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SonderKommando Revolt

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doomjedi
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Number of posts: 345
Age: 31
Location: Israel
Hobbie: Gaming and Modding, Pixel Art, New Age, Singing
Registration date: 2007-03-26

SonderKommando Revolt

Post by doomjedi

latest screenshots from my "in work" mod:





Last edited by doomjedi on Sun Feb 01, 2009 10:06 am; edited 2 times in total
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Post on Tue Sep 18, 2007 1:04 pm by Valts

screenshots is amazing! its really god job ( I mean coding and mapping)

Post on Tue Sep 18, 2007 4:12 pm by Dark_wizzie

yes. I find the second picture quite interesting. Smile

Post on Tue Sep 18, 2007 11:03 pm by doomjedi

Thank you ,guys Very Happy

Post on Wed Sep 19, 2007 3:09 pm by rgamesinc

I love the atmosphere, especially with the background in the first picture with the towers in the background. I love the look you have set up here, can't wait to see the mod.

Post on Thu Oct 18, 2007 2:40 pm by doomjedi

The work on Sonder is still going strong. At least graphically.
Though Sonder is a bit stalled coding-wise- being transferred with Tricob's help to wolf4GW engine (because of all the memory problems all the fancy features I want in it caused), graphically it's going amazing.
Only today I've spent at least a few hours making on of my most impressive and goriest texture work so far in wolf3d modding, a texture I tried to achieve from the beginning of this project.

I thought to "wrap up" Sonder graphically a long time ago, but the ideas just keep coming, endlessly.
This is already one of the largest graphics VSWAPS probably ever, and one that is impressive.
Including tons of animated scenery sprites and other cool features, some have original ideas never seen before in wolf3d.

So I scrap things from VSWAP like a madman, trying to desize it, especially so new sprites won't add to it but only exist existing ones.
Sometimes I have the wish to release a "scrapped art" pack even now, far from the release, just to give a hint about mods quality - "if THOSE graphics were scrapped from the project - imagine the quality of the sprites left in it ". But don't worry - all graphics even scrapped ones will be released after the mod will be released - I don't delete stuff...yet Wink

Title screen was changed to a much nicer one.

...still, I could only wish I'd get some mapping help from the community...Tricob is busy coding, WLHack is almost out of the project being busy with other stuff...Ronwolf is frequently ansent....

Here some old screenshots for you (without all the newer art Smile )













Post on Thu Oct 18, 2007 2:44 pm by lilmanjs

those screenshots are amzing!!! can you really use the sights of that weapon?

Post on Thu Oct 18, 2007 2:48 pm by doomjedi

lilmanjs wrote:those screenshots are amzing!!! can you really use the sights of that weapon?


No Sad - But trust me, Sniper Rifle is accurate, powerful and fun to play with.
I've accidently by mistake released those sprites in "Russian Front" scrapped art pack on the "other" wolf3d forum. I should have been more careful.
The sprites were made from scratch in MS-Paint.

Post on Thu Oct 18, 2007 2:51 pm by lilmanjs

I can't wait to play this mod. has there ever been a demo released? and if not could there be one released?

Post on Fri Oct 19, 2007 4:24 am by doomjedi

lilmanjs wrote:I can't wait to play this mod. has there ever been a demo released? and if not could there be one released?


No, no Demo has been released yet, because of additional coding features still being added, but mainly because of the relatively slow mapping progress. I'd say that currently if I'd count the mapping rate it'd be an average of 1 map a month if not less since the beginning of the project April this year.
You have to understand it's hard to map for a mod that is realistic, especially THAT realistic, you can't just throw things around, 2 vases near every door and such....Also it's hard to map with such a large amount of graphics, the VSWAP is one of the largest ever in wolf3d modding - all the screenshots till now show in total only about 10-20% of overall scenery sprites (including many directional sprites, animations...), 0% of Bosses, only 66% of parallaxed skies (2 of 3), about 40% of textures if not less (there are many more themes in the mod...snow theme is just one example.....) Also I keep replacing older sprites with new sprites so it's confusing.
Graphically speaking (only) the VSWAP is what you'd call in Doom terms "a MegaWad". Generally it's a heavy project, one of the heaviest and without additional help (not graphic, but mainly mapping) it'll take a long time ot make.

In the future I can consider a demo, though it'll have not more than a few levels in that case. Though generally I don't like such ideas, as they ruin the surprise of the whole mod, especially graphically.

Post on Fri Oct 19, 2007 2:28 pm by lilmanjs

ok. well if you need any help I will be glad to help. I just hope that if this mod isn't out by the end of this year that it comes out next year.

Post on Fri Oct 19, 2007 2:53 pm by doomjedi

I guess it won't be out this year, unless I'll get an additional help.

Note I'm also working on my "other" mod ("Secret of Eridu"), and also started preparing graphics for "SonderKommando 2", so overall it's not that slow process. When it'll come to a release date, I guess it'll be one mod after another Smile

Can you handle realistic-type mapping - with an extremely large graphics set that has to be creatively and realistically used? Including floor/ceiling mapping and such?

...Anyway, currently I'd prefer the coding of the mod to be at least nearly finished, as it might affect mapping.

Post on Fri Oct 19, 2007 3:06 pm by lilmanjs

I think that I can. how many maps would you like me to make?

Post on Sat Oct 20, 2007 2:16 am by doomjedi

I think that I can. how many maps would you like me to make?

As much as you want Smile I have graphics to support even 60 levels or more. Your free time is the limit.
But it'll mean you'll need to look first in the mapping concept thread in my dev. forum, look on existing maps, study well all of VSWAP graphic themes and abilities, look on many many Auschwitz photos in google image search (including images of the camp, crematorium, gas rooms, barracks, block 11....etc) and make some historic studying on that place and time period.

You'll need to make sure you're joining the project for the "right" reasons, and have free time for work and be consistent in the project - and not just for the mere opportunity to play Sonder before it's released or get access to it's VSWAP and graphics.

As I've mentioned before, I prefer to get Sonder finished to be transferred coding-wise to wolf4GW engine as it's done during those days by Tricob (to become Sonder4GW Smile ).
Also I want Tricob to finish to make "ChaosEdit cfg"/exe changes to allow for all graphics to be usable. Currently many graphics are in the VSWAP, but some are not yet available for mapping.

Today I'll finalize all of Sonder coding features to make it "a closed list", the same with constantly-updated graphics set. It's about time.

After all that, your mapping will be able to start, if you'll still be interested.
Also note that "Secret of Eridu" has open mapper positions as well Wink

Post on Sat Oct 20, 2007 7:42 am by ronwolf1705

As DoomJedi said, free time is the most problematic. Atleast it is with me. At times, I'm so busy with school that I really have no time to map. But now, I'm free of school for a week, so I can map some again. Smile

Post on Sat Oct 20, 2007 9:38 am by doomjedi

Some more screenshots from levels in develpment (note that falling snow will be added to the levels later):
Screenshots were made by Ronwolf.







Post on Sat Oct 20, 2007 2:09 pm by lilmanjs

well I can make sonder maps. I would be glad to make them. I will research about the time period and I know someone that can help me out with research. so where all is sonder going to take place. Is it just in the camp or will there be places outside of the camp.

Post on Sat Oct 20, 2007 11:10 pm by doomjedi

Sonder will happen inside the camp and in nearby forest.

Post on Mon Oct 22, 2007 2:38 pm by lilmanjs

that's cool. I might make a couple of forest levels as well if you don't mind. can't wait to start making maps.

Post on Tue Oct 23, 2007 9:02 am by doomjedi

Currently I plan to add some more of the outside/forest scenery.

I'm working currently on SonderKommando 2 graphics. I guess it's mapping will start soon.

In my modding website (in my signature) is details on all my mods, including SonderKommando 2 and SonderKommando 3

Post on Tue Oct 30, 2007 1:52 am by TheUbermutant

It looks great.Really cool.I apreciate your hard work.

Post on Sat Nov 03, 2007 10:34 am by doomjedi

2 new screenshots:



Post on Sat Nov 03, 2007 11:15 am by lilmanjs

is that gun from doom? other than that those screens are amazing.

Post on Sat Nov 03, 2007 11:28 am by doomjedi

The gun is not from doom

Post on Sat Nov 03, 2007 11:38 am by lilmanjs

ok. just kinda looks like that gun. still looking really cool. when do I get to make some maps?

Post on Sat Nov 03, 2007 12:18 pm by doomjedi

Theoretically (as those screens are from Ronwolf's mapping) nothing really stops you...if Ron can map - you can probably too.
But let's not discuss it here.
I think I'll PM you the link to Doomjedi's dev. forum.
The rest we can discuss over there.
Be sure to read ALL of the forum threads before you start mapping.

Post on Sat Nov 03, 2007 12:20 pm by lilmanjs

umm well I do need the mod first though!!! still this looks to be really cool and I'm glad to help out with it.

Post on Sat Nov 03, 2007 1:12 pm by doomjedi

All the download links are in the forums, at least the VSWAP and VGA files...enouph to get you started, at least when you'll get from Ronwolf or Tricob related ChaosEdit configuration files. You'll need to PM them for such.

The rest (exe and other files) I can send you later.
I want you to read all of the topics, including Story, mapping concepts, coding features etc.......Also I can send you already made maps to have a look.
Any map you'll make still will need to be edited later to add addtional characters and enemies that are still not in VSWAP yet and need to be inserted and implemented coding-wise (that's why I had a doubt about adding you into the team at that stage). But those are small changes and can be easily added to your maps later.

Last edited by on Sat Nov 03, 2007 1:19 pm; edited 1 time in total

Post on Sat Nov 03, 2007 1:16 pm by lilmanjs

ok. sounds good but what's the link. I pmed you about it. still I love seeing new screens and I hope that my levels are of good enough standard once they are done.

Post on Sat Nov 03, 2007 1:20 pm by doomjedi

Note that some of the graphics (like walking prisoners and some of the enemy types) is not yet in the VSWAP and I can send you them separately...though most of them is downloadble separately from the "latest doomjedi updates" thread in dev.forum.

Post on Tue Nov 20, 2007 2:14 pm by doomjedi

RonWolf keeps mapping some great maps for Sonder - even objectively saying - the best wolf3d levels I'm ever played/tested. Trust me I don't say it just because it's a mod I'm involved in.
I want to say Ronwolf is a wonderful mapper - each time he maps I see he implements my vision exactly, just like I'd implement it if I'd map myself. He maps very realistically, uses my graphics smartly, creating moody/consistent areas and levels...Amazing mapper. Just what I needed for my mods. I hope he'll stay to map for Sonder sequels as well.

Beta testing Sonder's levels, I have tons of screenshots on my comp, but I don't want to post them all Smile But I'll post a few teasers.











Lilmanjs - you're not serious, and you don't look too good.
I didn't hear from you after you've got the latest Sonder files. You don't map for it, and don't post in the dev. forum.
It's not nice.

Post on Tue Nov 20, 2007 2:36 pm by lilmanjs

I'm liking the screens and the levels. maybe you could make a desktop wallpaper of some of the screens you have.

Post on Tue Nov 20, 2007 2:48 pm by Valts

Very nice shots. I waiting this mod!

Post on Wed Nov 21, 2007 12:06 am by doomjedi

lilmanjs wrote:I'm liking the screens and the levels. maybe you could make a desktop wallpaper of some of the screens you have.


Nice idea....didn't think of it

Post on Wed Nov 21, 2007 3:11 am by TheUbermutant

WOW!!!Great screenshots.

Post on Thu Jan 31, 2008 8:05 am by doomjedi

Just thought I should post this review of our new mapper - when he finally got to play the in-dev mod:

Got the files thanks. I just played through the first level and it is just an exceptional piece of work.

Visually this is the most amazing thing I've ever seen in Wolf mod. I can see all your ideas in one place now. I had visualised them all when i had read them but to actually see the gas chambers working and the animated prisoners and everything is even better than I imagined them - Just unbelievable work from everyone involved. You should all be congratulated.

Post on Thu Jan 31, 2008 4:28 pm by lilmanjs

I must post that untill I can get a regular usb drive I can't download or send anything which is crappy because I had a map that I thought was ready for sonder. for some reason I can put files on it at other places but when I get back home I can't see what I've put on the drive.

Post on Wed Apr 02, 2008 9:09 am by doomjedi

After we (by his request) kept the identity of our new team mapper a secret (till it was recently leaked out), I'm proud to reveal Dean is our recent new mapper.
I have to say on behalf of our Sonder team we are very pleased with his maps so far - which are breathtaking to say the least. From the first map he has made for Sonder - he was just right on. Amazing. Lately Ronwolf (whose levels were very good anyway) learned most of his tricks and got many mapping tricks of his own - and their latest maps are just one better than the other. Both are top mappers IMO. This is as close to my vision as I can think.
As a tribute to Dean here are a few screenshots from his latest maps:




...not to forget Ronwolf ...a few shots from his maps:






New Sonder engine is progressing well, thanks to Tricob.

Post on Mon May 05, 2008 1:30 am by doomjedi

I have to say Dean lately is doing some unpecedented mapping for Sonder...huge (full grid-using) maps, amazing quality...let me quote Dean from the dev. forum:
Ok, sent. The sprite count is 860, guard count is 149 but I'd love to be able to add more if i can. Total items is around the 1,040 mark - I just hope the engine can handle it!
Build time on this has been about 21-22 hours

Post on Mon May 05, 2008 2:38 am by Raziel

It could be nice to see this game being released on Holocaust Memorial day. But I guess it's worth the wait Smile Btw dean's screenies doesnt show much Crying or Very sad same with RonWolf's Maps..

Post on Mon May 05, 2008 4:42 am by doomjedi

Raziel wrote:It could be nice to see this game being released on Holocaust Memorial day

Yes, thought of this.....but the current progress won't allow us. What holds us is merely mapping, mostly coding, meaning the SonderSDL engine Tricob works on.
Let's us hope it'll be released before next Holocaust day Smile

.
But I guess it's worth the wait Smile
Can't prove you...but just trust me - it is.
Btw dean's screenies doesnt show much Crying or Very sad same with RonWolf's Maps..

Well, forgive me for not revealing all there is in the screenshots Smile I'll leave some to the imagination.

Post on Thu Jul 17, 2008 1:34 am by doomjedi

My modding website (in my signature) was majory updated and still is - you're invited to visit
Added:
Image Gallery
Doomjedi's dev. blog
Public Forum
Polls area
Links area

Post on Sun Jul 20, 2008 6:34 am by doomjedi

I keep adding new content to the website, including many new links (in the links area) and new polls... Smile

Post on Tue Jul 22, 2008 10:46 pm by doomjedi

I've decided the project needs a new/additional coder.
Currently the project was stalled because of the lack of coding progress for a longer time than I'm ready to admit, and for more time I'm ready to allow. Noones fault, but still....If it'll go on like that - this project will be in "vapourware" danger and in this case I won't be afraid to declare such (and maybe my announcement to quit wolf3d modding) . You've seen the screenshots....I think it'll be a pity. Sonder has a lot of maps, finished graphics, sounds, story.......
Requirements:
Sonder has a lot of art and coding features that Tricob (current project coder) didn't see how can fit within the normal wolf3d engine memory (Current engine is still "False Spear/Femstein" one.)
So unless the new coder is very good in memory saving and veeeery creative - we need him to know WolfDX, Wolf4SDL or whatever engine coding that allows much larger memory limits.
We need a coder with commitment and free time.
If you're interested - PM me or post here.

Post on Wed Jul 23, 2008 10:09 am by PicNic

Hmm.. Long time ago I posted here tongue.

Post on Wed Jul 23, 2008 3:32 pm by Raziel

PicNic wrote:Hmm.. Long time ago I posted here tongue.


And how this relates to the topic that Doomjedi needs a new coder? Neutral

Post on Wed Jul 23, 2008 10:15 pm by doomjedi

PicNic wrote:Hmm.. Long time ago I posted here tongue.


You mean you've offered coding help?

Post on Thu Jul 24, 2008 12:28 am by PicNic

No, I can't, only a few.. but that was a long time ago so I dont know if I still can do it. but it were simple codes or something. I even made a code by myself Very Happy

Post on Sat Oct 18, 2008 11:48 am by doomjedi

I'm happy to announce that Tricob "finished" first version of Sonder4SDL exe (based on WolfDX), and it works pretty good.
Sonder has never looked better Smile

Still, there are things to add and bugs to fix, but this is a major advancement in a mod that has art finished, and mapping in a very davanced stage.
When exe will be finished, I guess Sonder will be released relatively soon after that Smile

Post on Sat Oct 18, 2008 12:20 pm by PicNic

Screens?

Post on Wed Oct 22, 2008 3:52 am by doomjedi

After I'll figure out how to printscreen in this new engine Smile

Post on Wed Oct 22, 2008 8:52 am by doomjedi

First Sonder4SDL screenshots:
(Didn't activate distant shading on this map, though it works - so final result will look actually much better Smile )









Last edited by doomjedi on Wed Oct 22, 2008 8:58 am; edited 1 time in total

Post on Wed Oct 22, 2008 8:55 am by PicNic

Looks nice, what exactly is/does Wolf4sdl ?

Post on Wed Oct 22, 2008 9:11 am by doomjedi

It's the new engine used for Sonder - basically Sonder based on Wolf4SDL - aka Sonder4SDL Smile

http://diehardwolfers.areyep.com/viewtopic.php?t=4830

Actually it's based on a much more developed version of Wolf4SDL - WolfDX aka "Wolf3D - the Deluxe Edition".

Which means it's not wolf3d-dos based, but Windows-based, without all the DOS memory limitations and such...higher resolutions, better sounds support etc........

Post on Wed Oct 22, 2008 9:42 am by PicNic

Ok, seems hard to code?

Post on Wed Oct 22, 2008 9:52 am by doomjedi

I'm not the coder - Tricob is Smile Ask him Smile

Post on Sat Nov 08, 2008 11:58 am by doomjedi

Sonder project is getting huger by the minute...what can I say.
Sonder dev. forum has currently 46 topics in it Smile Year and 8 month of development and we still got work to do.
Now we are moving to the 4-door feature. It means we'll have 4 different normal doors, and 4 key doors, each one visually and coding-wise corresponding to certain key. I'll look cool, I can promice Smile By the look of the locked door you'll immideiately see which key it needs and if you have it, without the need of trying to open it. This will remind you of Hexen.
Tricob keeps uploading a new Beta virtually each day.

Post on Sat Nov 08, 2008 1:40 pm by PicNic

I'm still waiting for a reply from WLhack for MOHA...

Post on Wed Nov 12, 2008 4:24 pm by Dark_wizzie

doomjedi wrote:Sonder project is getting huger by the minute...what can I say.
Sonder dev. forum has currently 46 topics in it Smile Year and 8 month of development and we still got work to do.
Now we are moving to the 4-door feature. It means we'll have 4 different normal doors, and 4 key doors, each one visually and coding-wise corresponding to certain key. I'll look cool, I can promice Smile By the look of the locked door you'll immideiately see which key it needs and if you have it, without the need of trying to open it. This will remind you of Hexen.
Tricob keeps uploading a new Beta virtually each day.

That's great. It seems you are happy with the progress of your mod.

Post on Thu Nov 13, 2008 1:59 am by doomjedi

Yes I am Smile
This is mod made very carefully, with huge attention to details and realism. Also it'll have one of the largest VSWAPs around Smile
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