[Abandoned] Wolfenstein: Fall of the Reich

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Woolie Wool
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Re: [WIP] Return to Wolfenstein 3D

Post by Woolie Wool »

Mediafire does not allow that sort of thing. Use http://www.imgur.com

Also I would highly recommend using Wolf4SDL or ECWolf for this project, it's better suited to this sort of thing. That map image you showed looks like a Wolfenstein map--flat with blank walls and orthogonal angles, with nothing that Doom is actually good at. If you insist on using the Doom engine, I think you really need to learn how to do decent maps with the original assets and textures before tackling any TC-type project. Height variations, angles, windows, moving geometry--these are all fundamentals of Doom mapping design that you need to learn so you don't end up with a collection of boxes.

Also ditch the hi-res textures as shown in the OP. Your textures should match your sprites and other assets, in resolution and art style.

EDIT: Reading back over that feature list again, you're in way, way over your head and this will inevitably end in disaster. I'd suggest starting with single maps, for either Wolfenstein or Doom. Don't bother with ACS scripting or Decorate, or trying to shoehorn modern game design elements like branching plots into a game engine that doesn't really support them. I'm a veteran at Wolfenstein modding and even leaving aside the things that are completely impossible in ECWolf, let alone regular Wolfenstein, this plan would require several years of work.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

Well the room its very self is flat in that photo, but the other one that's a better example. In fact in that cave photo you enter offa derailed elevator that lands into a pit and I put some slopes in there. Not to mention my use of 3d floors and polyobjects. The photos angle is actually what's misleading.

Thing is Ive been working with doom for quite some time and only recently joined Zdoom forum because I'm trying to spread my skills. I've already worked with single maps, and I can do decent decorate and ACS as well, in fact one of my maps even uses a currency system. While sixty maps maybe high I'm at least shooting for ten maps because its my interpretation on Wolfenstein itself whether or not I'm the only one that likes it.
Last edited by Shiny Metagross on Tue Apr 22, 2014 11:03 pm, edited 1 time in total.
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Woolie Wool
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Re: [WIP] Return to Wolfenstein 3D

Post by Woolie Wool »

Putting slopes and polyobjects into your level is not by itself good level design. How do your layouts connect to each other? Are there windows and other architectural features to add connectivity and a sense of space? Do heights vary frequently and consistently instead of just being the occasional staircase or dropoff?


This is what I'm talking about. Look at how the level is structured and uses heights, light levels, connectivity, contrast of cramped and open spaces, texturing, and layout to create a sense of a cohesive space.

BTW if you want an example of what the ultimate marriage of Doom and Wolfenstein might look like, play map12 of Eternal Doom (Darkdome by Sverre Kvernmo). That's the best castle I've ever seen in Doom.

EDIT: it is also important to note that most of Wolfenstein's textures are useless for making Doom maps because they often tile only at 64 unit intervals, cannot be stretched or squeezed like say, STAR* textures, and some of them don't tile vertically at all.
Last edited by Woolie Wool on Tue Apr 22, 2014 11:16 pm, edited 1 time in total.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

Yeah I know, my plan is to make pretty much the whole map layout then some one come in and put some details in, because I'm more equipped for coding. BTW at this point in my life I do can afford several years to work on this.

I was working on a brutal doom project but I put it on the back burner because this project is more my style.

BTW you do make a point about the hires, they are not that good really. And episode one really won't be as interesting as the rest of the "episodes" because you're indoors 85% of the time, and what can you expect, its a secret, boring, ww2 castle.

I plan on replacing them textures with rtcw textures anyway, make it have a more modern but classic feel.
Last edited by Shiny Metagross on Tue Apr 22, 2014 11:19 pm, edited 2 times in total.
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Woolie Wool
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Re: [WIP] Return to Wolfenstein 3D

Post by Woolie Wool »

S_Andrew_S wrote: boring, ww2 castle.
If "boring" is in the description of your level set I suggest you re-evaluate the design until the word no longer applies.


This is a castle, but it's not boring.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

No I'm being sarcastic. How would you feel if you had to work a boring job in a creepy castle and guarding prisoners who may never escape?

I'm kind of insulted by the way. You're obviously not taking my ideas very seriously.

If you're talking about alternate story line, I have a clue how I would do that though. I already got a pretty big head start on resources, I'm about 70% complete with that so I can actually put some effort into the maps. Its only really going to begin when I get All my resources out together.
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Woolie Wool
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Re: [WIP] Return to Wolfenstein 3D

Post by Woolie Wool »

If it seems like I'm not taking this idea very seriously, it's because I've seen many people attempt TCs very similar to this one in the past without being ready for them, and inevitably come to a bad end. I even tried some overambitious and ill-considered partial/total conversion ideas in the past when I was less experienced and the results were not very good (when there were results at all). Also calling your own idea "boring", ironically or not, does not inspire confidence on the part of potential players.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

You know the only part you can consider this as a conversion is the first three episodes and those have a little twist of my own to add a bit more realism. The rest are my own storyline. Especially the last one, because it slaps you right back in the face after playing a while.

I don't really care if the mod ends up good or bad because I'm having fun making it and I'm putting my best effort into the storyline and maps layouts. Also you make it sound like terry wads are better too.

Too close this debate, Im asking that you pm me your opinion on my idea instead of burrying it in public. I will not reply to you unless its in pm, thank you.

EDIT: I do want opinions, but I do not want to get in a debate without it being in pm.
Last edited by Shiny Metagross on Wed Apr 23, 2014 10:03 am, edited 1 time in total.
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everamzah
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Re: [WIP] Return to Wolfenstein 3D

Post by everamzah »

Nobody expects the Spanish Inn Physician.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

everamzah wrote:Nobody expects the Spanish Inn Physician.
That has nothing to do with this topic.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

Woolie Wool wrote:EDIT: it is also important to note that most of Wolfenstein's textures are useless for making Doom maps because they often tile only at 64 unit intervals, cannot be stretched or squeezed like say, STAR* textures, and some of them don't tile vertically at all.
Well if you think this calls for better textures, I'll see what I can come up with. And in a few minutes I'm going to SHOW you that I can make interesting maps, because I'm going to show you that I know how to make a good looking room.
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Project Shadowcat
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Re: [WIP] Return to Wolfenstein 3D

Post by Project Shadowcat »

He's less talking about "simple room layouts" and much more to do with the project as a whole. You have already successfully distracted yourself from the big picture you're trying to paint and trying to focus on much more minute features. Work on your layouts now, make sure everything is working, before trying to go crazy-detailed on your maps.

When I said you have your work cut out for you for such a large project, I wasn't kidding.
Caleb26
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Re: [WIP] Return to Wolfenstein 3D

Post by Caleb26 »

Hi. If you want you can always use some of my custom acs scripting tricks from my Zdoom/Gzdoom projects - Spear Revisited and Spear of Destiny: The Lost Episodes. Hopefully it will help you creating your Return to Wolfensten 3d wad.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

Caleb26 wrote:Hi. If you want you can always use some of my custom acs scripting tricks from my Zdoom/Gzdoom projects - Spear Revisited and Spear of Destiny: The Lost Episodes. Hopefully it will help you creating your Return to Wolfensten 3d wad.
Maybe I just have to know what they are first.
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Shiny Metagross
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Re: [WIP] Return to Wolfenstein 3D

Post by Shiny Metagross »

Caleb26 wrote:Hi. If you want you can always use some of my custom acs scripting tricks from my Zdoom/Gzdoom projects - Spear Revisited and Spear of Destiny: The Lost Episodes. Hopefully it will help you creating your Return to Wolfensten 3d wad.
That depends on what they are first of all.
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