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Wolf3D Vault Featured Mods
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doomjedi
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PostPosted: Fri Mar 10, 2017 7:54 am
   Subject: Re: Wolf3D Vault Featured Mods
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If I can choose one biggest merit I appreciate in Wolf3D mods - is "doing more with less", it's main challenge of modding wolf3D and its biggest charm (compared with more advanced engines). Smart reuse of things in different contexts, or make things to appear more complicated that they really are. Smartly planned art selection to allow more scenarios with same art and coding features.
Those things make me "wow" in a wolf3d mod "how I didn't think of that".
Cyanosis
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PostPosted: Sat Mar 11, 2017 10:05 pm
   Subject: Re: Wolf3D Vault Featured Mods
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Thomas wrote:
Wolf Skevos-Jones! Essential.

Totenkopf SDL
Project Eisenritter
Operation Heimzahlung
Coming of the Storm
Weapons of Vengeance (I know it was only a demo but its influence was massive)


WSJ is the reason my eyes were opened to the world of modding Wolf3D way back in 2002 and while my appreciation for the classic game as-is has gone up in recent years it was the technical innovation and features of WSJ's sets that made me go 'wow, you can do this in Wolf3D?'.

ronwolf1705 wrote:
Project: Weltuntergang by Kuki comes to mind.

MrWolfForever wrote:
He asked for the mod to be withdrawn (which is a shame, yes).


Really? I believe I grabbed that three years ago when I went on a massive Wolf map/mod hunt.
Atina
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PostPosted: Wed Mar 15, 2017 11:53 am
   Subject: Re: Wolf3D Vault Featured Mods
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Barry wrote:
Also, any mod that does one of the "deadly sins" of Wolf3D modding is immediately disqualified. I am thinking things like using creator maps, "borrowing" maps from other mods, using modified id Software maps, or maps with lots of bosses. I am sure there are also others to factor in.

I understand that the community focuses heavily on this and maps affect gameplay directly. But what about other sections such as music, sounds, themes, graphics?
For example, I don't see what would be the problem with using an edited id Software map while using other edited id resources is fine.

If it's not map design then the codes/features are often the focus. Maybe it's just my impression but it seems to have hindered the evolution or growth of wolf3d modding to some degree. Sure the levels and features make or break the game but there is more to it. Would have anyone played wolf3d if it had been released with atari 2600 sounds/music/graphics?
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PostPosted: Wed Mar 15, 2017 1:04 pm
   Subject: Re: Wolf3D Vault Featured Mods
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Atina wrote:

I understand that the community focuses heavily on this and maps affect gameplay directly. But what about other sections such as music, sounds, themes, graphics?
For example, I don't see what would be the problem with using an edited id Software map while using other edited id resources is fine.

If it's not map design then the codes/features are often the focus. Maybe it's just my impression but it seems to have hindered the evolution or growth of wolf3d modding to some degree. Sure the levels and features make or break the game but there is more to it. Would have anyone played wolf3d if it had been released with atari 2600 sounds/music/graphics?


In my opinion, it depends on the presentation and the author's intent if releasing modified id Software levels. Most mods I've seen that have modified original levels do it out of laziness. However, there are instances like Aryan_Wolf3D's "Alpha levels" release that are great. There were also many "Graphics Only" mods released in the early days of Wolf3D modding that were quite popular. The thing is, they were never presented as something that they weren't.

_________________
Atomprojekt Download: http://www.wolfenvault.com/files/barry/ATOM.3.zip
Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
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