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WolfenDoom by Areyep
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Please Rate It!
Fantastic
35%
 35%  [ 24 ]
Above Average
47%
 47%  [ 32 ]
Average
10%
 10%  [ 7 ]
Below Average
2%
 2%  [ 2 ]
Poor
2%
 2%  [ 2 ]
Voted : 31
Total Votes : 67

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Tricob
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PostPosted: Fri May 13, 2005 7:40 pm
   Subject: Re: WolfenDoom by Areyep
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Ugh ... sequel this, sequel that! The problem with making sequels to perfectly good games is that folks are all too often expected to improve upon things that are better left alone. IMHO, follow-ups rather than sequels (or prequels) are far more ideal. Heretic's follow-up called Hexen is one such example.
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PostPosted: Sun Jun 05, 2005 1:39 am
   Subject: Re: WolfenDoom by Areyep
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Hehehe - funny - I made Wolfendoom way back in 1995 - I just gave the menus etc a facelift in 2000. There was no coding community at the time it was made, so in essence, it's just Wolfenstein with new graphics, levels and sounds Smile It exploited some of the known "bugs" in the game (such as a patrolling enemy creating a walk through wall for the "teleporters"), but other than that, there were no enhancements to the original Wolf.
As for a sequel ... well, these days with all that people are doing code wise, it'd have to contain a lot more originality than just taking enemies from Doom and adding a new storyline. With the newer features now available to the Wolf community, you couldn't just try to make the game more like Doom when one can play Doom itself ... it'd need some original theme or concept to make it work.

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PostPosted: Sun Jun 05, 2005 10:24 am
   Subject: Re: WolfenDoom by Areyep
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Wow, this year is the tenth anniversary of WolfenDoom. Haven't noticed that before... then again, after all that work on EOD, you guys need a rest. Smile

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PostPosted: Thu Aug 25, 2005 12:54 am
   Subject: Re: WolfenDoom by Areyep
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Who the hell voted poor?!! Mad
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PostPosted: Sun Apr 15, 2007 2:27 pm
   Subject: WolfenDoom by Areyep
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WolfenDoom 1 and 2 - greath TC'S

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PostPosted: Fri Nov 30, 2007 10:09 am
   Subject: Re: WolfenDoom by Areyep
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For your stellar performance with originality of the story, I give you a "B."

The only thing that's keeping this game from getting an "A" is that using pushwalls is necessary to progress in some levels. (It's bad enough that I wander around aimlessly looking for pushwall SECRETS...)
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PostPosted: Sun Dec 20, 2009 8:05 am
   Subject: Re: WolfenDoom by Areyep
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GLUTEN TARG!

I Love that game even though i never had the patience to finish it, or even a whole episode, i appreciate it, it's like fine wine, it's almost even worth selling.

the story is absolutely excellent, and even on it's own is almost like a short novel, its like what AVP did to Aliens, it's a sequal to Wolfenstein 3D and a prequel to the Doom trilogy
even despite having no actual engine changes, the game is quite good, Steve successfully twisted the elements of his story and the limits of the Wolf3D engine to meet his plot.

allot of everything is unrecogniseable and seems quite unique even though it's just the same elements found in the original wolf3D but put to creative use.
things like using the pacmen to create invincible spectre's and utilising pushable blocks as a game element to trap them, was just really well done.

someday i want to make a mod as good as that.
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