community project idea: maps for ww-nazis
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
community project idea: maps for ww-nazis
Well, let's face it, the last good Wolfenstein-themed TC that got released for Doom was Operation Rheingold, and even that wasn't exactly finished. Some attempts have been made, notably Starke von Oben's Return to Wolfendoom (disappeared without a trace) and my own attempted gathering of an Operation Arctic Wolf remake from years ago (canceled because the only team members were too busy with KDIZD).
So here's an idea. Most community projects are gathered with the assumption that the person gathering them has already done the majority of the work. I've pretty much got my part done, in the form of WW-Nazis, which we could use as the monster, weapon, and item resource base for a pack of maps. A handful of various WW2-themed (realistic or more fantastical, is up to each author) maps. An altered version of ww-nazis would be built into the final product, to remove the randomization system in favor of allowing authors to manually place every class of enemy and weapon, as well as the potential of adding new enemy types specifically for the project.
Would anybody be on board for something like this?
Map slots
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level Boss:
Level Secret:
So here's an idea. Most community projects are gathered with the assumption that the person gathering them has already done the majority of the work. I've pretty much got my part done, in the form of WW-Nazis, which we could use as the monster, weapon, and item resource base for a pack of maps. A handful of various WW2-themed (realistic or more fantastical, is up to each author) maps. An altered version of ww-nazis would be built into the final product, to remove the randomization system in favor of allowing authors to manually place every class of enemy and weapon, as well as the potential of adding new enemy types specifically for the project.
Would anybody be on board for something like this?
Map slots
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level Boss:
Level Secret:
- Sgt Dopey
- Posts: 558
- Joined: Thu Jan 13, 2011 8:44 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Australia
Re: community project idea: maps for ww-nazis
You can count me in for this
- Tapwave
- Posts: 2096
- Joined: Sat Aug 20, 2011 8:54 am
- Preferred Pronouns: No Preference
- Graphics Processor: nVidia with Vulkan support
Re: community project idea: maps for ww-nazis
I can try to assist in minor thingies or base stuff.
If you want a (really crappy) reference, this is most likely my best non glitchy map, it's still a wip, and since i'm slow as hell it looks a bit bare/short, but i worked on it for like, 2/3 days.
If you want a (really crappy) reference, this is most likely my best non glitchy map, it's still a wip, and since i'm slow as hell it looks a bit bare/short, but i worked on it for like, 2/3 days.
Re: community project idea: maps for ww-nazis
Sounds interesting and ZDoom needs maps. I haven't played WW-Nazis yet (but I saw it) and am more a fan of modding Wolf3d directly (or its SDL version) for this... but Doom's third dimension may help here. It would also help to study some history so I know what kind of Nazis to place etc.
Is it for GZDoom or ZDoom or SkullTag or something else?
How many maps will there be suggested? 30? I'll need to see a roster.
Who is the player? I presume he's not the Doom marine?
Are there new textures?
Is it for GZDoom or ZDoom or SkullTag or something else?
How many maps will there be suggested? 30? I'll need to see a roster.
Who is the player? I presume he's not the Doom marine?
Are there new textures?
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: community project idea: maps for ww-nazis
1. GZDoom/ZDoom SVN. Skulltag isn't supported due to it being really goddamn old. =P
2. I'm gonna shoot for a more modest 10 maps - the length of an average Wolfenstein episode, with eight levels plus one boss and one secret.
3. WW-Nazis' readme names the main character "Some Guy with a Revolver" - we can kinda fiddle with that though.
4. Haven't assembled any textures resources yet, but it wouldn't be too farfetched to borrow some from Laz Rojas' Wolfendoom projects (which in turn are probably Duke 3D edits).
2. I'm gonna shoot for a more modest 10 maps - the length of an average Wolfenstein episode, with eight levels plus one boss and one secret.
3. WW-Nazis' readme names the main character "Some Guy with a Revolver" - we can kinda fiddle with that though.
4. Haven't assembled any textures resources yet, but it wouldn't be too farfetched to borrow some from Laz Rojas' Wolfendoom projects (which in turn are probably Duke 3D edits).
Re: community project idea: maps for ww-nazis
AWESOME. If only there are WW2-themed MIDIs or legal OGGs/MP3s or Wolf3d music remixes available...wildweasel wrote:2. I'm gonna shoot for a more modest 10 maps - the length of an average Wolfenstein episode, with eight levels plus one boss and one secret.

- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: community project idea: maps for ww-nazis
Well, here's the thing - the ten levels don't necessarily need to have any thematic connection whatsoever, outside of them being WW2. I've got a few sets of enemies available. Woolie Wool's got replacement sprites for the enemies that include uniforms for the Heer instead of the Afrika Korps, and through Laz Rojas' mods and Majik Monkee's Image World we could easily get others as well. Map themes could range anywhere from North Africa to Norway to even classic Wolf3D if the author so desires.
- cq75
- Posts: 1212
- Joined: Sun Dec 27, 2009 9:28 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Just beyond the line horizon
Re: community project idea: maps for ww-nazis
This is an interesting idea, and I would be glad to help if I have time, but I doubt I will, so I can't commit to anything.
- ChronoSeth
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: community project idea: maps for ww-nazis
I'd like to join in. Maybe doing something completely different will help my mapper's block in Doom and HeXen.
- Tormentor667
- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: community project idea: maps for ww-nazis
It sounds interesting, I'd even consider submitting something here 

- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: community project idea: maps for ww-nazis
I'm a terrible mapper, but if you want a silly take on the Pac-Man secret level, then I guess I can do that. :V
- Tormentor667
- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: community project idea: maps for ww-nazis
The question is mostly where is this heading?
Something like Wolfendoom would be awesome, with a back-story and all that nifty stuff
Something like Wolfendoom would be awesome, with a back-story and all that nifty stuff
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: community project idea: maps for ww-nazis
I don't see a reason to have a backstory quite yet, when we don't even have any maps laid down. I don't want to force the mappers into a story outline.
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
- Contact:
Re: community project idea: maps for ww-nazis
Story:
Nazis are bad. Shoot Hitler.

Nazis are bad. Shoot Hitler.

- Tapwave
- Posts: 2096
- Joined: Sat Aug 20, 2011 8:54 am
- Preferred Pronouns: No Preference
- Graphics Processor: nVidia with Vulkan support
Re: community project idea: maps for ww-nazis
'cause ,y'know, that was what we were doin' in the forties!TerminusEst13 wrote:Story:
Nazis are bad. Shoot Hitler.