WolfenDoom Chronicles
Forum rules
The Projects forums are only for 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.
The Projects forums are only for 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.
- DeathIncarnate
- Posts: 60
- Joined: Thu Oct 16, 2014 1:57 am
- Location: South Africa
WolfenDoom Chronicles
I'm currently working on a WolfenDoom project that hopefully resembles some of Laz Rojas' WolfenDoom missions. It won't be full 32-level maps, but rather episodic releases, or stand-alone missions. Some may be only a level long, or maybe even 2 or more. Some may be remakes of Wolf3d maps. Features include:
* New HUD (including score counter)
* Scripted events (depending on the nature of the map)
* Very hard boss battles (who have their own health bars)
* Portable Health
I intend to let players access secret levels if they score high enough, or collect every treasure item, kill every enemy and find every secret in a particular level (contemplating adding a kill, treasure and secret counter on the HUD).
Here is what I've done so far:
* New HUD (including score counter)
* Scripted events (depending on the nature of the map)
* Very hard boss battles (who have their own health bars)
* Portable Health
I intend to let players access secret levels if they score high enough, or collect every treasure item, kill every enemy and find every secret in a particular level (contemplating adding a kill, treasure and secret counter on the HUD).
Here is what I've done so far:
Re: WolfenDoom Chronicles
I like the idea of unlocking secret levels with score or treasure. It's a different take from the usual find the secret exit mechanic. Good luck!
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: WolfenDoom Chronicles
Looking very nice, I love wolfendoom stuff so I'll be keeping an eye out for this!
Re: WolfenDoom Chronicles
Great we need more wads like these. I've made two Wolfendoom megawads myself - Spear Revisited Remake and Spear of Destiny : The Lost Episodes.(GZDOOM)
Re: WolfenDoom Chronicles
Looks and sounds like it'd be cool. I'll be keeping an eye on this.
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Re: WolfenDoom Chronicles
Looking forward to this!
- DeathIncarnate
- Posts: 60
- Joined: Thu Oct 16, 2014 1:57 am
- Location: South Africa
Re: WolfenDoom Chronicles
Thanks. Here are a few screenshots from my first map: SS Headquarters
SS HQ Entrance
http://www.gamefront.com/files/24554134 ... -ss_hq.zip
At the moment, I'm currently working on my second map: Totenkampf.
Unlike SS Headquarters, it's a classic run-n-gun level, and sort of a remake of Wolf2Map1.
SS Headquarters is not really objective based, even though the level opens up with text describing what should be done. Also it was rather linear.
SS HQ Entrance
Spoiler:Main Hall
Spoiler:Lunch
Spoiler:Barracks
Spoiler:Boss Area
Spoiler:And here's the link:
http://www.gamefront.com/files/24554134 ... -ss_hq.zip
At the moment, I'm currently working on my second map: Totenkampf.
Unlike SS Headquarters, it's a classic run-n-gun level, and sort of a remake of Wolf2Map1.
SS Headquarters is not really objective based, even though the level opens up with text describing what should be done. Also it was rather linear.
Last edited by DeathIncarnate on Sun Oct 19, 2014 1:10 pm, edited 1 time in total.
- Woolie Wool
- Posts: 1713
- Joined: Mon Dec 15, 2003 3:36 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Arch Linux, Windows 11
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: WolfenDoom Chronicles
I'd strongly suggest doubling the height of the player and all monsters. As usual with "WolfenDoom" mods the scale of the maps is completely at odds with the scale of the actors and the result is that the player and the Nazis seem like tiny midgets. A Nazi should be around 3/4 the height of a typical corridor (so the ceiling appears to be around 8 feet high).
Re: WolfenDoom Chronicles
He does have a point. Look at the lunch room doors, they are HUGE compared the the actors. But otherwise your level design is great.Woolie Wool wrote:I'd strongly suggest doubling the height of the player and all monsters. As usual with "WolfenDoom" mods the scale of the maps is completely at odds with the scale of the actors and the result is that the player and the Nazis seem like tiny midgets. A Nazi should be around 3/4 the height of a typical corridor (so the ceiling appears to be around 8 feet high).
- armymen12002003
- Posts: 1418
- Joined: Wed Jun 01, 2011 10:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Castle Wolfenstein
- Contact:
Re: WolfenDoom Chronicles
Nice job with this.
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Re: WolfenDoom Chronicles
The lighting is very flat in most of the shots, this could definitely improved.
- ArmanAhmadi
- Posts: 117
- Joined: Fri Aug 09, 2013 1:52 pm
Re: WolfenDoom Chronicles
It looks great, and so does the atmosphere. Looking forward to this.
- DeathIncarnate
- Posts: 60
- Joined: Thu Oct 16, 2014 1:57 am
- Location: South Africa
Re: WolfenDoom Chronicles
Tormentor667 wrote:The lighting is very flat in most of the shots, this could definitely improved.
Thanks, I'll take detailed lighting and actor scaling into consideration for my future maps.Woolie Wool wrote:I'd strongly suggest doubling the height of the player and all monsters. As usual with "WolfenDoom" mods the scale of the maps is completely at odds with the scale of the actors and the result is that the player and the Nazis seem like tiny midgets. A Nazi should be around 3/4 the height of a typical corridor (so the ceiling appears to be around 8 feet high).
Also, note that the link to my first map (SS Headquarters) has been provided above. It is a beta version, even though I forgot to specify this in the game. If all goes well, I would like to include the map (more detailed) in a "mission pack", if you want to call it that.
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: WolfenDoom Chronicles
If I recall correctly GameFront blocks downloads to most countries outside of the US, so it would be nice if you could rehost the map somewhere.
Also, I don't think you'd need to scale the actors too much. As long as you map accodingly and lower the player viewheight by a bit you should be okay.
Other than that this is looking very fun!
Also, I don't think you'd need to scale the actors too much. As long as you map accodingly and lower the player viewheight by a bit you should be okay.
Other than that this is looking very fun!
- RastaManGames
- Posts: 375
- Joined: Wed Mar 12, 2014 11:13 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Russian Federation, Krasnoyarsk
Re: WolfenDoom Chronicles
I want of remake original wolfen doom missons! ^_^