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Wolf3d Haven Forum

A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


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    Post by WolferCooker Fri Oct 01, 2010 8:06 pm

    Anybody have any idea how much more progress Thomas has made in his new Wolf Overkill TC? Has he totally abandoned it?
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    Post by Tenamk Sat Oct 02, 2010 2:52 am

    No, he just restarted mapping, that's what I know.



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    Post by WolferCooker Sat Oct 02, 2010 11:26 am

    Restarted mapping? The last time he gave an update on the game, he said he had mapped 95 of the 100 levels. Did his computer crash recently?
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    Post by Tenamk Sat Oct 02, 2010 2:59 pm

    He in his last post explained that he restarted mapping because the levels weren't very good and now he is on map 67



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    Post by WolferCooker Sat Oct 02, 2010 3:04 pm

    Oh okay. It looks like it shouldn't take anymore than 6 months for him to finish up making the remaining 33 levels.
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    Post by Tenamk Sun Oct 03, 2010 2:37 am

    It will be a nice set, looking forward to it.



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    Post by WolferCooker Sun Oct 03, 2010 8:13 am

    Well Thomas did say that it will be done sometime next year. I just wish he can give more updates as he hasn't done that for a couple months already.
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    Post by Tenamk Sun Oct 03, 2010 8:14 am

    Yeah, I agree with you



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    Post by Thomas Sun Oct 10, 2010 5:03 am

    It's tough to give an update, 'cause I can't see a proper estimate anywhere. The current progress lies on 75 maps fully done, with the 76th being well on its way. However, I haven't done much work for two weeks (I'm very busy at the moment) and somehow I just can't find the time to sit down and concentrate on the mapping. 'Cause that's what this project is all about to me. Not rushing anything at all. Doing each and everything with full respect and insight for both the player and myself.

    Havoc is still keen on the project, but he too is very busy with loads of other things. Trust me, this is not abandoned and it never will be, I'm just aiming for that 100% perfection none of my previous releases ever did achieve. But thanks for the interest.
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    Post by WolferCooker Sun Oct 10, 2010 8:29 am

    Okay Thomas. Are there going to be more weapons other than the Rocket Launcher?
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    Post by Per-Scan Sun Oct 10, 2010 8:31 am

    How about a 'shareware' size release? Razz
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    Post by Thomas Sun Oct 10, 2010 9:15 am

    WolferCooker wrote:Okay Thomas. Are there going to be more weapons other than the Rocket Launcher?
    No, that's as far as it goes. I don't know. I've thought about the flame launcher, but I don't want to go back and re-do 75 maps in the sense that they should have room for proper use of that weapon. The rocket launcher is enough for me.

    Per-Scan wrote:How about a 'shareware' size release?
    I'm keeping the biggest possible distance from releasing demos. In my opinion that's just a waste of time. There's no deal like the real deal.
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    Post by WolferCooker Sun Oct 10, 2010 9:49 am

    Any new screenshots though?
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    Post by Thomas Mon Oct 11, 2010 11:00 am

    I couldn't see the point in taking any. The only radical change is probably the status bar, but since most of the ceiling colours don't fit the levels, it really wouldn't be that interesting.
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    Post by WolferCooker Mon Oct 11, 2010 12:43 pm

    Okay then.
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    Post by Thomas Tue Oct 12, 2010 11:20 am

    At least I can offer you a small update. Right now, I just started the 78th map which is the beginning of a new "part". I had fun making the last boss level, and looking at my 77 completed maps, I cannot find one I dislike. And that's something that is very important to me, since I always get a dark feeling inside when I review my older work. It's faulty, it lacks creativity and inspiration. This new thing is the real deal. I guarantee you that.

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    Post by Andy Tue Oct 12, 2010 11:22 am

    That's great to hear, Thomas. I hope you are making backups! Smile
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    Post by Per-Scan Tue Oct 12, 2010 12:33 pm

    That's quite a statement Thomas. I can't wait... Smile
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    Post by WolferCooker Tue Oct 12, 2010 12:49 pm

    Thomas. Your older mods aren't that bad. They are quite good actually. I liked the one piece of Blake music you used (intro and level 6) in your Nazi Operation mod.

    Anyway, I hope you made some brand new features for Wolf Overkill that no one ever thought about before.
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    Post by Thomas Wed Oct 13, 2010 9:16 am

    WolferCooker wrote:Thomas. Your older mods aren't that bad. They are quite good actually. I liked the one piece of Blake music you used (intro and level 6) in your Nazi Operation mod.

    Anyway, I hope you made some brand new features for Wolf Overkill that no one ever thought about before.
    Yeah, that tune is one of my favourites too. I'd no idea it came from Blake... In fact, it was only two years ago I found out that most of the "AReyeP/MCS"-sound and music came from that game. Not having an old-school gamer-background, I'd never have known had it not been for talk on DHW. Very Happy

    I don't know if there's anything in the mod "no one has ever done before". Quite frankly, I'm not too keen on that either - I've considered this an "upgrade" from the original, retaining a lot of the original influence and character, with the addition of various new weapons (missile launcher, the odd chainsaw) a lot of new enemies and ten secret maps of fun, including a "Hell"-level and BJ on dope. I know it sounds simple in a modern eye, but to me it's more than enough and fun to play around with - and this is what this mod is, really. It's something I do to make myself feel good about Wolf-work. To be painfully honest, if nobody cares for this mod (mainly because of its volume of maps) I don't care.

    Andy wrote:That's great to hear, Thomas. I hope you are making backups! Smile
    Sure I am! Razz That's something I've always done. Ever since I started this mod in August 2009, I've kept backup of everything. As mentioned before, 96 or 97 maps were made for this, but they were utter crap. Not one is kept anywhere anymore. I don't have it. I don't need it. But all maps are intact, and as with the graphics and (hopefully to be better) sounds. I switched from Vista to 7 two weeks ago, and everything is in place. So keep your hopes up! Map 78 is right on its way.
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    Post by WolferCooker Wed Oct 13, 2010 9:23 am

    Is the mapping the last thing before a beta release or do you still have to code in the features?
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    Post by Thomas Wed Oct 13, 2010 10:08 am

    There is still a lot of coding to come. Some of the most obvious coding is already in; but it's very basic. However, Havoc is a great, fast and extremely reliable coder who's more than happy to help, and I doubt there's anything he doesn't know. So it might be done "quickly". But I have no estimate on this thing. If I find out it's not good enough, or something's lacking, or we need to fix a little bug, I wouldn't care if it's not out till 2012 or more. Perfection is everything.

    But what's left? There's not much I can say. Textured floors and ceilings is one thing that (I think it's already implemented) but we're going to do it thoroughly, multiple textures, things like that. And in order to spice things up, I make them un-togglable, so that the game can only be played with those babies lit on. 'Cause I didn't make this mod as realistic (in terms of mapping - no weird walls, purple walls, narrow, long hallways next to huge-*** chambers, etc.) in order to see it being played with a ceiling colour that doesn't fit the entire given map.

    Featured, and already working and implemented, is also a motorcycle. It can gas, brake, and has skid- and honking-sounds implemented. I've thought about making a "race"-function, external from the game itself and the plot.

    What I also need is music (100 chunks - I'm thinking something classical and humble, easy to find online I hope - MIDI-supported), and new sounds. I think they'll take a while. I think I'll ask someone about that and see what happens.
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    Post by WolferCooker Wed Oct 13, 2010 10:38 am

    Ahh the motorcycle. Seen that feature already.

    But let's say you're in a motorcycle level and you have to chase and destroy a supply truck. Do you think it's possible a "drive-by" (shooting while driving) feature can be implemented in Wolf3d?
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    Post by Thomas Wed Oct 13, 2010 11:47 am

    I thought about that. I'll ask Havoc what fits best. As I mentioned from day one, this is not a "groundbreaking" mod with a gazillion features killing the cosiness and soul of the original game - it's fun on my part, and objective for those who download.
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    Post by WolferCooker Wed Oct 13, 2010 12:08 pm

    Okay then. For a 100 seamless level mod, it looks like it could take weeks to complete it.

    If you're gonna add more different nazis, I sent a folder full of different nazi sprites extracted from a variety of mods (even your NovoWolf) to Brian and he posted it up on the sprites section of the Dome. Maybe some of the nazi sprites will intrigue you.
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    Post by Thomas Wed Oct 13, 2010 1:03 pm

    All sprites have been chosen already, and all the new enemies work as they should. You know, I could post each "profile" but I'll wait till I've got the good screenshots and things.
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    Post by WolferCooker Wed Oct 13, 2010 3:24 pm

    So be it. lol.
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    Post by ronwolf1705 Thu Oct 14, 2010 3:08 pm

    Looking forward to this one! Smile



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    Post by Tenamk Fri Oct 15, 2010 5:27 am

    Me too



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    Post by giftmacher Fri Oct 15, 2010 8:27 am

    yeah

    lol!
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    Post by Thomas Thu Nov 04, 2010 1:04 pm

    83 maps are now done, and I just started the 84th. I took two screenies just to keep it all idle:

    Wolf Overkill Wshot010

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    I don't know. At the moment, it's maps-only priority. Coding, graphics, etc. (which need heavy work in my opinion) also needs to be above average. Sounds and music is another thing. Gonna be a while 'til this baby's out...
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    Post by Tenamk Thu Nov 04, 2010 1:05 pm

    Looks nice Thomas



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    Post by WolferCooker Thu Nov 04, 2010 1:51 pm

    Looks good as is, Thomas. Maybe the stat bar could use a little makeover. Mp40 sprite could change too. Maybe add textured ceilings and floors.

    Is that a diagonal wall on one of the screenshots? I've never seen something like that before.

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    Post by Thomas Thu Nov 04, 2010 2:42 pm

    WolferCooker wrote:Looks good as is, Thomas. Maybe the stat bar could use a little makeover. Mp40 sprite could change too. Maybe add textured ceilings and floors.

    Is that a diagonal wall on one of the screenshots? I've never seen something like that before.

    "Textured ceilings and floors" are already on the to-do list, but with not much else cooking, this will be added last. It won't be anything fancy; just not the same one-coloured thing.

    And I don't know what you mean regarding the diagonal wall. Guess I'm just a crappy screenshooter.
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    Post by WolferCooker Thu Nov 04, 2010 2:50 pm

    Never mind. I was wrong.
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    Post by Per-Scan Thu Nov 04, 2010 3:29 pm

    I like the look so far. The diminishing light looks nice. Smile
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    Post by ronwolf1705 Thu Nov 04, 2010 4:59 pm

    Nice screenshots, Thomas! Smile I like the color schemes. I wonder though why that guy in the first shot is exploding. Does the MP40 have some secret powers? Razz



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    Post by Dean Thu Nov 04, 2010 6:44 pm

    It's a rocket launcher Ron Smile

    Shots look great Thomas, as always really looking forward to playing this!



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    Post by Dark_wizzie Fri Nov 05, 2010 12:08 pm

    If it's a rocket launcher, I hope it is actually effective in erradicating Nazis. Ins ome mods I feel that the rocket launcher is more gimmicky than anything else.
    Screenies looks nice, though.



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    Post by Per-Scan Fri Nov 05, 2010 12:51 pm

    ^
    Agreed. I hope the rocket launcher is pretty dangerous and useful. Smile
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    Post by Thomas Fri Nov 05, 2010 1:11 pm

    It is a rocket launcher - when I took the shot, it was the last missile and it swapped back to the MG 'cause that was the second weapon. As I mentioned above, I'm not good at taking screenshots...
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    Post by Thomas Fri Nov 05, 2010 1:16 pm

    And yeah, the rocket launcher is useful - in the first "beta" (as I so reluctantly have dubbed it) there wasn't any special effect - but thanks to Havoc, all enemies now explode if they're struck by the target - much as they would do should it happen in real life. Same goes for the oil drums (of course). The tricky part is that if the missile strikes a wall or any other object than collapsable items, nothing happens. But I really haven't got the talent or time to animate every single sprite in the game, coming in handy if the player would (for God knows why) shoot a vase or a bed.
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    Post by Tenamk Fri Nov 05, 2010 1:21 pm

    Ha! You double posted! You cheater! Just kidding Smile



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    Post by Per-Scan Fri Nov 05, 2010 1:34 pm

    Good to hear it's more than a gimmick. It'll be nice to see the baddies splattered to smithereens!
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    Wolf Overkill Empty Re: Wolf Overkill

    Post by WolferCooker Fri Nov 05, 2010 2:40 pm

    How about roasting or electricuting the enemies?
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    Wolf Overkill Empty Re: Wolf Overkill

    Post by Thomas Sat Nov 06, 2010 2:22 am

    With what?!
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    Wolf Overkill Empty Re: Wolf Overkill

    Post by WolferCooker Sat Nov 06, 2010 8:29 am

    Flamethrower or Blitzgewehr.
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    Wolf Overkill Empty Re: Wolf Overkill

    Post by Thomas Sat Nov 06, 2010 2:19 pm

    No. All maps are almost done. I told you before, if I should've added something, it should've been thought about sooner. But this is my mod. If you don't like the seemingly lack of features (which I personally find totally ridiculous and redundant) then don't download the mod. I'm not craving or expecting you're doing it. Feel free.
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    Wolf Overkill Empty Re: Wolf Overkill

    Post by lilmanjs Tue Nov 09, 2010 2:52 pm

    this should be a great mod. I love your mapping style thomas.



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    Wolf Overkill Empty Re: Wolf Overkill

    Post by WolferCooker Tue Nov 09, 2010 8:14 pm

    Ease up a little, Thomas. I didn't mean to yank your chain. Of course I'm still gonna play it. Why would I not download a 100 seamless level mod?

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