I figured this might be a bit of a long shot, but what the heck. I was wondering if anybody would be willing to finish of those hi-res versions of the Wolfenstein 3D enemy sprites from the Jag and Mac ports which lacked rotations.
I've provided a ZIP archive containing them aswell as the missing rotations from the original 64x64 versions, resized to 128x128 for comparison/reference:
http://www.zshare.net/download/7943655747a289b0/
[Request] Wolf3D hi-res enemy rotations
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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.
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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.
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Gez
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- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: [Request] Wolf3D hi-res enemy rotations
There's not even a completed set of rotations for the PC version bosses...
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CeeJay
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Re: [Request] Wolf3D hi-res enemy rotations
True, but the standard enemies have a much higher priority. The bosses were given front frames only to save diskspace. Now, why they made all the enemies front only in the Atari Jaguar and Macintosh ports is beyond me, seems to just be out of lazyness as both those systems could have easilly handled it (executive: "let's make a quick and dirty port of Wolf3D for other systems to cash in on his sucess..."). With the Jaguar version (which was the first to introduce the hi-res gfx), i know they were merely experimenting with the hardware for plans of porting Doom so they probably they didn't put much effort into it, but i mean they DID realease it so they should have put a little more effort into it. One of the iconic features of the original Wolf3D was to be able to sneak up behind guards and stab 'em in back, which usually kills them with one single stab.
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CeeJay
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Re: [Request] Wolf3D hi-res enemy rotations
Anyone... ? 
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DoomSplitter
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- Joined: Fri Jul 25, 2008 2:45 pm
Re: [Request] Wolf3D hi-res enemy rotations
I wouldn't expect anyone to actualy do the job, as it would require a lot of work. You have to consider the amount of detail that needs to be redrawn on the sprites. I do admit, I would love to see it done, but I don't see It happening.CeeJay wrote:Anyone... ?
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CeeJay
- Posts: 1467
- Joined: Sun Mar 14, 2010 2:52 am
Re: [Request] Wolf3D hi-res enemy rotations
No, i wouldn't either. Like i said in the intial post, i figured it was a long shot. But maybe... just maybe... Ahh, who am i kidding.DoomSplitter wrote: I wouldn't expect anyone to actualy do the job, as it would require a lot of work. You have to consider the amount of detail that needs to be redrawn on the sprites. I do admit, I would love to see it done, but I don't see It happening.