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SonderKommando Revolt

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doomjedi
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Number of posts: 345
Age: 30
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 Nov 18, 2008 12:18 am by doomjedi

Valts wrote:Sounds good. All original art is by, you Doomjedi?

I didn't say that. I said - almost all.
Regular enemies are not original. We have 1 new original enemy - ChaingunTurrert Dude.
Bosses are new but most are beased off Wolf3D Bosses as a base. 1 Boss is original, not based on Wolf3D Bosses at all.
..btw in Eridu for example we have not only "all original from scratch" Bosses but 1 new "from scratch" enemy.
Almost all of the scenery is original, but a few are based on Blake Stone scenery and some other games. There is many art "from scratch" though...including animated ones. CampFire, Exploding and Destructable barrels, animated prisoners etc...all new animations. Wolf3D scenery is mostly represented by on-floor skeleton and bonepiles...maybe some bloodpools. But that's mostly it. Nothing "important". The game looks like all-original, at most parts.
Textures and Parallaxed skies are original. Beside the floor textures that is taken from other games.
have all original art, big respect, Doomjedi Smile

Many textures were ripped from real camp photos (with editing, recoloring etc...), but that still makes them original in the way we use this term here. Some were made from scratch, reacreating the walls in real photos.
Thats make this mod interesting, I mean ( game have original graphics and all new enemies and stuff).

This game have real facts? (I mean base, history)? (sry, my english is bad) Or just realism? But best luck this mod!

Well, it's based of real revolt, yet sure taking it to a larger scale (to make the mod more interesting) and (if you play well Smile ) changes the outsome to "positive" in a way Smile
Quote from Wikipedia:

There was a revolt by Sonderkommandos at Auschwitz in which one of the crematoria was partly destroyed with explosives. When the camp resistance warned the Sonderkommando that they were due to be murdered on the morning of 7 October 1944, they attacked the SS and Kapos with axes, knives, and home-made grenades. Three SS men were killed, including one who was pushed alive into a crematorium oven; and some prisoners escaped from the camp for a period. They were recaptured later the same day. Of those who did not die in the uprising itself, 200 were forced to strip, lie face down, and then were shot in the back of the head. A total of 451 Sonderkommandos were killed on this day[citation needed]
There was also an uprising in Treblinka on 2 August 1943, in which around 100 prisoners succeded in breaking out of the camp [sup][2]
, and a similar uprising in Sobibór on 14 October 1943[3]. About 50-64 of the prisoners from each camp survived the war[citation needed]. The uprising in Sobibor was made into a factual film, Escape from Sobibor, starring Rutger Hauer, amongst others.[/sup]

Post on Tue Nov 18, 2008 2:27 am by Valts

Ok, thanks for information. I was in Auschwitz 2004 year (tourism), must to say, creepy place (conditions was terrible)

Post on Tue Nov 18, 2008 4:22 pm by Dark_wizzie

For me, I want to make new sprites and enemies, but I have no idea how to make a new enemy. It's impossiable for me to make new sprites. Too hard. All the paint jobs.

Post on Wed Nov 19, 2008 1:31 am by doomjedi

First, you can base them off existing sprites, withsome creativity and recoloring.
I think in this case WLHacks techniques are better than mine to create art from scratch...notice how he works. He seem to start from 1-color general outline of object with it's different parts. Then he just fills them up with a texture pattern logical for metal, wood and such materials...the results are astounishing IMO.
Me ..sometimes I look at a photo and then start recreating the obnject on it....but with enouph experience you can do many art without looking at nothing...including bloodplats, bones, skulls....and many more...
It's alot of practice..nothing to scary...and it's alot of fun..to make a new art...to make your mod a unique look.
Just try.... notice the shadowing though, it upgrades a sprite alot...right consistent shadowing...just put a light point and image how it would be lit in real life.

Post on Wed Nov 19, 2008 3:04 pm by Dark_wizzie

Yeah... well some things you can't exactly positivly get better at just by trying harder. I think running is easier because in order to run faster, I just try harder. But creating maps and sprites actually requires skills.

Post on Thu Nov 20, 2008 12:16 am by doomjedi

I don't think so. But that's just my oponion.
IMO it's experience, imagination and persistence Smile

Post on Sun Feb 01, 2009 10:05 am by doomjedi

Dean's latest Sonder level is a very good one Smile Here are some teasers:

Post on Sun Feb 01, 2009 2:25 pm by lilmanjs

that's amazing.

Post on Sun Feb 01, 2009 11:07 pm by doomjedi

Thanks Smile

Post on Mon Feb 02, 2009 2:29 am by PicNic

Looks great, but the grey sky walls with the night sky doesn't fit IMO.

Post on Mon Feb 02, 2009 4:20 am by doomjedi

I tend to dissagree.
Though the wall were made to fit both snowday and night parallaxed skies, and if I'd made them just for the nightsky - I could made them to fit more.
But I don't want to make sky-related textures, but textures that can fit all of the skies.
I have one night-specific texture for trains though.
But even existing texture - looks bad only when really close to the player...even a bit of distance make it look good IMO.

Post on Mon Feb 02, 2009 4:24 am by PicNic

Ok, of course I understand you can't make for each level different textures.

Post on Tue Feb 17, 2009 11:46 am by drchainsaw

Those screenshots are impressive i cant wait to play this Cool
Keep up the good work!

Post on Thu Feb 19, 2009 2:51 am by doomjedi

Thank you Smile

All of the team is working hard on this mod.
It'll have plenty of secret features and surprises

Post on Thu Feb 26, 2009 1:29 pm by lilmanjs

and still I try to make music for this mod.

Post on Fri May 15, 2009 3:26 pm by apegomp

lilmanjs wrote:and still I try to make music for this mod.


I tried to make midi music for the Auschwitz map in Voxelstein 3D:
http://www.mediafire.com/?tlnnmvgnx50
Sad
The tempo/pace/speed is slow and sad and the song is sobbing stac-ca-to tongue

Feel free to use it if you like.

Post on Sun Sep 06, 2009 2:10 am by doomjedi

Status:

Art: 100% (beside some unplanned additions for specific requests of mappers)

Coding: 90-95%
Assuming Tricob enabled the new enemies as he claimed to, we have 0-1 coding tasks left (one inventory) + final wrap-up of the mod (inserting intermission screens and such) + 10 bugfixes, most of which can be considered "small ones", Tile Mirror bug can be described as "largest" of them, as trucks don't display correctly.
So...we are nearly finished.

Mapping: 19 made out of 27 planned = ~ 70% (+ a few made secret levels) + 1 old map existing but still under heavy revisiting
Which means we have total of 7 maps left (+ one to be revisited, "Intersection"), on 2 mappers - Dean and Ron...meaning average of "4 maps per mapper" left.
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Current date/time is Sat Nov 07, 2009 10:17 am