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PostPosted: Tue Mar 14, 2006 6:50 pm
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Screenshots from a new Doom2 mod I'm making.


These are to demonstrate what can be done.

Some may say 'Wolfendoom has been done'.

True.

But I have faith that it can be done better, and more fitting with the 21st Century.

My project will involve a series of ten level wads. These will be based on the very original wolfenstein episodes, but completley updated to a more mature standard.

Imagine a new updated version of 'Die Fuhrer Die'. BJ has to work his way through war torn Berlin, with the Ruskies closing in. He has to go through the war torn streets (some fantastic levels could be made of this), make his way to the war torn Reich Chancellory (What a cool level that would be) down into Hitler's Bunker (The map of Hitler's bunker could even be made with standard Wolf3d!) to meet with the Fuhrer before filling him with lead.











Deep inside Hitler's Bunker, his model city for the re-building of - he would look at this model with fantasies of what could have been, even while the Russians were closing in on Berlin.
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PostPosted: Tue Mar 14, 2006 6:59 pm
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PostPosted: Tue Mar 14, 2006 7:23 pm
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Will there be a Doom95-compatible version? That's what I've got, and most Doom WADs don't work with it.
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PostPosted: Tue Mar 14, 2006 7:54 pm
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Get Doomsday Tricob. Also, is that JDoom your playing it in LR cause you could encorperate its jump feature into the level designs (would be cool)? or is it Zdoom?

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PostPosted: Tue Mar 14, 2006 8:05 pm
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Sporb2000 wrote:
Get Doomsday Tricob. Also, is that JDoom your playing it in LR cause you could encorperate its jump feature into the level designs (would be cool)? or is it Zdoom?


It may use Zdoom, not decided. I may make it with regular doom and just include a Dhack patch.
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PostPosted: Wed Mar 15, 2006 12:54 am
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Last edited by Thomas on Sat May 28, 2011 5:41 am; edited 1 time in total
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PostPosted: Wed Mar 15, 2006 11:25 am
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I agree those are some impressive shots there! nice work!! Cheesy Grin

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PostPosted: Wed Mar 15, 2006 9:50 pm
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Sporb2000 wrote:
Get Doomsday Tricob.

Where can I find it? I get a lot of "doomsday machine" links when I put it into Google, and my internet connection isn't very stable right now, so I can't do an extensive search.
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PostPosted: Wed Mar 15, 2006 10:35 pm
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The doomsday HQ is here. You can find the 3D models, MP3 music renders and high rez textures here.

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PostPosted: Thu Mar 16, 2006 7:24 pm
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BEHOLD: Hitler's Chancellory!
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PostPosted: Thu Mar 16, 2006 9:56 pm
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OT - Thanks, Sporb. Smile

Back on topic -

Hitler's Chancellory looks extremely cool. Entering this place will be a real high for me when I get to it. Smile
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PostPosted: Fri Mar 17, 2006 3:11 am
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Last edited by Thomas on Sat May 28, 2011 5:43 am; edited 1 time in total
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PostPosted: Fri Mar 17, 2006 4:09 pm
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http://img70.imageshack.us/img70/968/chancellory38rq.jpg

The Chancellory is looking better now... as you can see from from this screenshot.

I'm looking for Doom mappers. If anyone here has experience with mapping doom, contact me via PM.

Currently myself and Wlhack are working on this project. We are looking for anyone with an eye for detail who wants to put foward some maps to our new Mod.
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PostPosted: Sun Mar 19, 2006 1:30 pm
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I forgot to mention: Those interested in helping out must PM me to recieve a wad file with a collection of our improved WW2/Wolfenstein Graphics. Those interested will need to submit an example of their work made with these textures. I'm not looking for a full level here, maybe a few rooms to demonstrate a mappers eye for detail and understanding of architecture.

I appreciate my mappers to do their research too, and take a look at the architecture of a German Castle, or a WW2 Bunker, etc. Again detail is everything; we want to move away from the original Wolfendoom style (which was based heavily on original wolfenstein) and a look towards realism.
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PostPosted: Mon Mar 20, 2006 8:17 am
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That's some very nice shots you got there. I always wanted to see the original levels in a more advanced engine. Cool. Smile
If you're going to make it with the Doomsday engine, I could contribute with some custom decorational models, if you want models instead of sprites, that is. Wink

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PostPosted: Mon Mar 20, 2006 9:16 am
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Sporb2000 wrote:
Get Doomsday Tricob. Also, is that JDoom your playing it in LR cause you could encorperate its jump feature into the level designs (would be cool)? or is it Zdoom?

Bah, Doomsday. I prefer ZDoom. It actually has more to it than Doomsday's pretty graphics. ZDoom vastly enhances the functionality, veratility, and gameplay of Doom. ZDoom's features allow you to make a Wolfenstein-type mod that PLAYS like Wolfenstein, which is something WolfenDoom never achieved.

Anyway, I like this, but some of the areas seem overscaled, as if they were built by giants.

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PostPosted: Mon Mar 20, 2006 2:52 pm
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Executor wrote:
Sporb2000 wrote:
Get Doomsday Tricob. Also, is that JDoom your playing it in LR cause you could encorperate its jump feature into the level designs (would be cool)? or is it Zdoom?

Bah, Doomsday. I prefer ZDoom. It actually has more to it than Doomsday's pretty graphics. ZDoom vastly enhances the functionality, veratility, and gameplay of Doom. ZDoom's features allow you to make a Wolfenstein-type mod that PLAYS like Wolfenstein, which is something WolfenDoom never achieved.

Anyway, I like this, but some of the areas seem overscaled, as if they were built by giants.


Yes, they do look overscaled in the original screenshots. but these were just to demonstrate the quality of graphics that could be achieved; you'll notice on the Chancellory that the scale is just right.

I agree entirely with your point about the levels being built by giants, and I intend not to have level design like that. Laz's TCs seem afflicted with this problem also.
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PostPosted: Mon Mar 20, 2006 9:18 pm
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Executor wrote:
Sporb2000 wrote:
Get Doomsday Tricob. Also, is that JDoom your playing it in LR cause you could encorperate its jump feature into the level designs (would be cool)? or is it Zdoom?

Bah, Doomsday. I prefer ZDoom. It actually has more to it than Doomsday's pretty graphics. ZDoom vastly enhances the functionality, veratility, and gameplay of Doom. ZDoom's features allow you to make a Wolfenstein-type mod that PLAYS like Wolfenstein, which is something WolfenDoom never achieved.

Anyway, I like this, but some of the areas seem overscaled, as if they were built by giants.


that depends, Jdoom is for those of us who like to play Doom with the advantage of modern 3D graphics. ZDoom is good but it seems to add too much to the mix, doesnt feel as doomy as Jdoom.

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PostPosted: Tue Mar 21, 2006 9:13 pm
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SUPER COOL Mr Green Mr Green Mr Green
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PostPosted: Wed Mar 22, 2006 7:34 am
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I am off for the next few weeks because of the examweek
so here is the samples for the new SS (I think I modify that weapon a bit)

http://diehardwolfers.areyep.com/album_pic.php?pic_id=243

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PostPosted: Wed Mar 22, 2006 7:47 am
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PostPosted: Wed Mar 22, 2006 2:46 pm
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Current Project members:

Lord Raffles
WLHack
Metal Overlord

More info to be posted tommorow.
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PostPosted: Fri Mar 24, 2006 10:48 am
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Here's a little teaser for y'all. Wink

(Might want to turn up the brightness on your screen temporarily, it's a dark scene. ;P)

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PostPosted: Fri Mar 24, 2006 11:01 am
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PostPosted: Sun Mar 26, 2006 8:49 pm
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WLHack & Metal Overlord:

I'm going to be away with my girlfriend for a few days; fear not I have my laptop, complete with all our work thus far. Talk to you soon, check this place for updates.
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PostPosted: Fri Mar 31, 2006 7:39 am
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We have such sights to show you! ...

This TC is to use Zdoom's amazing features; i'm exploring the different possibilities that 'slopes' in Zdoom can have for making advanced architecture, terrain, etc. Currently working on a room with Medieval Arches - I'm convinced too that it is possible to make a dome with slopes too.
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PostPosted: Fri Mar 31, 2006 8:27 am
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Lord Raffles wrote:
I agree entirely with your point about the levels being built by giants, and I intend not to have level design like that. Laz's TCs seem afflicted with this problem also.


Laz's later designs had the opposite problem. When he scaled all the walls down to 64x64, since the player is taller in Doom than in Wolfenstein, the levels and guards appear smaller than Wolfenstein, so it looks as if the guards are midgets and the ceiling is only a few inches over your head.

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PostPosted: Fri Mar 31, 2006 8:34 am
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PostPosted: Fri Mar 31, 2006 6:05 pm
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Thomas wrote:
Yeah, I've noticed that. Also, when you shot the guards but they didn't die, they could say like 3 different kinds of "Achtung" or "Scheisse".

@Lord Raffles: I've got a question. Are you gonna use completely new sounds in this game?


Of course there will be new sounds; Since Zdoom allows the use of ambient sounds, I intend to take full use of this feature to create a truly authentic atmosphere.

With regards to music, I am keen to find anyone with musical know-how who would be able to produce the soundtrack to this Game; I want something that sounds militaristic, with distinctive military drum beats.
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PostPosted: Fri Mar 31, 2006 6:27 pm
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If I'm not mistaken Architect, Doom uses MUS files in its WAD file. If you know of someone who can successfully convert Midi files to this format, then all you'll need are the proper Midis, and he/she can change the Midi instruments and volume levels to the proper settings before MUS conversion.

Sorry I can't help you out here, but even if I had the tools I need, and the type of Midis you wanted, I'm already helping a couple of other folks out with their TCs right now. By the time my work for them is done, the 10-hour workshift is coming back, and I'm stuck in that non-productive phase yet again. Not Happy

I think you'll be able to get the help you need elsewhere, though. There's still a lot of support for Doom conversions, and you seem be pretty consistent with the quality of what you do; 3-D fans tend to like that. Smile
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