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TCs - What's left? You decide.
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PostPosted: Sun Mar 15, 2015 8:01 pm
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What if we found a long lost unfinished TC and finished it?

Something like Raw Meat?


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PostPosted: Sun Mar 15, 2015 8:19 pm
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Re: Raw Meat. This mod uses graphics ripped from Alien Wolf. If you recall, Colonel Bill had requested not for the graphics in that mod to be used elsewhere. In Raw Meat, not only were these images used, but no credit was given as to who did the graphics in the first place.

My apologies, but I'd strongly discourage anyone from finishing up this project personally.
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PostPosted: Mon Mar 23, 2015 2:54 am
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I think a Noir styled mod would be cool, where you play as a detective or vigilante, fighting thugs, Nazi insurgents, the occult, etc. A lot of different handgun weapons, a shotgun, a tommy gun, etc.

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PostPosted: Mon Mar 23, 2015 3:30 am
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That's actually not a bad suggestion. People have commented before about how well grey-scaled graphics come out in Wolf3D, but I'm sure it could be taken farther with a better palette. It'd also improve the way fog effects and things like that come out - if one chooses to enable them in the mod.

Add to that, many Film Noir entries are Public Domain, so there's no need to worry about copyright or licensing issues if you use the right sources.
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PostPosted: Tue Mar 31, 2015 1:44 pm
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I don't know if it is what the public wants but I am developping a pirate themed mod
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PostPosted: Fri Apr 10, 2015 7:45 pm
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That sounds interesting to me!

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PostPosted: Sat Apr 11, 2015 1:26 am
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Doom had nice pirate mod...very nice one. Can't wait to see pirate mod on Wolf3D.
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PostPosted: Fri Apr 24, 2015 12:29 am
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With the exception of a couple of excellent mods that have surfaced over the past couple years, I think the Wolfenstein 3D/Spear of Destiny mod scene has run its course over the past 20+ years. Majority of the talent that defined what it meant to mod Wolf/Spear has disappeared or is hardly around - Areyep, MCS, WLHack, Architect, Chris, Majik Monkee, BJ Rowan, Florian Stohr, Chaos, etc.

I applaud the efforts of DoomJedi, Team Raycast, Tristan (Hessler), Blzut3 and a few others for doing what they can with what is left of today's scene.

There really isn't much left.

Though, perhaps with Tormentor's Blade of Agony, we'll see a bit of a revival with wolf mods. If not here, maybe within the doom community.
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PostPosted: Sat Apr 25, 2015 5:02 pm
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gerolf wrote:
I think a Noir styled mod would be cool, where you play as a detective or vigilante, fighting thugs, Nazi insurgents, the occult, etc. A lot of different handgun weapons, a shotgun, a tommy gun, etc.


I don't know if it counts as a Noir styled mod, but I do remember a mod in development called 'Cosa Nostra', which was in black and white and (I believe) was about a detective taking on the Italian maffia. Don't know if it ever got released, but I do have a version of it somewhere.
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PostPosted: Thu Apr 30, 2015 11:44 pm
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Spiritblade-inc wrote:
With the exception of a couple of excellent mods that have surfaced over the past couple years, I think the Wolfenstein 3D/Spear of Destiny mod scene has run its course over the past 20+ years. Majority of the talent that defined what it meant to mod Wolf/Spear has disappeared or is hardly around - Areyep, MCS, WLHack, Architect, Chris, Majik Monkee, BJ Rowan, Florian Stohr, Chaos, etc.

Architect? Hah! Never heard anyone talk more talk and deliver absolutely nothing than that guy! Doubt he contributed much of anything to anything to be honest...

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PostPosted: Fri May 01, 2015 3:18 am
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Yeah, there was always something screwy about that guy... Though some of the screenies looked rather ace if I recall correctly...
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PostPosted: Fri May 01, 2015 4:01 am
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Arch did submit some rather good art sets for Wolf3D, and - IIRC - they're found in the DHWs gallery (under the name Lord Raffles). I never had much bad to say about the guy myself; I'm actually kind of sad he didn't submit more to the Wolf3D community.

After he disappeared from the Wolf3D scene for a while, someone broke into his account and posted something stupid involving a nude Hitler. I haven't heard anything from Arch after his disappearance. My guess is that he's around someplace under a different username - probably someplace not involving Wolf3D.
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PostPosted: Fri May 01, 2015 4:22 am
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Lord Raffles/Arclese/Architect... Same person? And where did the Arch thing come from, Tricob? You know him personally? Razz
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PostPosted: Fri May 01, 2015 12:13 pm
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Well, I for one would certainly love a World War One themed mod (yes, I am aware of Unsung). I've had this idea for an alternative history timeline for some time, but never got around to working on it. Basically, the idea was that you were a guerrilla fighter of sorts on the British side, battling against the triumphant Germans / Austrians who are seeming to win the First World War in 1917 since the Americans had remained neutral. Following swift victory in the East, the German Reich and Austria-Hungary were preparing a victory parade in the city where it had all begun in 1914 with the assassination of Franz Ferdinand (heir to the throne of Austria-Hungary), Sarajevo (now renamed "Ferdinandstadt" after all the Slavic peoples had been deported). Your mission would be to infiltrate a castle overseeing the city of Sarajevo to steal some documents that would successfully tip the balance toward American involvement in the war and to take out some military prominence in the process.

http://althistory.wikia.com/wiki/World_War_I_%28Central_Victory%29 <-- basic background story
http://en.wikipedia.org/wiki/Bijela_Tabija <-- the castle in question


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PostPosted: Fri May 01, 2015 1:39 pm
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OT -

Thomas wrote:
Lord Raffles/Arclese/Architect... Same person? And where did the Arch thing come from, Tricob? You know him personally? Razz
Good point; I meant "Architect" when I said "Arch". Acrlese showed up long before before Architect did, and I seriously doubt they're the same person. And I'm almost positive I'm spelling Arclese's name wrong. Sad

I do remember Architect saying in his first post that he was formerly Lord Raffles, but maybe I just read the post wrong. Wouldn't be the first time. Embarassed
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PostPosted: Mon May 11, 2015 2:15 am
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I seem to recall that too Tricob. From memory he was another Aussie and I recall some sort of macho 'my d*ck is bigger than yours' competition between him and the guy doing Helvete. Neither ended up producing much though from memory.

I used a set of walls he made in EFCH, they were quite well made.

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PostPosted: Mon May 11, 2015 5:19 am
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I also recall a stained glass texture with an eagle that looked like it could have appeared in the original game. But as with so many other things, talent often comes with a dark side to one's personality - in some cases.
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PostPosted: Mon May 30, 2016 4:33 pm
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Do we have the source codes to Corridor 7 and Operation Body Count? Can we make Source ports?

If not, are we going to make source ports of the Catacombs 3D series? I'm pretty sure we have those source codes

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PostPosted: Mon Sep 12, 2016 11:26 am
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Theme-wise, there's a lot that still be done. Western themed, not really done yet. WW1 themed, Unsung is great but they're too few in number (kudos to Tris for suggesting that). We could use a RoboCop or Judge Dredd themed mod. Now those would be some awesome fan mods to play... Very Happy
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PostPosted: Fri Sep 16, 2016 1:57 pm
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Why not do a walking dead theme mod ?
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PostPosted: Fri Sep 16, 2016 6:32 pm
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Ginyu wrote:
Why not do a walking dead theme mod ?


In the past, I considered doing a survival mod. Just have big city-themed 128x128 (or bigger) maps, and then make it so the player has to survive with little to their disposal. They'd have no guns (or a gun and 2 bullets, or whatever), but they could us every object in the environment in some way against the zombie threat. Tables to block doors, chairs to smash over their heads, knives grabbed from tables... etc, you name it. The zombies would be the slow kind. Just an idea I had many years ago, which most likely won't ever be created.

I'm sure many people will play a Walking Dead mod, given the popularity of that show.
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PostPosted: Fri Sep 16, 2016 9:01 pm
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ronwolf1705 wrote:
Ginyu wrote:
Why not do a walking dead theme mod ?
In the past, I considered doing a survival mod. Just have big city-themed 128x128 (or bigger) maps, and then make it so the player has to survive with little to their disposal. They'd have no guns (or a gun and 2 bullets, or whatever), but they could us every object in the environment in some way against the zombie threat. Tables to block doors, chairs to smash over their heads, knives grabbed from tables... etc, you name it. The zombies would be the slow kind. Just an idea I had many years ago, which most likely won't ever be created.
I like that idea a lot. Thumbs Up
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PostPosted: Mon Sep 19, 2016 7:03 am
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Thanks, this could be an ideal way to test Wolfenstein Rpgmaker also.
After all, it would make more sense to be able to play with different characters and have different scenes given who survived and all. Smile
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PostPosted: Tue Sep 20, 2016 9:01 pm
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One day I'm probably going to do a mod using modified Lost Episodes sprites and textures to do something based on Nazis unearthing and rebuilding Atlantis to use its lost technologies (good Wolfenstein mod plots are like bad History Channel shows). The Lost Episodes graphics always made me think of some sort of aquatic theme, which is why I called my DHWLE map "Undersea Base".

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PostPosted: Wed Sep 21, 2016 3:44 am
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That makes me think about "Indiana Jones and the Fate of Atlantis", at the end, nazis want to use some kind of machine to turn into super soldiers.
I imagine this would work really well with Wolfenstein. Smile
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PostPosted: Tue Oct 25, 2016 6:16 am
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I am not sure whether this was mentioned here, but I would like to see more horror mods in the making...
Aside from Atina's Witching hour, I don't think there has been that many mods that could be counted into that category.

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PostPosted: Tue Oct 25, 2016 6:26 am
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@WLHack

Good to see you're still alive! Laughing

And I agree, more horror mods would be nice... Especially if the ghouls/monsters were something original, and not just the common or garden zombies/mutants.

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PostPosted: Tue Oct 25, 2016 4:03 pm
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When I get back into modding, it is something that's on my "to-do list". But while I am programming, I'm writing things from scratch, and the FPS perspective is nowhere to be found. Most of it is 8-bit code, as it turns out, and it doesn't even use the C programming language.
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PostPosted: Wed Oct 26, 2016 12:08 pm
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Not really an idea for a mod but idea for something one could do: Port Wolfenstein 3d from SDL to SFML...

I came up with this idea when I ported Lodevs Raycasting tutorial from SDL to SFML when I was planning to do my own raycaster from scratch...
Reason for using SFML instead of SDL was the fact SFML felt much easier and had better graphical capabilities (I am not sure whether there is any difference between these two anymore).

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PostPosted: Wed Oct 26, 2016 3:43 pm
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WLHack wrote:
Not really an idea for a mod but idea for something one could do: Port Wolfenstein 3d from SDL to SFML...

I came up with this idea when I ported Lodevs Raycasting tutorial from SDL to SFML when I was planning to do my own raycaster from scratch...
Reason for using SFML instead of SDL was the fact SFML felt much easier and had better graphical capabilities (I am not sure whether there is any difference between these two anymore).


The main thing SFML has graphics-wise over SDL is an actual renderer; you could use SDL with OpenGL to achieve a similar effect, although SFML might be a little easier. The other thing is SFML is C++, so if you're used to using C++ like things it probably will be easier.

Mind you, SDL with OpenGL can do other impressive things, like lighting.
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