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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
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Location: Israel

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Posted: Tue Feb 20, 2007 6:38 am
Subject: SonderKommando Revolt
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Well, it's about time to start this thread, more than half a year after the idea has emerged, I was just waiting for the first screens (thanks to WLHack) to open this thread.
SonderKommando Revolt is about real WWII revolt againt the Nazis in the famous Auschwitz extrermination camp.
To read more about SonderKommandos real historic background here:
http://www.jewishvirtuallibrary.org/jsource/Holocaust/Sonderkommando.html
http://en.wikipedia.org/wiki/Sonderkommando
* Currently the project is NOT related in any way to the parallel Treblinka mod.
Current Team members:
Doomjedi - Graphics and Story
Ronwolf - Mapping
Tricob - Coding and Music + a bit of mapping
AlumiuN - Coding (currently - secondary/assistance credit - but in this rate - soon might grow to a full credit)
WLHack - coding of original 16 bit version
Don't worry about Femstein (my "other" mod) - it's still in work, and soon is planned for release.
The engine is based on much extended False Spear/Femstein engine, but will feature MANY MANY additional coding features (many never seen before in wolf3d mod, all thanks to WLHack) , to make it one of the most advanced coding-wise mod todate. I can't reveal them all
Also of course it'll feature extended and high-quality graphic set (already finished), including textures and scenery ripped from pics from the "real site", and exact graphic recreation of Block 11 interrogation Block, Crematorium and other....
Also balanced weapon set.
First Screenshots (really a small glance only):
Block 11 interrogation Block:
http://www.geocities.com/maxgenis/sonder1.png
(compare with
http://www.remember.org/then-and-now/images/bunker-siwek-p.jpg
http://www.remember.org/then-and-now/images/bunker-siwek-a.jpg)
Block 11 offices
http://www.geocities.com/maxgenis/sonder2.png
Outside - execution wall (real-site texture!):
http://www.geocities.com/maxgenis/sonder3.png
Crematorium (again, real-site texture):
http://www.geocities.com/maxgenis/sonder4.png
...The project still would like more team members to join and help, so don't be shy
P.S. project moddb link will soon be posted |
_________________ DoomJedi modding projects website:
http://doomjedi.page.tl/
http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
Last edited by doomjedi on Fri Aug 06, 2010 7:27 pm; edited 12 times in total
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Zombie_Plan
DieHard Wolfer


Joined: 13 Oct 2004
Last Visit: 21:36 ago.
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Location: A hole in the wall

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Posted: Tue Feb 20, 2007 9:37 am
Subject: Re: SonderKommando Revolt
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i'd fix the placement of the ammo in the status bar...its against the keys  |
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Lozer_42
DieHard Mutant


Joined: 09 Jun 2006
Last Visit: 8:42 ago.
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Location: Michigan - United States of America

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Posted: Tue Feb 20, 2007 1:10 pm
Subject: Re: SonderKommando Revolt
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oo the first screen shot looks interesting...
The dsek in the other just looks weird (mostly because it looks like it is sticking into the wall)
This looks good, I hope this one turns out...  |
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Dean
Moderator

Joined: 11 Jan 2006
Last Visit: 02 Sep 2010
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Posts: 1426
Location: Australia

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Posted: Tue Feb 20, 2007 9:31 pm
Subject: Re: SonderKommando Revolt
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Nice shots, I like the nazi symbol on the wall in the 'office' shot, and the window looks great too.
Your graphics truly are fantastic DoomJedi. |
_________________ acsi vos opus is sicco i'll etiam exsisto smarter quam vos
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 0:08 ago.
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Posts: 1507
Location: Israel

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Posted: Tue Feb 20, 2007 9:57 pm
Subject: Re: SonderKommando Revolt
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Thanks
Without revealing too much secrets, I have to say that in this mod (unlike Femstein) I tried to rip (for realism) real-site textures from photos of the REAL site (As it's a mod based on a real (still existing) place that has plenty of photos from it). Many graphic are hand-made, but some are "ripped" and converted to wolf3d. Window was ripped from real-site Block 11 offices photo (though it was relatively was smaller there), so it's 100% authentic, like many other textures you can't see on the screenshots, like Hitler wall picture ripped from real Hitler wall picture in Block 11
The Nazi symbol is taking from photo of real WWII Nazi keychain (real metal) and again converted to wolf3d, looks great indeed, though never used that way on "real" Block 11 walls. |
_________________ DoomJedi modding projects website:
http://doomjedi.page.tl/
http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
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Rocketboy680
I am Death Incarnate


Joined: 27 Mar 2005
Last Visit: 07 Jan 2008
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Posts: 179
Location: CA

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Posted: Thu Feb 22, 2007 5:37 am
Subject: Re: SonderKommando Revolt
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I hope that you're not basing this all off of the real revolt at Auschwitz, because all that happened there was a quick bombing and not many escaped
The mod sounds awesome though, and given by the screenies, the enviorment is going to be pretty brutal to the faint-hearted and will likely earn the players' moral obligation to get revenge on the nazis.
Hope to see it released. |
_________________ "Guns make you stupid, duct tape makes you smart."
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
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Location: Israel

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Posted: Thu Feb 22, 2007 6:48 am
Subject: Re: SonderKommando Revolt
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Well, yes, I'll try to make the story a bit more interesting, than the actual revolt of 1944. But still, I have the right to state "based on real events". I more meant to make it graphically pretty much loyal to the original place mood and visuals. Graphics are already made, this project is more of a mapping task now, beside the additional coding features WLHack is working on adding.
And indeed, it'll give the the opportunity to feel "revenge", though dependable on your playing skills...otherwise Nazis will revenge YOU (Actually as I stated before, for me it'll be in some sense personal revenge, that's why this ideas started in the first place)
We'll try to make it easier skill than Femstein though. Femstein in higher difficulty levels will give plenty of challenge even to experienced wolfers, as beside many Bosses and mini-Bosses it has 2 very tricky types of enemies that kill you with "1 shot", some come fast from nowhere , some trick you in surprising ways, you need to react veeery fast to stay alive and always look around. The good news is that the second enemy type emerges only half-way through the mod......not to reveal much  |
_________________ DoomJedi modding projects website:
http://doomjedi.page.tl/
http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
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TheTalentedMrLeo
Moderator


Joined: 15 Mar 2003
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Posted: Fri Feb 23, 2007 7:36 pm
Subject: SonderKommando Revolt
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I'd suggest "breaking up" the room with a stone floor & concrete ceiling. Using one texture for all corners gives it a bland appearance. |
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Thomas
DieHard Wolfer

Joined: 23 Nov 2004
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Posted: Fri Feb 23, 2007 8:02 pm
Subject: Re: SonderKommando Revolt
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| I must agree with Leo. It's a great texture, but it looks like an oven. So I'll also suggest stone and concrete, perhaps it could be a little soddy of all the "smoking". God, it's the most inhumane thing ever... Makes me sick. |
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Dean
Moderator

Joined: 11 Jan 2006
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Posted: Sat Feb 24, 2007 3:41 am
Subject: Re: SonderKommando Revolt
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If this is supposed to be an oven I can understand why the ceiling/wall/floor textures are all the same.
But the light sure wouldn't survive when the oven was switched on! |
_________________ acsi vos opus is sicco i'll etiam exsisto smarter quam vos
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
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Posted: Sat Feb 24, 2007 8:33 am
Subject: Re: SonderKommando Revolt
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TheTalentedMrLeo wrote:
I'd suggest "breaking up" the room with a stone floor & concrete ceiling. Using one texture for all corners gives it a bland appearance.
Couldn't agree with you more. You know, WLHack is the mapper, and I guess he can and will change many things as the development goes, I only do the graphics The floor and ceiling will be changed, I can promice you that. No, it's a crematorium room, and indeed NOT inside the owen itself, the owens are that black squares you see...
http://www.tcnj.edu/~mckinney/crematorium.jpg
Some of those screenshots were made in quite a fast process, which can be seen on lack of the darker versions of textures, and some textures in their unupdated graphic versions (like the block 11 wall texture with lower color depth than the updated version has, the original was a result of poor recoloring process).
It's just that despite all (or most of) the graphics being already finished for the project, the mapping inself it in the beginning stages, but I didn't want to start this thread without screenshots. So don't judge them too hard, many things will yet be changed/improved.
Anyway, WLHack plans to finish 2 more Femstein levels next week, and if he indeed does that, it'll mean Femstein will be released pretty soon. After the Femstein release, WLHack will have one project less, and SonderKommando Revolt will be my main project, and will defenetely been progressed much faster from that point.
Currently most progress on Sonder is coding-wise, and it's much more advanced coding-wise than even Femstein |
_________________ DoomJedi modding projects website:
http://doomjedi.page.tl/
http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
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Thomas
DieHard Wolfer

Joined: 23 Nov 2004
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Posted: Sat Feb 24, 2007 11:48 am
Subject: Re: SonderKommando Revolt
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What I meant was that the whole room felt like an oven... Not that it actually was. But that the room was too "Closed in", you know... Anyway, it's good to hear it'll be changed and I wish you the best luck on this project.  |
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
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Posted: Mon Mar 19, 2007 5:47 pm
Subject: Re: SonderKommando Revolt
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WLHack wrote:
I will do the coding for Sonder (after "Femstein" is released - my (doomjedi) remark) and build VSWap, and if no one else volunteers, I can help with mapping (though, I hope we get someone else to do that....
Well, I hope someone will volunteer to help out, especially after seeing "Femstein", so you guys can wait a few more days before deciding, especially as some of Femstein textures/parallaxed sky will be used in Sonder as well I can promice you - any mapper who will help Sonder out won't be sorry
BTW I won't be here next 2 days, guys, hope you won't miss me  |
_________________ DoomJedi modding projects website:
http://doomjedi.page.tl/
http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
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ronwolf1705
DieHard Wolfer


Joined: 31 Jul 2006
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Posted: Mon Mar 19, 2007 7:37 pm
Subject: Re: SonderKommando Revolt
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Well, I can help you if you need some mapping.  |
_________________ Currently working on: Sonder, Elsas-Lotheringen, WolfDX and Terminator: The Awakening
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
Last Visit: 0:08 ago.
Topics: 67
Posts: 1507
Location: Israel

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ronwolf1705
DieHard Wolfer


Joined: 31 Jul 2006
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Posted: Wed Mar 21, 2007 3:37 pm
Subject: Re: SonderKommando Revolt
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| I can send you my mapset if you wish to see some of my work. Am I the only mapper or are you and WLHack also going to make some maps? |
_________________ Currently working on: Sonder, Elsas-Lotheringen, WolfDX and Terminator: The Awakening
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
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Posts: 1507
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Posted: Wed Mar 21, 2007 4:39 pm
Subject: Re: SonderKommando Revolt
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Are you familliar with mapping that include textured floors/ceilings, directional scenery?
It'll be nice to see your mapset, or just a recommendation from some other guy/mapper who worked with you in the past, I'll also respect WLHacks opinion about you, if he'll have one.
I personally don't do mapping for now, I'm a graphic artist (which already has finished most of the graphic work for Sonder). But WLHack is a mapper, and I'd say a good one Also, some other mappers may join in the future.
By the way - just as a teaser, here is one of the "Title Screen" candidates.......:
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_________________ DoomJedi modding projects website:
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http://wolfsource.dugtrio17.com/wiki/index.php?title=SonderKommando_Revolt
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ronwolf1705
DieHard Wolfer


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Posted: Wed Mar 21, 2007 6:48 pm
Subject: Re: SonderKommando Revolt
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Yes, I know WLHack is a good mapper.
And I'm also familiar with mapping that includes textured floor/ceiling etc, I'm also doing mapping for Nacht ohne Sterne, which includes these features. I'll send the mapset to you right away. |
_________________ Currently working on: Sonder, Elsas-Lotheringen, WolfDX and Terminator: The Awakening
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ronwolf1705
DieHard Wolfer


Joined: 31 Jul 2006
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Posted: Wed Mar 21, 2007 6:51 pm
Subject: Re: SonderKommando Revolt
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BTW the title screen looks great!  |
_________________ Currently working on: Sonder, Elsas-Lotheringen, WolfDX and Terminator: The Awakening
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doomjedi
DieHard Wolfer


Joined: 21 Jul 2006
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Location: Israel

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