WolfenDoom Chronicles

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WolfenDoom Chronicles

Postby DeathIncarnate » Thu Oct 16, 2014 4:03 am

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:
Image
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Re: WolfenDoom Chronicles

Postby Average » Fri Oct 17, 2014 4:34 pm

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!
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Re: WolfenDoom Chronicles

Postby Sgt. Shivers » Fri Oct 17, 2014 7:51 pm

Looking very nice, I love wolfendoom stuff so I'll be keeping an eye out for this!
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Re: WolfenDoom Chronicles

Postby Caleb26 » Sat Oct 18, 2014 3:41 am

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)
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Re: WolfenDoom Chronicles

Postby Xim » Sat Oct 18, 2014 7:40 am

Looks and sounds like it'd be cool. I'll be keeping an eye on this.
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Re: WolfenDoom Chronicles

Postby Tormentor667 » Sat Oct 18, 2014 8:39 am

Looking forward to this!
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Sun Oct 19, 2014 1:36 pm

Thanks. Here are a few screenshots from my first map: SS Headquarters

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 2:10 pm, edited 1 time in total.
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Re: WolfenDoom Chronicles

Postby Woolie Wool » Sun Oct 19, 2014 2:03 pm

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).
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Re: WolfenDoom Chronicles

Postby Xim » Sun Oct 19, 2014 5:41 pm

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).


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.
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Re: WolfenDoom Chronicles

Postby armymen12002003 » Sun Oct 19, 2014 9:35 pm

Nice job with this.
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Re: WolfenDoom Chronicles

Postby Tormentor667 » Mon Oct 20, 2014 5:15 am

The lighting is very flat in most of the shots, this could definitely improved.
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Re: WolfenDoom Chronicles

Postby ArmanAhmadi » Mon Oct 20, 2014 11:27 am

It looks great, and so does the atmosphere. Looking forward to this. :o
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Re: WolfenDoom Chronicles

Postby DeathIncarnate » Mon Oct 20, 2014 12:00 pm

Tormentor667 wrote:The lighting is very flat in most of the shots, this could definitely improved.

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).


Thanks, I'll take detailed lighting and actor scaling into consideration for my future maps.
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. :wink:
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Re: WolfenDoom Chronicles

Postby Sgt. Shivers » Mon Oct 20, 2014 10:09 pm

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!
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Re: WolfenDoom Chronicles

Postby RastaManGames » Tue Oct 21, 2014 2:42 am

I want of remake original wolfen doom missons! ^_^
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