Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

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jazzmaster9
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Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

Post by jazzmaster9 »

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Decided to open a new Wolfenstein Workshop thread since the first one, which I opened 10 YEARS go felt too cluttered and some of the stuff there are no longer in a quality I'm happy with.
Some of these can already be found in my Wolfenstein Total Conversions, but I had a ton of left over unused content, that I wanted to share them for others to use and edit.

Feel free to use them in your Mods and TC's, be sure to give appropriate credit.

Tips on how to cut up these Sprite Sheets
Spoiler:
Enemies/Actors:
Zombies (Original Sprite by WSJ, Edited by Me)
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These are from my Cancelled Wolfenstein: Amulet of Gold TC where Episode 2 was to be set in Japan.
Imperial Japanese Guard (Original Sprite by The Man Who Knows, then heavily edited and reshaded by me.)
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Imperial Japanese Officer (Original Sprite by The Man Who Knows, then heavily edited and reshaded by me.)
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BONUS: Feigned Surrender
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BONUS: Giving Orders
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BONUS: Alternate Death; Based on the Spear Resurrection officer death by AReyeP
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New Variant for the Officer. Wielding an SMG
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Imperial Japanese Elite Guard (Based on WSJ's Afrika Corps sprites pack)
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Imperial Japanese Rifleman w/Melee Variant
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BONUS: Kneeling fire
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Melee Variant
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Imperial Japanese Heavy Trooper (Original by Doomjedi and edited by CaptainJ, fuether edits by me)
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Imperial Japanese Heavy Trooper (Original by Doomjedi and edited by CaptainJ, fuether edits by me)
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Paratrooper (from the WolferCooker sprite pack, edited and reshaded by me)
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Scribe (Original by WolferCooker edited by Me; Inpsired by the Scribes from Wolfenstein 2009)
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MG-42 Commando (Original by CaptainJ edited by Me; inspired by the Nazi Storm Elite from Medal of Honor: Airborne.)
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POWs (Based on the Allied Soldier sprites by BigDaveHadSomeToo, edited by Me)
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Rise of the Triad GAD (Gravitational Anomaly Disks)
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Various Decorations and pickups
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Weapons:
Most of these are gonna be in the SNES Style since these were made for my Wolfenstein TCs in mind that used the SNES Wolfenstein weapons. ALSO if they have Cyan background, they are most likely older sprites that I felt still hold up today..

Type-99 Light Machinegun with Bonus Smooth Barrel look, to be visually cleaner.
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STG-44
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Flak Cannon
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Type 92 Heavy Machine Gun
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DeLisle Commando "Stealth Carbine"
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FG-42
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Gewehr 43 (Pickup sprite based on a KAR-98K pickup by WSJ)
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Rapid-Fire Pistol "Schnellfeuer"
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Silenced Luger
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Kar-98K
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Type 99 Arisaka
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Futuristic Gun Type thing?
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Brown Sleeved Weapons

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Blue Guns in the Style of the Mission Packs
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Walls:
Shoji Doors
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Custom Textures (Patern base and Decorations by ArEyeP)
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Lost Episodes Elevator edits
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Lost Episodes Locked Door edits

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Flags based on the Rise of The Triad logo
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Minecart/Railway Tracks
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Last edited by jazzmaster9 on Fri Mar 08, 2024 4:16 am, edited 6 times in total.
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jazzmaster9
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Re: Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

Post by jazzmaster9 »

New Death Animations for the Officer, Based on the Spear Ressurection officer death by AReyeP
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jazzmaster9
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Re: Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

Post by jazzmaster9 »

New Variant for the Officer. Wielding an SMG

Image
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jazzmaster9
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Re: Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

Post by jazzmaster9 »

New Weapon, Type-99 Light Machinegun (both Finned and Smooth Barrel Look)
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jazzmaster9
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Re: Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

Post by jazzmaster9 »

New Sprite. Here's a Zombie with both a spit and Melee attack.
Been wanting to make this for a long time and after seeing the ones from Blade of Agony decided to make my own version in the classic 64X64 size and style.

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jazzmaster9
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Re: Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

Post by jazzmaster9 »

SS Variant of the Zombie.
Original Sprite by WSJ, Edited by me.

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Re: Jazzmaster9's Wolfenstein Workshop 2.0: New and Improved

Post by Jay »

Thanks! Can we download all of this in a single link? And ideally formatted already for GZDoom? Or we must import frame by frame in SLADE? And the scripts for the behavior of the enemies? We should implement them ourselves? Some tips for that?

Thanks a lot.

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