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The Die Hard Wolfer's TC
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Majik Monkee
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PostPosted: Sun Sep 25, 2011 3:44 pm
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I can't wait for my wife to get her butt off the computer so I can play it! Despite having helped with some graphics, I've tried hard not to spoil anything for myself, I've been waiting for this full release. Hooray for never giving up!

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PostPosted: Sun Sep 25, 2011 3:46 pm
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This is oustanding news that this has finally been finished and released for eveyone to play. I'm really happy to have this be finally out there for everyone and I suppose this proves that a mod is never really dead and finished with anymore!
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PostPosted: Sun Sep 25, 2011 6:11 pm
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After getting to play what I have so far of this, it would have been a heinous crime for this never to go public. I'm not sure how long the different aspects of it have been in place, but I'm really loving all aspects of it...the look, the music, the story...it all works... =)

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PostPosted: Sun Sep 25, 2011 9:41 pm
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Well who would guess this would actually be released someday, but that day has come! With all but four of the level by talented authors I well recognize, there ought to be some quality in here. Smile This is truely a testament that a mod can live "beyond it's death" and maybe we'll see other "mods that never were" someday - one can only hope.

The strangest thing is that there was NO activity on this thread since July 22...it almost seemed eerily like it was all going to be abandoned again...or maybe that was the prelude to a surprise release?

Maybe someday we'll even seen Helvete or Kreml 3D...but even if that's wishful thinking it's a great to have the longest-in-development released Wolf3D mod of all time finally see the light of day. Because either way, there's now one less mod in the "mods that never were" list, and for that I think we can feel happy and sense an accomplishment!

I hope these levels are up to what I expect them to be for their authors and look forward to seeing some opinions pop up on this thread! Smile
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PostPosted: Mon Sep 26, 2011 4:00 am
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Part of the more recent delay was me taking forever to complete the title screen. I kept having things come up to sidetrack me, and I wasn't too happy with my original ideas, it took me a few weeks. :-/

I don't know if it's just the secret level or if this will be the case further on into the mod, but this is the first mod I ever played where I found myself having no choice but to use the knife to take out some of the enemies. I think I'm finding most of the secrets and ammo in the normal levels but couldn't tell for sure if I'd found all of them in the episode 1 secret level. Nice challenge though!

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PostPosted: Mon Sep 26, 2011 4:09 am
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Great news, guys Very Happy

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PostPosted: Mon Sep 26, 2011 7:34 am
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Party TIME!!!!! Who'da thunk it, 8 years ago? That was right when I started college, with no clue what I really wanted to do with my life. Now I'm working full-time as a software developer and am going to be married this October! I have to thank everyone who worked on this for making this possible. I'm so sorry I abandoned it so long ago. I put so much effort into it back in the day that it burned me out for the longest time. Thanks to Andy Nonomous for reviving it, and my interest in it once more. I hope everyone enjoys the final product!

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PostPosted: Mon Sep 26, 2011 7:49 am
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Any sequel planned?

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Chris
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PostPosted: Mon Sep 26, 2011 8:39 am
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I think the floor color really clashes with the darkness of the enemies. Just saying.

DieHardWolfers TC eh? I AM NOT DIEHARD WOLFER I AM MARIO PAINT IMPOSTER. Please change my rank accordingly. Devil


Last edited by Chris on Mon Sep 26, 2011 9:00 am; edited 10 times in total
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PostPosted: Mon Sep 26, 2011 8:53 am
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PostPosted: Mon Sep 26, 2011 9:53 am
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doomjedi wrote:
Any sequel planned?

Just you wait for 2019! Beer
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PostPosted: Mon Sep 26, 2011 12:19 pm
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Wow, that was the best story for a Wolf 3D TC I have ever read.
Now I feel like I must beat the game to see what happens at the end and what happened to BJ. Smile

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PostPosted: Mon Sep 26, 2011 12:25 pm
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This is truly excellent news. The effort put into this resulted in some real quality work, and it would have been very sad if it had all been abandoned and thrown to waste. Of course Iím also glad that those three levels I did so many years ago have finally been released to the public. Thanks to everyone else who participated all through these years and especially to those of you who revived the project after a very long hiatus and got it finally packaged for release.

Majik Monkee wrote:
I don't know if it's just the secret level or if this will be the case further on into the mod, but this is the first mod I ever played where I found myself having no choice but to use the knife to take out some of the enemies. I think I'm finding most of the secrets and ammo in the normal levels but couldn't tell for sure if I'd found all of them in the episode 1 secret level. Nice challenge though!

I take the blame for that one. Levels 1 and 10 from episode 1 are two of my three levels. They seemed fair in terms of ammo at the time I did them. Sorry!

Hope the mod meets all the expectations built up all through these years!

Ariel

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PostPosted: Mon Sep 26, 2011 12:27 pm
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Yeah, I noticed that ammo was sparse in level 9.

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PostPosted: Mon Sep 26, 2011 4:14 pm
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I'm also happy to hear that DHWs TC is finally released. I admit I didn't contribute as much to the mod as I planned originally, but I'm glad it could get completed nonetheless. Smile
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PostPosted: Mon Sep 26, 2011 4:22 pm
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Ariel I liked the two levels of yours a lot, the ammo and health limits made it challenging in a good way. I'm not complaining.

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PostPosted: Mon Sep 26, 2011 8:41 pm
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It's funny. This mod has been in production for just about as long as I've been in the Wolfenstein community. I've played about 1/3 of it already and I'm impressed. It's hard, but the levels don't end up boring. My only gripe other than maybe the difficulty (I'm playing on hard so perhaps I shouldn't be complaining about that) is that sorta jarring sound effect for the pushwalls. Otherwise, it's pretty damn sweet. I'll have to remember to help out with more mods like that. It'll give me something else to do in-between my own mods.

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PostPosted: Tue Sep 27, 2011 1:22 am
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I just had a peek at this last night, and I'm eager to try it again. I'm pretty much with Metalor - this has also been in the community's conscience since I joined, and even long before. A such ongoing project; it's really great to see its release after all this time.

But as for "Kreml 3D" and "Helvete" - forgive me if I'm wrong, but those weren't community projects, so to speak. A lot of people were involved, but I don't remember them as being entirely group efforts. Still, it would be nice if a resurrection came to them as it did to this one. And how can we forget Hair Machine's "Blitzkrieg"? I loved those screenies back in the day.
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PostPosted: Tue Sep 27, 2011 2:21 am
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yeah, finally the mod release!!!
Very Happy Very Happy

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PostPosted: Tue Sep 27, 2011 3:47 pm
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Congrats to the modders - DHW's TC just received this month's Dome award. Too Cool
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PostPosted: Tue Sep 27, 2011 5:05 pm
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Oops - Tricob beat me to it.

Anyways this is the second Dome award given to the overall DHW community in 2011 - good accomplishment! Smile

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PostPosted: Thu Sep 29, 2011 4:42 pm
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That's only because the people here are awesome...

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PostPosted: Fri Sep 30, 2011 6:17 am
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Yeah, congrats everyone on the award!

Kind of odd, I noticed these days there are some months where there is no award given at all, like last month, due to lack of releases, I'm assuming. I was sure Big Time Gangsta' would take the award for August...(I joke, of course).

Anywho, back on topic... Very Happy

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PostPosted: Fri Sep 30, 2011 1:15 pm
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I found a bug, which is pretty annoying (seeing I've got 100 % ratio on all levels thus far) - after stressing around E1L7 for ages, I found out that there are two crosses that have walls placed on top of them, so they are obscured and cannot be picked up, which means 100 % treasure is impossible here. It is situated in the room with two stoves before the room with the silver key pick-up (22,17 and 21,16). I'll wait for a solution, and hopefully it'll work with my saved game...

How much has this game been tested? I'm sure I've seen some oddly directed guards here and there too.
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PostPosted: Fri Sep 30, 2011 2:32 pm
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Majik Monkee - again you seem to ignore my PMs...is your inbox full or something?

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PostPosted: Fri Sep 30, 2011 4:34 pm
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To be honest Thomas, I thought I'd tested the levels fairly thoroughly. Apologies if I missed something though.

Andy, are you able to have a look at this please when you get a chance?
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PostPosted: Fri Sep 30, 2011 4:42 pm
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This is clearly a professionally-done (as in skill-wise) TC. I've played about half-way though E1 at this point.

A few things bug me though:
- lack of level continuity: you get into the elevator at the end of a level, then start the next level *somewhere* with no elevator in sight and no obvious sign of how you got there (I appreciate though that this may be a necessary result of level contributions from multiple mappers)
- walls not fitting the level context - cyclone wire fencing several storeys up?
- walls not matching the mapping style e.g. overly-complex layouts using the cyclone wire fencing
- cyclone wire fencing used for pushwalls?!
- I can't help thinking that floor and ceiling textures, even just a couple of simple ones, would have 'rounded out' the look of the levels nicely, and I'm inclined to agree with Chris that darker floor colours might have blended in better in any case
- 'frozen guard' syndrome in at least one secret area (I think I read somewhere that this was a bug in the original source however)

On the plus side:
- excellent, innovative artwork in general, and love the look of the officers and mutants
- intriguing storyline which has been proofread, makes sense and is not too long (these things are often overlooked in my experience)
- it showcases some top-notch mapping from the experts, including Arielus' trademark 'formal' style
- enjoyable to play

And would I be right in thinking that some graphics come from a certain never-released groundbreaking but seemingly controversial TC?
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PostPosted: Fri Sep 30, 2011 11:20 pm
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mbender wrote:

And would I be right in thinking that some graphics come from a certain never-released groundbreaking but seemingly controversial TC?

I didn't notice such.
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PostPosted: Sat Oct 01, 2011 12:49 am
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mbender wrote:
This is clearly a professionally-done (as in skill-wise) TC. I've played about half-way though E1 at this point.

A few things bug me though:
- lack of level continuity: you get into the elevator at the end of a level, then start the next level *somewhere* with no elevator in sight and no obvious sign of how you got there (I appreciate though that this may be a necessary result of level contributions from multiple mappers)
- walls not fitting the level context - cyclone wire fencing several storeys up?
- walls not matching the mapping style e.g. overly-complex layouts using the cyclone wire fencing
- cyclone wire fencing used for pushwalls?!
- I can't help thinking that floor and ceiling textures, even just a couple of simple ones, would have 'rounded out' the look of the levels nicely, and I'm inclined to agree with Chris that darker floor colours might have blended in better in any case
- 'frozen guard' syndrome in at least one secret area (I think I read somewhere that this was a bug in the original source however)

On the plus side:
- excellent, innovative artwork in general, and love the look of the officers and mutants
- intriguing storyline which has been proofread, makes sense and is not too long (these things are often overlooked in my experience)
- it showcases some top-notch mapping from the experts, including Arielus' trademark 'formal' style
- enjoyable to play

And would I be right in thinking that some graphics come from a certain never-released groundbreaking but seemingly controversial TC?

I have to agree. I also found it very strange to see pushwalls placed in the fences, and the level continuity just isn't there. I have to say that Arielus and Brian Lowe's maps blend quite all right together (as they did in "Deadly Sleep") so that's to live with. But I have to say, the maps could easily be better, but they're still fun to play, and the new graphics, music and sounds just makes it all worthwhile. I sincerely hope there aren't any more bugs like this, 'cause I'm eager to play on.
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PostPosted: Sat Oct 01, 2011 6:30 am
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@Thomas: Sorry about that. Despite all the years in development, we missed something. I'll get a maps update to Brian ASAP.

@mbender: Thanks for the detailed feedback. I think the frozen guard syndrome can be avoided by using the correct floor code. Maybe we missed another one! Embarassed

EDIT: Corrected maps are on their way to Brian. In addition to the buried crosses, there were some floorcodes behind pushwalls that needed adjustment. Expect to see an update posted on the Dome News.
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