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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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    Zerbrechliche Klauen

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    quakis
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    Number of posts : 7
    Age : 34
    Registration date : 2013-01-04

    Zerbrechliche Klauen  Empty Zerbrechliche Klauen

    Post by quakis Wed Feb 27, 2013 11:54 am

    Three levels I've been working on and off since October last year. Replaces E1M1 - E1M3 and takes BJ through an outpost, underground cave prison and a fancy palace/castle interior. Completed, tested and polished as much as I could and have decided to release them as a public beta and test the waters. Interested to get feedback from fellow Wolfers and then touch up anything that needs fixing or tweaked before an official release.

    Screenshots
    Zerbrechliche Klauen  Rel_zk01 Zerbrechliche Klauen  Rel_zk02
    Zerbrechliche Klauen  Rel_zk03 Zerbrechliche Klauen  Rel_zk04

    Download: http://taw.duke4.net/z_klauen.zip
    Since I'm not too familiar on Wolf3D release practises/packaging right now, I've only included the neccesary files in the zip. Any pointers here would be appreciated.

    Other Releases:
    http://taw.duke4.net/projects/
    For those interested, I've also made releases for Duke3D and you can find them in the above link.
    Thomas
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    Post by Thomas Wed Feb 27, 2013 1:09 pm

    This. Looks. Sweet. Really appreciate new blood contributing pure maps. Cool And seeing this is just maps, GAMEMAPS and MAPHEAD are just the two files you need, it's the correct way to release it. Smile
    ronwolf1705
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    Post by ronwolf1705 Wed Feb 27, 2013 1:18 pm

    Very nice aesthetics in those screenshots!



    Zerbrechliche Klauen  MMCS0206
    Dean
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    Post by Dean Sun Mar 03, 2013 4:16 pm

    Screenshots look really nice, looks you've used sprites quite creatively.



    The Wolfenstein 3d Blog - Updated Wednesdays!
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    quakis
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    Number of posts : 7
    Age : 34
    Registration date : 2013-01-04

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    Post by quakis Tue Apr 16, 2013 2:13 am

    I have recently made an update to this release after a bug was pointed out. The Gold door in E1M2 was invisible since I made the mistake with having a 'deaf guard' floor code too close to the door and this prevented progress, possibly a last minute addition I made before release and forgot to check at the time. This should be fixed in the updated zip file linked in the opening post. Hopefully there are no other blunders in E1M3.
    Ipank7000
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    Post by Ipank7000 Tue Apr 16, 2013 7:19 am

    wow, i like the placement of the objects (Which its my weakness of mapping), its look nice.



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