboratories, and of course the Doomed dimension.

It is still a project I would like to do one day but for now this scratches somewhat of an itch as I tried to run Wolfendoom in ECwolf but some problems played the game. (it did not show the right story text and for some reason I can not continue into the hell segment of the first episode as some invisible wall seems to be in the way)



Glad you enjoyed it. I'm doing an upgrade of sorts to this, not quite to the extent that you want to, as I'm still using ecwolf, but it's gonna use graphics sounds and music straight from doom, light levels, floor textures (pretty much the whole hq shebang) plus missing enemies and weapons, like the zombie soldiers and hell knights and such. got most of the enemies done and all weapons besides the missile launcher (the chainsaw and the missile launcher will be the extra weapons)

Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

PostPosted: Fri May 12, 2017 4:47 pm
by Gumbemandens Bror
I recently finished the first episode of the mod, but when running towards the exit, the camera turns with no BJ in sight and the end-screen doesn't appear.

Could you perhaps patch this?

Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

PostPosted: Tue May 30, 2017 12:45 pm
by AstroCreep
Prob not. I just kinda quickly threw this together to work. Kinda lazy, I know lol. But at the time I had the intention of doing a massive overhaul of the mod. It's mostly finished, but still a lot of things to do like fixing the exits and adding floors and such. Not to mention that now Blzut3 changed the way the textures work, the whole texture file and xlat need to be rewritten. Lots of work. With how busy I've been with other things, it may be quite a while before I can work on this.

Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

PostPosted: Fri Oct 11, 2019 8:25 pm
by AstroCreep
Alright friends. I finally redid this thing so it’s not so shitty lol. All things that didn’t work before now should work, the story screens have been added, and the end trigger has been modified to prevent bj run actor errors. Also included is an optional pk3 with doom imf music. Apologies for being so lazy the past few years on this one lol

Download Here - http://wolf3d.net/mods-ecwolf/w/wolfendoom.zip

Re: [ECWolf] ArEyeP's WOLFENDOOM - Conversion to ECWolf

PostPosted: Sun Oct 13, 2019 9:01 am
by NeonLights95
I loved playing this mod when I was younger.