[WIP] Wolfenstein: Enigma

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
User avatar
Conmeister
Posts: 25
Joined: Tue Feb 06, 2018 3:08 pm
Location: United States

[WIP] Wolfenstein: Enigma

Post by Conmeister »



About
Wolfenstein: Enigma is a standalone WolfenDoom mod on the UZDoom engine. It sets in a alternate timeline from the classic games with inspirations not only from other Wolfenstein games in the series but similar ones alike such as Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, Wolfenstein 2009 (Raven Software), and Rise of the Triad. Some other Wolfenstein mods were inspired, including Blade of Agony.

Story
It is the year 1943, and the war have reached it's peak. The Allied forces have begun making their next moves in North Africa, and the Soviets are pushing back the Germans from the Eastern Front. The tides of war have turned, and Hitler's victory became nothing but another dream in his twisted mind, while the Heart of the Reich is slowly on the brink of collapse. But the Nazis, still refuse to capitulate, have grown obsessed with human experimentations, occult artifacts and special projects, in a way that would achieve their final victory. The Allied leaders reject this possibility as nonsense or mystic mumbo jumbo; yet, some still fear what the Fuhrer is up to. The situation is uncertain, but a little shed of hope can light the darkness within.

You are a member of a team of special operatives known as the Task Force: Gray Knights, working for the joint American and British Office of the Secret Actions. An agency that is dedicated to pursue clandestine operations behind enemy lines. While B.J. Blazkowicz is one of their prestigious agents, there were several other members that managed to prove themselves worthy to be a part of the agency. As the OSA have become aware of human experiments, occult and special projects, there would a certain event that will change your role permanently, and you must do whatever it takes to win the war against the Nazis...

Features
  • 38 playable and unique missions in 6 different chapters (plus secret levels).
  • Contains three main modes: Campaign, Scenarios and Invasion.
  • Seven playable characters with their own role and playstyle.
  • Simple & effective gunplay.
  • Loads of many period-accurate World War II weaponry, some others aren't (because it's Wolfenstein).
  • A wide variety of Nazis, mini-bosses, returning bosses from Wolfenstein 3D and new bosses. And yes, occult enemies are there too!
  • Livelier environments & ambient sounds.
  • Improved AI to make dynamic and challenging fights.
  • Interactive NPCs.
  • And many more...
Screenshots
Spoiler:
Videos
Spoiler:
Downloads
Not available at the moment. Demo build is planned when it's ready, that is.

Help Wanted!
As a lone developer, it has become an nightmare to develop this ambitious Wolfenstein mod. I am looking for any sort of help to make Wolfenstein: Enigma become an reality over these below:
  • Spriting
  • Graphics
  • Mapping
  • Writing (Mainly for story and other sorts)
  • Voice Acting (Optional, specifically playable characters and some NPCs)
If you have any below or any other suggestions/ideas that can help out for this mod, free to join my Discord server and assist or stay tuned for more up-to-date developments.

One last thing to note
This mod is currently in W.I.P and things are subject to change as things get developed later on.
Last edited by Conmeister on Tue May 26, 2026 3:15 pm, edited 4 times in total.
User avatar
Conmeister
Posts: 25
Joined: Tue Feb 06, 2018 3:08 pm
Location: United States

Re: [WIP] Wolfenstein: Enigma [First Update!]

Post by Conmeister »

FIRST UPDATE!

Hey, it's been pretty quiet for the past several months ever since I posted this. To put it simply, I was rather busy with other projects from planning perspective which yes, this also includes this one. It took at least several months with planning the campaign, including a restart as I was left unsatisfied with it. Although thanks to a fellow member in my discord server who gave me helpful advice and suggestions to improve upon, I was able to nearly finalize everything (except possibly toning down some of it's ambitions). As of recently, I've been getting it back together and assemble all of the resources that I kept laying around from older iterations and "Wolf4SDL" version to UZDoom from now on. I am still looking for help who can contribute this highly ambitious project, being a lone developer who isn't as experienced with creating low-res sprites and other resources (such as textures) is becoming a pipe dream at this rate. Link to my discord server is at the end of the project's post so if you are willing to help with anything to make this project a dream come true, I'll be grateful.

Anyway, the demo build has been planned from the start but...would you all prefer that or a chapter 1 release build at this rate? Since some people are still waiting for years with no playable build of this mod. When will it happen? I cannot say for certain, if anything. If there was enough help then it would speed things up but we'll have to see for now. That being said, here are some stuff I made while at it.




Thank you for your time and hope you have a good day, wolfers.
User avatar
Conmeister
Posts: 25
Joined: Tue Feb 06, 2018 3:08 pm
Location: United States

Re: [WIP] Wolfenstein: Enigma

Post by Conmeister »

Just a few days ago, I was experimenting with attack rotation frames for WSJ guards. While I was aware some attempts were made for earlier versions of Blade of Agony, they looked rough and so, I decided to check out if the Wolfenstein Sprite Fix and Rotation Project for ECWolf by PSTrooper was possible to make and well…this is the result below.

It worked out pretty well, I had to do some edits here and there to make it look consistent (may not be perfect). I haven’t decided if the pain rotation frames should be the same for LE in that rotation project or just basic like in Blade of Agony, I’d prefer the latter. It’s a pity that no one tried to make the MP40, Rifle + STG rotation frames for WSJ guards, could someone try to do those? Lest if someone is able to make the Wehrmacht version, then I may be able to do the rest for other types of guards.

Note: The MP40 weapon for WSJ guards are using Castle Totenkopf SDL v1.31, to those who are wondering.

Return to “TCs, Full Games, and Other Projects”