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


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    Best releases of 2012

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    WolfForever
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    Post by WolfForever Wed Jan 02, 2013 9:55 am

    No poll here, just list some favorites (comments welcome if you'd like). Smile Just has to be a Wolf3D/SoD engine based game.

    Some possible picks (top five) of mine (haven't completely played all of these, but certainly have had at least a deep thorough look into them):
    Guns and Glory 0.5
    Eisenfaust Origins
    Time to Kill
    Batman vs Bane
    DHW forum community sets (SoD, BMSE10YR) - I had to get them both in somehow

    Honorable mentions go to Stealth for concept & good execution, Desparate Measures E2 for excellent mapping from a legendary author


    Last edited by WolfForever on Wed Jan 02, 2013 11:49 am; edited 2 times in total
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    Post by WolferCooker Wed Jan 02, 2013 10:27 am

    Sneak Totenschlauss in there, Forever. Bosses are difficult to beat in that mod.
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    Post by WolfForever Wed Jan 02, 2013 10:44 am

    That's a tough one since it isn't directly a Wolfenstein 3D engine, kind of like Secret of Graal. I haven't played it yet. I can probably put in another honorable mention there though (though be aware I'm generally not a big fan of mods/games focusing on lots of bosses and extreme hardcore difficulty, i.e. Mario/Mega style).
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    Post by WolferCooker Wed Jan 02, 2013 12:12 pm

    It's not so much Mario/Mega-like, Forever. It's that under the Gamemaker engine, the enemies don't strafe and shoot respectively like in the Wolf3d engine. Once they start shooting, they won't stop until either you die, they die, or you hide and take cover. They show no mercy. That's the challenge with the bosses; not so much with the guards unless they're in groups.

    The guards and dogs drop health items at random (sometimes they don't either) when you kill them so it helps.
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    Post by WolfForever Wed Jan 02, 2013 12:14 pm

    Maybe I should give it a try. This thread is pretty much strictly for Wolfenstein engine stuff though.
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    Post by WolferCooker Wed Jan 02, 2013 12:16 pm

    IMO it's not so much the Wolf3d engine. As long as it is a mod or TC in some shape or form that is related to Wolf3d, it's still a Wolf3d mod.
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    Post by WolfForever Wed Jan 02, 2013 12:20 pm

    How is it related to Wolf3D?

    Anyways, I'd also appreciate if you'd list some of your own favorites if you don't mind. Smile
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    Post by WolferCooker Wed Jan 02, 2013 12:32 pm

    Related you ask? The enemy sprites, most of the wall textures, weapons, health items, etc. They're all from Wolf3d/Doom. And MegaJim said his Totenschlauss mod is somewhat based off of (but very different at the same time as well) WSJ's original Totenkopf mod, so that's a dead giveaway there.

    Only things different are the player movement, engine, HUD, and storyline.



    Last edited by WolferCooker on Wed Jan 02, 2013 12:35 pm; edited 1 time in total
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    Post by WolferCooker Wed Jan 02, 2013 12:34 pm

    Now as far as my opinion of best 2012 mods, I don't have much to say. I pretty much did not play any Wolf3d mods this year with the exception of Totenschlauss.
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    Post by doomjedi Wed Jan 02, 2013 10:35 pm

    I don't have much to add to the first post.
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    Post by WolferCooker Thu Jan 03, 2013 12:28 am

    Well that saves you the work of convincing others to play the Raycast games, doomjedi.
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    Post by doomjedi Thu Jan 03, 2013 10:51 am

    Heh, yes Smile
    This was definetely our year Smile
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    Post by WolferCooker Thu Jan 03, 2013 10:56 am

    Indeed it was
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    Post by doomjedi Thu Jan 03, 2013 2:36 pm

    This puts alot of "expectations" pressure on our shoulders, but this is part of the "game" I guess. Our in-work projects are large-scale, and you can never know how will they end up looking and playing, as many new features slowly tend to touch and alter the area of gameplay and this is something that is very fragile (especially for the very loyal Wolfers target audience), and needs alot of testing, balancing....and even new complexitiy of mapping.
    Balance of new and classic....and yet giving the players the core of Wolf3D experience - but in a new fresh form, on a new level...and modding is all about trying something new, experimenting...Even if something worked well in "Eisenfaust" and we could just keep it for next mods - doesn't mean we'll not risk making something new/different for next mods....this is the fun of modding. You don't go with one winning formula - you invent many winning formulas, each for it's own kind of experience.
    Usually good mapping can cover alot of "unbalancing" in other areas, it's like botox Smile And we have good mappers I fully trust.
    There is alot more to Wolf3D than it seems, and we just try to uncover the potential.

    For me it's important to keep the passion going - as it's the core of modding. This - and the importance of Wolfers to keep playing mods of others, it's essencial, I know we all busy with our lifes and get more and more busy - digitally, and generally with more things fighting for our time and attention. Still - without mod players (and feedbacks) - there will be no mods.
    Back to passion - "Batman vs. Bane" was not only product of passion - but a mix of many passions - for Batman, for Wolf3D...+ good timing of TDKR movie - and timing is always a critical thing, mod has to be relevant. Good winning formula.
    LinuxWolf turned it from a fast mod - to something more inspiring.

    In general - LinuxWolf joining was very good for "Team RayCast", it was a wind of fresh air into the team, with now enthusiasm, passion, ideas, coding capabilities....we never had such a devoted coder over time and it allowed us to do more and to release 2 large mods a year (3 if you count "SplitWolf" beta).

    This year, 2013....many mods in development, and I can't tell how many mods we'll be able to release this year. Maybe more than one, maybe none...no release dates set. Those are large projects and it's hard to predict when they'll reach completion and required perfection, even though for them most of the coding work is done, thanks to great LinuxWolf's efforts.
    It'll be the year of the mappers - everything depends on them. Ron as a head mapper of "No Man's Land" (and it's sequel) - and Dean who is a head mapper of another project.
    As art is already made for all the mod in development (wow, that was intensive year of me making tons and tons of art) - it's up to the mappers.

    Another good word on LinuxWolf - it was his initiative to release "Eisenfaust", and we all owe him a big thank you for that...otherwise it'd never see a light of day (can you imagine?).
    Yes, there is my big credit in making this release happen as well, as I saw potential where others not always did, and made alot of artwork and careful creative planning/brainstorming in attempt to make LinuxWolf's initiative happen and send roots, trying to do the impossible in this modding Alchemy of making one thing into something else...while keeping it loyal to itself...(and you know what I mean).
    But after all - people don't play art and features - they play and love maps - Ron and Dean we made the addicting and detailed maps, and those are the core experience of the mod and big big big credits go to them.

    Another word in relation to "Eisenfaust" - many Wolf3D mods are made and will be made - but not every modder (in his lifetime) and sure not every year has a priviledge to make/take part in an extraoridnary Wolf3D mod, the kind that will surely stand the test of time as one of the top "Wolf3D" mods, like the mods I myself look/looked up to always.
    This is a big privilege, and I thank the community, "Team RayCast" and my guiding angels for allowing me the honour to take part in such "history in making", I want to thank the community for a support and feedbacks, even in hard times.
    This is something I'll always remember, cherish, respect and carry with me always...and it inspires me to try to be even better...as our competition - is always with ourselves after all.

    I want to thank all of the team for a great year, it was really team effort, and you guys just rock!
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    Post by WolferCooker Thu Jan 03, 2013 2:44 pm

    LinuxWolf is definitely a good coder. I'd put him in the WSJ/MCS elite category.

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