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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 Dark_wizzie Sun Mar 25, 2007 5:36 pm

    Sum of ideas from all of the people who have posted:

    -Wall Heights =) (Does that even work?!)
    -Vents to see down. (like the wall called grey brick vent, only the vent is large enough for you to see)
    -Interactive enviroment (sitting, grenade bounces off walls)
    -Multiplayer wolf3d
    -Walls that are not square( all walls in wolf3d are square, with almost same texures, except from a few)
    -On differant levels, (skills levels) the enemy changes due to skill level input. eg, if i put in can i play daddy, there is a guard, but if i put in i am death incarnate, there is no guard, but instead, a mutant or ss, lets say.
    -Also, putting in walking directions for patrolling guards is flawed. Other guards touching it will go the direction's way. there should be a seperate walking direction for each partolling guard
    -Why no patrolling deaf guards?!?
    -Walls with different textures on both sides?
    -Maybe a Nazi attacking a Nazi?
    -Music player playing ALL music?
    -Maybe add your own music In the jukebox?
    -How about you sit on a chair??
    -Shadows. And not just shadows that are part of the sprite. The shadow will overlap object/wall next to it looking from the one angle.
    -Smarter guards that dont move weird and custimizable so some can enter some locked doors and some can't, and some guards that can be designed to stay at one place for a few seconds instead of always moving patroling guards.....and guards that gets alerted when walking across a dead nazi graveyard of blood...
    -A quicksave feature. See, in End of Destiny, the saves could get used up. But with quicksave, you can't constantly reload from a save point, but you can quicksave when you need to leave the computer and play some other time. (When you load the quicksave, the quicksave disapears so you can't spam redoing the quicksave)
    -AoE. Some enemies' attacks are so strong, they hit BJ no matter where he is on the map. Some can do more or less based on distance in relation to the enemy, some hit the same damage. Some can decrease BJ's ability to reload, move, etc. AoE hits both players in Wolf3d multiplayer since it's AoE.
    -Wolf3d Multiplayer.
    -Some power to decrease the speed of time for the player
    -Some special weapons that are very powerful, but may only be used once in a while, with its ammo regenerating over time
    -Some power to decrease the speed of time for the player
    -Some special weapons that are very powerful, but may only be used once in a while, with its ammo regenerating over time
    -Enemies that do more damage sometimes, and the player must use a shield to survive
    -Enemies that are more vulnerable to some attacks at some time.
    -Music changing based on enemy performance and ability/powerups.
    -Enemies that ressurect enemies


    Last edited by Dark_wizzie on Wed Dec 08, 2010 11:01 am; edited 9 times in total



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    Post by Jonathan Mon Mar 26, 2007 3:38 am

    We can make the main character jump, so we can create a whole lot of new level; also, we should improve the weapon
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    Post by Dark_wizzie Mon Mar 26, 2007 3:32 pm

    jumping is very difficult; as for weapon, jonathan, go play end of destiny. that is called weaponery!!!
    anyways, what we could also do is make it so a walking guard (level 4 skill only) walks into a holo wall and walks out... and inside are chiken meals and ammo and stuff.
    that is a reward for going in harders levels, isntead of chikening out in can i play daddy?
    =p



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    Post by Jonathan Thu Apr 05, 2007 3:50 am

    I see
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    Post by Dark_wizzie Thu Apr 05, 2007 1:00 pm

    there is no 'depth' in wolf3d, unlike doom. although in this way doom beats wolf3d, i like a simple, easy, shiny, easy to see, plain blasting people, not doing all that STUFF to kill people. just get a gun, shoot



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    Post by doomjedi Fri Apr 06, 2007 5:41 am

    wall bullet holes, wallsplats (blood), anything to make the environment more interactive. Shiny /vertical mirrowing floors, automatically generated scenery and enemy shadows like in EDGE (by simple downscaling in black)....wall and floor bouncing (for grenades and such).....Scenery that can split into enemy and scenery (like sitting guards then get up and attack) , though I think one mod implemented it
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    Post by WLHack Fri Apr 06, 2007 6:01 am

    Yes...
    The sitting idea is rather simple...
    For example add in WL_State.C (propably in
    SightPlayer(); )

    Code:

      case guardobj:
      ob->temp2 = 1+US_RndT()/4;
      PlaceItemtype(itemtype,tilex,tiley)
      break;
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    Post by Dark_wizzie Fri Apr 06, 2007 3:09 pm

    the one i would like to see most is multiplayer, though non has been 100% completed...



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    Post by Dark_wizzie Mon Apr 23, 2007 9:40 pm

    in west wall there were sitting guards (had to double post to get your attention)



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    Post by Dark_wizzie Tue May 01, 2007 8:57 pm

    gosh, no body posted... i added some enw stuff in there. i hope you agree with me.



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    Post by WLHack Wed May 02, 2007 1:27 am

    Here is an idea (thats easy to do... I'll post tutorial later).
    Enemy actions differ between difficulty levels or players
    weaponry (For instance with the easiest difficulty, enemies
    will withdraw if they're health is below 30... But harder difficulty
    levels their attacks become stronger and the enemy behavior
    more aggressive)...

    Note: This idea can be done, and I even coded it for one
    game.
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    Post by PicNic Wed May 02, 2007 2:00 am

    Jonathan wrote:We can make the main character jump

    that can't duh ( I think )
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    Post by PicNic Wed May 02, 2007 2:02 am

    doomjedi wrote:Scenery that can split into enemy and scenery (like sitting guards then get up and attack) , though I think one mod implemented it
    Yes, I wanted that too Sad

    Sorry for double post..
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    Post by Dark_wizzie Wed May 02, 2007 3:07 pm

    you can edit your post, btw.
    as for sitting, already implemented in westwall I.



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    Post by Dark_wizzie Fri May 25, 2007 7:22 pm

    i put in some more stuff.
    common, dont make this a dead thread...



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    Post by Dark_wizzie Wed Jun 27, 2007 1:08 am

    i just thought of another one. how about shadows?
    i dont remember seeing anything with shadows...
    and when a torch is flaming, it should leaving animated shadows, shouldn't it?
    also, maybe make wolf3d where a guard sees a dead guard, it gets alerted? it only makes more sense. however, you wont get an option to drag dead bodies so watch where ya shoot ^^



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    Post by lilmanjs Wed Jun 27, 2007 1:06 pm

    Admin wrote:i just thought of another one. how about shadows?
    i dont remember seeing anything with shadows...
    and when a torch is flaming, it should leaving animated shadows, shouldn't it?
    also, maybe make wolf3d where a guard sees a dead guard, it gets alerted? it only makes more sense. however, you wont get an option to drag dead bodies so watch where ya shoot ^^

    you need to download wolfenstein reloaded. you can drag bodies out of rooms to other places and the guards react when they see dead guards.



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    Post by Dark_wizzie Wed Jun 27, 2007 9:56 pm

    never played it be4 Wink



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    Post by stathmk Thu Apr 10, 2008 12:37 pm

    Hi. I just joined.
    Dark_wizzie wrote:i just thought of another one. how about shadows?
    i dont remember seeing anything with shadows...
    and when a torch is flaming, it should leaving animated shadows, shouldn't it?...
    Operation Todpfad is here http://www.fileplanet.com/158768/150000/fileinfo/Wolfenstein-3D---Operation:-Todpfad-v1.04 and on Wolfenstein Dome. Operation Todpfad has shadows on the floor, but I don't know if these are the same kind of shadows that you're looking for. What does Todpfad mean?

    Somebody mentioned Wolfenstein Reloaded. So far, I've just played the first level of that game and I don't know if it has shadows.
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    Post by Schabbs Thu Apr 10, 2008 2:21 pm

    stathmk wrote: What does Todpfad mean?


    Nexion tells me 'death path' is about the nearest in English. Smile

    Anyways, welcome to the forums, Matt.



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    Post by stathmk Tue Apr 29, 2008 9:41 am

    In the original Wolfenstein when you shoot Hitler enough, he will fall out of his armor and still run. I believe that Mario's Castle on episode 2 level 2 had a different Death Knight. Shoot him enough, and he will be a familiar hidden character that's fallen out of his armor. I was playing level 4 of The Western Wall I and found a mutant. I shot him and his arm fell off.

    I have some ideas. What about more enemies changing forms after shots? What about shooting the other bosses, Pac-Man ghosts, Germans, or WolfenDoom monsters and they get scuffed up with cuts, scrapes, blood on their clothes, and look angrier? What about shooting the German shepherds or dobermans so that they look angrier? What about shooting the Spear of Destiny ghosts, red devil, or Spear Resurrection grim reapers so that they look more diabolically angrier?

    There's a weird robot in WolfCollection. What about leaking oil on itself or breaking after enough shots, but still shooting?

    I think it was Spear End of Destiny where you can get up to 200% health. What about a 200% or god-mode where his picture looks like the Terminator robot face that's part Arnold and part cyborg with a glowing red eye?

    I only know certain things about C++. I don't know enough about Borland C++ programming to make these changes myself.

    I have another idea. What about more ghost characters in a cemetary or Hell such as the last levels of Spear Resurrection or Spear End of Destiny? There must be plenty of characters who don't have a ghost version of themselves in a cemetary or Hell level.
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    Post by doomjedi Wed Apr 30, 2008 12:13 am

    I think it takes too much alternative frames (full enemy spriteset for each "hit level" state), so it's not worth the effort. I'd prefer to put 3 new enemies rather than 3 damage level spritesets for 1 enemy.
    Most enemies are killed very fastly, so it's not even too visible.
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    Post by stathmk Wed Apr 30, 2008 8:37 am

    doomjedi wrote:I think it takes too much alternative frames (full enemy spriteset for each "hit level" state), so it's not worth the effort. I'd prefer to put 3 new enemies rather than 3 damage level spritesets for 1 enemy. ...
    If you've ever played Spear Resurrection, there are many new sprites on the last level, so I didn't think of it that way. I think you have a point.

    I like to see brand new bosses and other characters.
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    Post by rgamesinc Wed Apr 30, 2008 11:28 am

    I would still like to see people that are on your side helping you, but that would probably be an enormous coding task.

    Also another thing about that extra frames is that I think that if each enemy had 3 additional sets of frames then the code would probably overload due to the memory limit, but I don't really know much about the coding side. I myself had an idea about enemies taking hits and changing graphics but the idea wasn't really anything I was able to commit to.

    I agree with you that there should be new bosses and other characters, though there actually are mods that have this already.
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    Post by Dark_wizzie Thu May 01, 2008 9:12 pm

    I am guessing that making jumping like in RTCW is totally impossiable? I would guess so....



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    Post by stathmk Sun May 18, 2008 2:49 pm

    The current stopwatch is 99 minutes and 99 seconds. What about a stopwatch limit of 9:23:59:59 (9 days, 23 hours, 59 minutes, and 59 seconds)? Or if that's too much, then what about 23 hours, 59 minutes, and 59 seconds? On The Wolfenstein 3D Dome, I saw a mod listed that had 70 or 80 levels, but I wouldn't know how long it would take to complete. I've beaten WolfCollection, but the keys are hard to find. One WolfCollection level took me 97 minutes, for instance. Especially with the mods that have 3 or 4 keys per level, it takes me more than 99 minutes and 99 seconds to complete mods with 18 or more levels. I hope that I'm not the first person to notice that we need more time on the stopwatch.

    I wonder what it would be like if somebody made a mod with over 100 levels. I wonder how long that would take to finish.
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    Post by Dean Sun May 18, 2008 4:29 pm

    It's probably 'All this and Wolf 3d' that you are thinking off which is 70 levels long.

    It all depends on whether you are a 'run and gun' type of player or one (like me) that wants to get 100% on everything. The latter takes a LOT more time, especially searching every piece of wall for all those secret areas.

    But what you say is interesting, I don't know that anyone else has actually mentioned this before.



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    Post by stathmk Mon May 19, 2008 9:52 am

    Dark_wizzie wrote:I am guessing that making jumping like in RTCW is totally impossible? I would guess so....
    I suppose that by RTCW, you mean Return to Castle Wolfenstein. In Rise of The Triad, which almost was Wolfenstein 3D part 2, you get to up and down:
    http://diehardwolfers.areyep.com/bunker/rott.htm There's Rise of The Triad: Dark War, Extreme ROTT, a level editor, and some add-ons.

    Dean wrote:It's probably 'All this and Wolf 3d' that you are thinking off which is 70 levels long.
    OK. Now that I think about it, that’s the mod.


    Dean wrote:It all depends on whether you are a 'run and gun' type of player or one (like me) that wants to get 100% on everything. The latter takes a LOT more time, especially searching every piece of wall for all those secret areas.
    I'm not as much into mazes anymore where you have to check every nook and cranny for 4 keys and the exit.
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    Post by stathmk Mon May 19, 2008 10:15 am

    I've come up with some new ideas in the last 36 hours:

    #1. What about 99 lives instead of 9? This would be if there are lots of hidden 1ups and/or the levels are exceptionally difficult.

    #2. Add warp zones to skip levels. Except that they would be hidden and gates like in Chokage, portals like in The Coming of The Storm, elevators, or stairs.

    #3. I’ve played Super Mario Fusion, which is Mario vs Doom for part of the game. You can get Super Mario Fusion v0.Suspect.2 Beta from here https://www.youtube.com/view_play_list?p=A695B0EC08F8D1CF . There’s a Doom mapscreen, kind of like in Doom Episodes 1, 2, 3, or 4. That made me think, “What if it were a Wolfenstein or Mega Man mod instead of Doom that had a mapscreen so that you could complete levels in a different order?” It’s the Hollecaust and it would have to be a little more mature than a Super Mario Brothers 3 mapscreen. In Super Mario Brothers 3, you get to stop in mushroom houses on the map for items. It gave me the idea that instead of mushroom houses, maybe BJ Blazkowics could stop by a synagogue for temporary God mode, a hospital to pick up first aid kits, or a fort to pick up ammo and guns.

    #4. There are 2D versions of 3D games. Doom: The Roguelike: http://www.the-underdogs.info/game.php?gameid=5165 , Doom 2D **: http://www.the-underdogs.info/game.php?gameid=2828 , Duke Nukem Waiting For Forever: http://www.the-underdogs.info/game.php?id=4939 , Unreal 2D *: http://www.fileplanet.com/search.aspx?searchtype=2&q=Unreal+2D , Codename Gordon (Halflife 2D) http://www.the-underdogs.info/game.php?id=4882 , some sort of Halo 2D games: http://www.fileplanet.com/search.aspx?searchtype=2&q=Halo+2D , and also the original Duke Nukem 1 & 2 were 2D. The 1980s Castle Wolfenstein http://www.the-underdogs.info/game.php?gameid=2039 and Beyond Castle Wolfenstein http://www.the-underdogs.info/game.php?gameid=2040 are 2D. So it made me wonder, “What if a Wolfenstein mod was 2D like Doom 2D?” Cool.

    By the ways, I can make it to level 5 or so in Doom 2D if I save at the random starting place at the beginning of every level. You’d almost need to have a second player. Has anybody ever beaten Doom 2D?

    *Edit: Here's a 2D game that I had forgotten. Unreal Flash: http://www.newgrounds.com/portal/view/301129
    **Edit on June 23: Another 2D game: CDoom (Contra-style Doom): http://splitdoom2d.doomwadstation.com/


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    Post by Dark_wizzie Mon May 19, 2008 2:54 pm

    Hmm, I like the first two ideas. Who came up with max lives? Cats have 9, then we have 9999999.
    Hm, random start places? Good idea but how will one map a map so it works from multiple starting points?
    I was thinking of something like "level revisited"
    The game memorized where the guys died when you cleared a level. Then like 5 levels later in story you go back to the level, with the people dead where you killed them before, and the door and exits maybe a little differant.
    It's sorta like dead people all over the place, but most importantly. in place where you killed them last time. Oh, and in a slightly differant level.
    Do you know what I mean?



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    Post by stathmk Mon May 19, 2008 6:06 pm

    Have you ever played Doom episode 1 shareware? It has a mapscreen, but you always need to complete the levels in the same order unless you count the secret level. It looks like my ideas #3 and #4 won't make it past the drawing board. So nevermind.

    I said that Doom 2D has random starting points for levels, but I had forgotten to mention that I don't like these random starting points. Level 1 always starts from the same point, so that's good. You need two players to beat the game. I use one hand for player 1 and one hand for player two. Yes, it's difficult. I like the idea of random starting places for normal 3D Unreal Tournament, but not for Doom 2D.

    Dark_wizzie wrote:...Do you know what I mean?
    I'm not quite sure what you mean. Now explain to me again why the dead are in the same places, but the doors and exits are switched a little bit. Or did you mean that you get a key from one level to use on another?

    In the description of "All This and Wolf 3D," you get to back to earlier levels. I've never found that in a description of any other Wolfenstein 3D mod. Play that and see if it's what you're looking for. I haven't played Blake Stone in over ten years, but it indicated that you get to go back to levels that you've already completed.

    OK. Now about your idea for going back to levels that you've already completed. Play WolfCollection. One of the levels is like Episode 1 level 1 reversed with dead bodies and extra rooms. Is that what you mean? Another level is like Episode 3 level 9 without Hitler but with extra rooms.

    In Wolfenstein Super Upgrades, some levels are like the original Wolfenstein 3D levels with extra rooms added on. I was surprised that I've never heard that anybody claimed that it sort-of was a copyright infringement. Because I thought it sort-of was a copyright infringement.
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    Post by stathmk Wed May 21, 2008 2:53 pm

    #5. Armor percentages from 0% to 200%. Or maybe some mods already have that armor; I don't remember.

    #6. Hand grenades or missles that blow up certain walls one block thick, but don't blow up bomb-proof doors. Then you can hide a secret room behind a wall one block thick. In Voxelstein you get to blow up a wall. In Spear Resurrection and certain other mods, you get to bash down certain columns.

    #7. Blood splatter on the wall appears after you shoot somebody. I know that in "The Western Wall I," there's blood splatter on the floor after shooting somebody.

    #8. Bullet holes appear in walls after you shoot.

    #9. A Lego mod or Scarab of Ra mod. The Scarab of Ra :farao: is one of the first 3D action games ever, and it was for the black and white Macintosh.

    #10. Leaving a charcoal message on the wall of a maze so that you can find your way. I had gotten this idea from the The Scarab of Ra. :farao:

    #11. Bear traps hidden in the floor, like in The Scarab of Ra. :farao: Some Wolfenstein mods have land mines though.

    #12. Being able to choose from more than one character, kind of like in Rise of The Triad. Or having a character's face of somebody other than BJ Blazkowics in the center of the bottom. Note: In the Sensenmann mod, which is morbid, there's the face of somebody other than BJ Blazkowics so my idea isn't that new.

    #13. A level map that appears on the screen. In Doom, you can press Tab to have a map of everything that you've seen in the level appear. I thought that something similar exists for Rise of The Triad. Play Mega Man Legends or certain mods for Unreal, and you have a map in a corner of the screen that shows you where you are. I don't have Goldeneye 007 or Halo, but they have a map in the corner to my understanding.

    #14. You pick up an envelope or ragged piece of paper from a secret room and it's the level map. I had this idea after I remembered that you pick up a computer monitor in Doom and its the level map.

    If even one of my new ideas from this message board is used and I find out, then I will be happy. I don't want to obligate anybody to having to do these things; I'm just typing this for fun.


    Last edited by stathmk on Sun May 25, 2008 4:51 pm; edited 1 time in total (Reason for editing : Pharaoh emoticon added)
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    Post by stathmk Thu Jun 12, 2008 10:18 am

    #15.
    The Official Hint Manual for Wolfenstein 3D from Apogee wrote:
    Wolfenstein Lore
    A Game of Many Names

    Although it’s now called Wolfenstein 3-D, Tom came up with several other names. A lot of these are jokes, though: CASTLE OCHTENSTEIN, LUGER’S RUN, THE FOURTH REICH, ADOLPH’S BANE, HARD CELL, LUGER ME NOW, TANK YOU VERY MUCH, CASTLE HASSELHOFF, HOW DO YOU DUSELDORF?, CASTLE VERLASSEN (To abandon the castle), STURMWIND (Stormwind), HOLLEHAMMER (Hellhammer), SHATTENSENDENER (shadowsender), GERUCHSCHLECT (bad smell), DOLCHTEUFEL (devildagger), GRABGRABBENER (Gravedigger), EISENSCHWERT (ironsword), DAMMERUNG (twilight/dawn) Hollehammer got used as the name of the castle in episode 2.
    I saw this in the manual again and I knew I wanted to post it to give you guys ideas for names. However, I think somebody already named a mod, “Escape From Castle Hollehammer.” If somebody is making a joker mod sort-of like Chokage, then I think that they could use one of the joke names. I think they mean “Tom Hall” when they typed “Tom.”
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    Post by Dean Thu Jun 12, 2008 2:54 pm

    Dr. Chainsaw made a mod titled 'Castle Hasselhoff'
    There's also a mod titled 'Gotterdammrung' which uses the Dammerung part.
    The word 'Sturm' has been used in a couple of mods as well - Operation Wintersturm & Bunkersturm
    From memory somone named one of their MMC levels 'Luger me now'.

    It looks to me like these original names have more usage than the original Id guys ever suspected.



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    Post by stathmk Fri Jun 27, 2008 11:31 am

    stathmk wrote:...#9. A Lego mod or Scarab of Ra mod. The Scarab of Ra :farao: is one of the first 3D action games ever, and it was for the black and white Macintosh. ...
    I thought that my "Bobsled" game on an Olympic Winter Games disk for the black-and-white Macintosh was one of the first 1st person perspective games ever. I also thought that Scarab or Ra was one of the first 1st person perspective games ever. It turns out that there was Battlezone for the arcade in 1980. On Wikipedia there were other 1st person perspective games from 1973 to 1981. The Scarab of Ra however doesn't have animation. Somebody said that a game with a name like Catacombs Abyss or Catacombs 7 was the first game to be a first person shooter. I wouldn't know.
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    Post by Unusedbattery Mon Jun 30, 2008 8:36 am

    You know FreeDoom? How they made a total graphics/music/maps conversion for Doom 2, but did not modify the engine (and it was free)? What if someone did that with Wolfenstein 3D, called FreeWolf or something like that. Also, the music in FreeDoom sounded very similar to Doom 2's music, mabye some notes changed, and some instruments. Also, the maps in FreeDoom were very similar to the ones in Doom 2, (Except for some, like MAP 31).

    FreeWolf... hmmm. That gave me a mod idea!

    EDIT: Also, I have to make original graphics, not ones that are edits of the real sprites, I have to make these sprites from scratch. (I can't use Monkee's Image World Sad )
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    Post by Dark_wizzie Thu Jul 10, 2008 4:39 pm

    Suppose in a story line, BJ has to go up a castle and then down.
    The levels would be: 1,2,3,4,5,6, and when he comes down the castle, 6,5,4,3,2,1 or maybe to underground, making the level B1 or -1. I also think It'll be kindda cool to have level 0, ground level.

    Also, when i play some mods, the ambeient sound totally drowns out the rest of the sound from the game. Like when I shoot while opening a door, I end up hearing ambient noise of a wolf instead of guards barking their normal sounds, or me shooting.
    Also, can't wolf3d feature non-blocky walls? All of the walls of Wolf3d are squares. I was thinking maybe... different shapes to form different looking walls and wall structures.
    What do you think?



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    Post by stathmk Thu Jul 10, 2008 4:50 pm

    Dark_wizzie wrote:Suppose in a story line, BJ has to go up a castle and then down.
    The levels would be: 1,2,3,4,5,6, and when he comes down the castle, 6,5,4,3,2,1 or maybe to underground, making the level B1 or -1. I also think It'll be kindda cool to have level 0, ground level. ...
    Go to http://www.geocities.com/TimesSquare/3744/index2.html , click "Scenarios" on the left, and download "Treasure Hunt" if you have Doom 2 for the Macintosh. Brian will eventually post the PC version of "Treasure Hunt" on the Doom 2 page of The Wolf 3D Dome.

    At a Wal-Mart, I saw "Doom Collector's Edition" on sale for $9.99. This includes "Ultimate Doom," "Doom 2," and "Final Doom" (for Doom 2). That's a good deal.

    Dark_wizzie wrote:...Also, can't wolf3d feature non-blocky walls? All of the walls of Wolf3d are squares. I was thinking maybe... different shapes to form different looking walls and wall structures. ...
    I was playing Wolf 3D mods for Doom 2 by Laz Rojas. I don't think that he makes everything at 90 or 180 degree angles. He includes stairs. I saw a Wolf 3D mod for Doom 2 made by somebody else and it had stairs.

    I was playing "The False Spear." I believe that it's the last level that you get to walk under arches between the brick walls. I've also played some sort of mod where you get to walk under ceiling boards hanging down.
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    Post by Dean Sun Jul 13, 2008 8:01 pm

    There has been a couple of mods where the secret levels in each episode were level 0 rather than 10.

    The false spear is one of the best examples of a mod where a lot of this has been done. There are support beams in the tunnel sections as well that give the mod a more realistic look.



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    Post by Dark_wizzie Fri Sep 19, 2008 4:14 pm

    Is there a wolf3d mod that has non squared walls? All the walls are squares, giving an odd feeling.



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    Post by PicNic Sat Sep 20, 2008 12:51 am

    Dark_wizzie wrote:Is there a wolf3d mod that has non squared walls? All the walls are squares, giving an odd feeling.

    Then it needs to be 3D.

    And that's not possible in WOLF3D I think.
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    Post by Dean Sat Sep 20, 2008 3:53 pm

    It's not really possible in Wolf but there was a guy a year or so back with an unspellable and unpronounceable name at DHW forum that managed to come up with some coding to give the illusion of curved walls.



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    Post by stathmk Tue Sep 23, 2008 6:18 pm

    Sorry, but I'm posting this message again because of this: https://wolf3d.darkbb.com/wolf3d-help-fantism-f11/some-posts-have-been-missing-from-the-last-few-days-t1004.htm

    Dean wrote:It's not really possible in Wolf but there was a guy a year or so back with an unspellable and unpronounceable name at DHW forum that managed to come up with some coding to give the illusion of curved walls.
    Cool. If you find that link then post it.

    Try the Doom 2 mods in Wolfenstein form at http://www.wolfenstein3d.co.uk/adds_DOOM2.htm . Maybe they have walls that are curved or at angles other than 90, 180, 270, or 360 degrees. There are also guys working on Lego Unreal Wolfenstein, Unreal Wolfenstein, Quake 3 Wolfenstein, Castle Halfenstein (Half Life 2)or Dukenstein (Duke Nukem 3D). I know that the Quake 3 mod is finished https://wolf3d.darkbb.com/wolf3d-help-fantism-f11/wolfenstein-3d-in-quake-t867.htm The others will take time to be finished. Maybe they might have curved walls; I don't know.
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    Post by stathmk Wed Oct 01, 2008 4:11 pm

    I have an idea. Somebody could create a Wolfenstein 3D-type level at roblox.com. It's even better if you like legos like me. There are all sorts of features such as rockets, paintball, and etc. It also reminds me of Voxelstein 3D.

    If you ever make a Wolf 3D-type level there, then please invite us for paintball or a deathmatch.

    Here's some other lego Wolfenstein 3D stuff: https://wolf3d.darkbb.com/wolf3d-help-fantism-f11/lego-wolfenstein-3d-t811.htm
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    Post by stathmk Wed Oct 08, 2008 9:11 am

    I have an idea. What about Deathmatch, Domination, Capture The Flag, and Assault modes like even in one-player Unreal Tournament? You can download The Unreal Tournament Demo at http://www.fileplanet.com/30694/0/0/0/1/section/Demos , but I think it has less levels and doesn't include the Assault mode.

    Or is there already a Wolfenstein 3D mod with a Deathmatch mode?

    What about a 2-player Wolfenstein 3D mod linked up on the internet for something like Capture The Flag?
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    Post by Dean Wed Oct 08, 2008 12:27 pm

    There's people been working on this for many years now but no one has actually released anything yet. Schabb's had some screenshots at his site some time last year from memory but theres been nothing heard about it for a fair while now.



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    Post by jayngo26 Wed Oct 08, 2008 12:29 pm

    I would love it if there was a way to make cooperative gameplay. Not a big fan of deathmatch, but I love co-op play!
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    Post by stathmk Wed Oct 08, 2008 7:51 pm

    stathmk wrote:I have an idea. What about Deathmatch, Domination, Capture The Flag, and Assault modes like even in one-player Unreal Tournament? You can download The Unreal Tournament Demo at http://www.fileplanet.com/30694/0/0/0/1/section/Demos , but I think it has less levels and doesn't include the Assault mode.

    Or is there already a Wolfenstein 3D mod with a Deathmatch mode?

    What about a 2-player Wolfenstein 3D mod linked up on the internet for something like Capture The Flag?
    I had forgotten something from my post from this morning. Spear End of Destiny has a Tournament Mode, but it's different. I think that it's the hardest difficulty level plus you can only save your game at certain places.
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    Post by stathmk Fri Oct 10, 2008 4:52 pm

    I'm having a lot of fun coming back to this message board about ideas. I have 7 new ideas today:

    #1. I was once playing a cartoonish Wolf 3D clone called Ken's Labyrinth. These holes with eyes and spider legs walk around and if you step on them then you fall through. There are land mines in Spear Resurrection and Spear End of Destiny. That's partly what gave me a new idea; what about jumping over holes and land mines?

    #2. What about finding a hole in a wall, going in it, and then crawling through tunnels?

    #3. You can walk through vines, but what about walking through totally dark rooms to get to the next room? If you've ever played Doom, there are some levels that are pitch-black without night-vision goggles.

    #4. I've played Unreal Anthology more in the last year than any game except Wolfenstein games. I've played an Unreal Tournament assault mode level where the corrupt Liandri Corporation makes them live through the Normandy invasion of World War II again. Anyways, if you are too close to the cannon when it explodes, then the ground will shake, and you'll move to a side. What about having the same thing happen with Wolfenstein mods except that it would be when you're too close to a villian's exploding missle?

    #5. I was playing Duke Nukem 3D years ago and there's this level that's probably under water where you get to go through a turbine or fan. Somewhere in Unreal Tournament, there's an industrial sized fan in the wall, but you can't go through it. This gave me the idea of an animated fan in Wolfenstein. Maybe you could find the switch to turn it off and walk through it in order to complete the level.

    #6. What about selecting players with slightly different skills like in Rise of The Triad?

    #7. What about tinted windows or windows that shatter when you shoot them? We already have mods with columns that break when you shoot them.
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    Post by Dean Sat Oct 11, 2008 3:24 pm

    A lot of these things can be done. A mod called SewerTown had holes that you could fall through into a scary nasty type of basement, you needed to find sewer grates to be able to get to the areas that holes are in font of, very underrated mod - you should check it out.

    Hole's in walls have been done for a while now. They are just directional sprites.

    Windows that can be shot out, I was speaking to MCS a while ago about making a stained glass window that the player could shoot out revealing secret areas behind them. He was fairly sure it could be done along with a shattering sound for when the glass breaks!

    The fan thing would be possible, it would take some coding by someone who really knew what they were doing (not me!) but i'm sure it could be done and be switch controlled.

    I'm fairly sure that there's no way to do room specific shading, only an entire level. I don't think they'll ever be a way to jump in Wolf either, it could be simulated someway maybe by pressing a specific button when you get to something you want to jump over but not in a vertical representation like other games where the whole screen appears to go up then down.

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      Current date/time is Wed Oct 30, 2024 7:06 am