All of these mods I made earlier this year. Never got around to posting them anywhere else until just now, however, so here are some links to a few of my ECWolf mods. These all work best with the development version of ECWolf, and I will try to maintain compatibility with updates. To play, simply drag and drop onto the ECWolf executable, or use arg --file from the command line. All of these require registered Wolfenstein 3D v1.4 (GT Version - updater available on ECWolf site)
HALTEN SIE! - Conversion to ECWolf (LowRes / HiRes)
Spoiler:
Here is a conversion of "Halten Sie!" by Laz Rojas to ECWolf. This has the original 10 levels from the PC set, plus the missing 2nd level that was from the Mac scenario and also was in the WolfenDoom scenario. Everything was copied over from the original mapset, except for the 2nd level, which I mapped out by comparing it to the wolfendoom version. Since the Trans and DK sprites are just pasted over Gretel and Fatface, this is incompatible with the sprite enhancement set.
SECOND ENCOUNTER - Level Conversion to PC Wolfenstein for ECWolf (LowRes/HiRes)
Spoiler:
This is a conversion of Second Encounter to ECWolf. I used the Macenstein levels as a base and then made a bunch of edits, as it was created with tons of custom items. This is NOT a conversion of Macenstein - these are only the levels and the code for the bosses and weapons. I have never ever seen the actual 2nd encounter levels backported to the original wolf, with the exception of Macenstein, which makes it play exactly like the Mac version. In my opinion, the versions with front facing sprites are a completely different game, its more of a run-and-gun 3d maze shooter. It completely lacks the stealth element. So I ported the levels over to ECWolf. I have also made a hi-res version using my mac walls weapons and items pack.
Features:
All 30 of the levels from the Mac Family Wolf3D (SNES, Mac, 3DO, Jaguar)
Both the rocket launcher and the flame thrower (low res sprites from SNES version, hi-res sprites from Mac version)
All extra bosses ported over from Spear of Destiny (However, since I was too lazy to write a new xlat, their monster id's overwrite gretel, otto and fatface)
Extra music from Spear of Destiny
Ham
Differences from original:
No backpack. Sorry, I'm new to decorate and I just couldn't figure it out.
Item placement is slightly different, as I had to guess for rocket launchers and flame throwers
This will probably be pretty obsolete once ECWolf has full MacWolf support, however I still like playing these levels in PC Wolf
Sources
Sprite Fixes - Sprite Fix Project by PSTrooper
SNES Wolf3D
Mac Wolf3D
WolfenDoom (For low res pick up sprites)
Spear of Destiny
Macenstein 3D
ESCAPE FROM TOTENHAUS - Conversion to ECWolf (LowRes Only)
Spoiler:
This is another conversion of one of Laz's PC sets. This one is a conversion of "Escape from Totenhaus". This set has 10 levels and almost every graphic and sound has been replaced.
This is a compilation of all the maps I have made from the years of 1996-2006, minus 2 really horrible maps (even compared to some of the winners in this pack), cleaned up and packed together with spiffy textures collected from my old mods. In total there are 48 maps, ranging in quality from quite decent to crapstick, however some of them were from when I was about 8 or 9 years old, so I'm going to ride that excuse into the ground, lol. Maps are taken from Gorenstein 3D, Gorenstein II, Heil Hitler!, and SamWolf.
This is a compilation of many levels, all taken from vanilla Shareware and Registered Wolfenstein 3D mods, created from the years of 1993-2002 or so. No drastic changes have been made, except for a few bugfixes and enemy placement and such. In total there are 122 maps divided between 13 sets.
Changes from originals
Edited exits, as some caused errors due to the location of the triggers
HiRes Textures and Sprites from my Mac GFX Pack, all other sprites from PSTroopers Sprite Fix Pack
Edited a few walls, for some reason some of these had unknown wall types, which is odd since none of these had source hacks. The unknown walls would crash the game
Added Spear bosses, to add a bit of variety (IDs replace pacman ghosts)
Various fixes
Cows
Shareware Mapsets
10levels by unknown
Castlestein by Daniel Patterson
CMapset1 by unknown
Nazi Invasion by Jonathan Wiseman
New11 by Ideas from the Deep
Raid on Wolfenstein by Bryan Banfield
SGE by N. Korroveen
Original Maps - http://www.mediafire.com/download/ldd12 ... al_Maps.7z
Sources Music from -
The Addams Family (SNES), Super Metroid (SNES), Blake Stone (PC), Doom (PC), Doom II (PC),
Spear of Destiny (PC), Zombies Ate My Neighbors (SNES), The Tick (SNES), originals by
Sam Feichter (AstroCreep), Hexen (PC), a few from Reactor's IMF Pack
Other sources -
Walls and Item Sprites - Wolfenstein 3D (Mac)
All other sprites - Wolfenstein 3D Sprite Fix for ECWolf by PSTrooper
Extra bosses from Spear of Destiny
Some menu graphics edited from Tech Demo, others edited from Spear of Destiny
Created in 2015 by AstroCreep (Sam Feichter)
all assets from these mods can be used in whatever project you want to create, provided that any material originally created by me is credited to me and all material created by other people are credited to whoever created the original asset. More details included inside .pk3 files.
Tools used - HWE, WDC, ChaosEdit, Wolfenpack, MS Paint, Ultimate Paint, Photoshop CS6, SLADE, TextWrangler, FL Studio 11 (and tons of VSTS), Anvil Studio, IMFCreator, ezvid
Please note that not all tools were used in every mod
Holy cow, I've never had the chance to play the original Totenhaus before, definitely picking this up! The other stuff looks great too, ECWOLF really needs more mods.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sat May 23, 2015 7:09 pm
by Echelon5
Would there be any way to get a version of 2nd Encounter with the Mac sfx? Maybe even the ammo pickup sounds? Love all this stuff, thanks a bunch for you effort!
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sat May 23, 2015 7:17 pm
by AstroCreep
I was thinking of doing a hi-res version of Totenhaus and spicing up the 2nd encounter one a bit, however I gotta finish the next two projects I'm halfway done on. The one is almost done, halfway through making maps. The other one still has quite a bit of work left on it, especially with all the custom soundtracks and super hi-res textures and whatnot. They're gonna be pretty boss when they are done though.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sun May 24, 2015 11:17 am
by Woolie Wool
Why would you "paste the Trans and DK sprites over Gretel and Fatface" instead of actually using Trans and the Death Knight? They're already in the DECORATE code.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sun May 24, 2015 11:47 am
by TehRealSalt
Or, if staying true to the source is preferred, how about making new DECORATE actors that have the properties of Gretel and Fatface but use Trans and DK's sprites?
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sun May 24, 2015 2:12 pm
by AstroCreep
Woolie Wool wrote:Why would you "paste the Trans and DK sprites over Gretel and Fatface" instead of actually using Trans and the Death Knight? They're already in the DECORATE code.
Because I copied and pasted everything for the low-res versions. Back in the day before source edits existed, the only thing you could do were graphical changes. Since this is a mod of wolfenstein, the SOD bosses are not available, and in order to put them in a map, I'd have to rewrite the XLAT code or overwrite Gretel and Fatface's monster id's. Since I had no decorate experience prior, I copied everything from the original, down to the overwritten sprites. They are quite literally ripped straight from the originals. There is absolutely no point to change that, since I planned on enhancing stuff in the hi-res, and if you note in those versions, there ARE decorate versions overwriting the monster ids.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sun May 24, 2015 4:06 pm
by Woolie Wool
I still don't understand why you didn't bother with the low-res versions, especially when overwriting the monster IDs is as simple as
actor DeathKnight2 : DeathKnight replaces Fatface
{
}
Keep in mind that not everyone will necessarily want to use the hi-res version, especially since the Mac textures lack fake contrast versions like the PC textures.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sun May 24, 2015 7:21 pm
by AstroCreep
I know what is involved in doing it but I really didn't know how to do decorate back then and now that I do I really don't want to overhaul it. If you really MUST have redecorated bosses feel free to modify it. I allow anyone to modify or use any of my resources and mods.
[edit] FUNFACT: Did you know that the mac version did indeed have contrast? It was done in the engine using alpha shaders to save space. I tried implementing it in my mods however it seems that either I did it wrong or it isn't implemented yet. To me it doesn't matter anymore because I'm using brightness levels in most of my new stuff I'm working on and I feel the contrast doesn't look good with brightness levels.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sun May 24, 2015 7:35 pm
by armymen12002003
Nice can you do tresure hunt to?
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Sun May 24, 2015 8:20 pm
by AstroCreep
Negative. Was not a PC mod that one was mac only. Maybe once the mac version is fully supported but right now it's very incomplete. Maybe once that's out I can find a way to Frankenstein the levels in and redecorate the enemies into their PC counterparts. It'd be quite an undertaking though because id either have to hand convert all of the maps or rewrite the xlat so that it replaces mac walls and items with PC walls and items.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Tue May 26, 2015 11:46 pm
by Woolie Wool
Working on a more polished version of the Second Encounter conversion with Mac music, title screen, ceiling colors, level numbers, and boss health. I can create a backpack entity for you to place into levels where the original backpack is meant to go if you want.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Wed May 27, 2015 12:38 pm
by Echelon5
What about those snazzy Mac sound effects? Or was that the Jaguar version, with the weapon/ammo specific pickup sounds?
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Thu May 28, 2015 2:26 pm
by AstroCreep
@woolie wool (I assume you are also executor) - this pleases me . Do anything you feel necessary to spice it up a bit. I am looking forward to the finished product.
Re: [ECWolf] ECWolf Mod Releases 1/2015-4/2015
Posted: Thu May 28, 2015 5:24 pm
by Woolie Wool
AstroCreep wrote:@woolie wool (I assume you are also executor) - this pleases me . Do anything you feel necessary to spice it up a bit. I am looking forward to the finished product.
After looking at it some more, I'm probably going to essentially redo your conversion from scratch, using a custom xlat so I can directly import the Macenstein maps. This will allow me to add a few things that you left out, such as backpacks, and add the Third Encounter levels for a total of 90 maps (93 if I include duplicate maps for a First Encounter episode). I've also asked Andy_Nonymous if he could send me the source midis from an older version of Macenstein so I can make new IMFs using my Wolfenstein-style GENMIDI (his IMFs use the Doom II GENMIDI packaged with IMFCreator and thus don't sound very good). I also went back on my idea to do the Mac ceiling color, instead picking ceiling colors as appropriate to the individual levels for a perfect Mac/PC hybrid.