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Wolfenstein 3D Part 2 Rise of the Triad mod
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Joshua
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PostPosted: Sat Jun 09, 2012 11:01 am
   Subject: Wolfenstein 3D Part 2 Rise of the Triad mod
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I was wondering if someone would be interested in helping me make the original Rise of the Triad story. All of the files are on here. They just have to be cropped. We could follow the original design sheet and make Wolfenstein 3D Part 2 Rise of the Triad. It can be a prequel to Rise of the Triad. Would anyone on here be interested in coding and making maps? The game will consist of four episodes. It will be made in SDL.

http://www.3drealms.com/rott/originalspec.html
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PostPosted: Sun Jun 10, 2012 6:52 pm
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I only find GL for ROTT which it requires full version of ROTT to run this.. Not see any SDL for ROTT yet, who know??

http://www.moddb.com/mods/rott-2012/downloads/rott-2012

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PostPosted: Wed Aug 29, 2012 1:32 am
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This was the first port of ROTT ever made. And it's SDL based. Should compile on every platform which is supported by SDL.
http://icculus.org/rott/
Joshua
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PostPosted: Fri May 10, 2013 6:05 pm
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I really want to make this game. I have several games planned now. I think the original Rise of the Triad story needs to be told. I am willing to work on Wolfenstein 3D Part 2 Rise of the Triad before working on Oppression in the Lucien Judas Time. Does anyone on here want to help me make maps for this game?
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PostPosted: Sat May 11, 2013 3:18 am
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You're all over the place. I understand. Sometimes I scheme numerous stories about Wolf 3D mods that catch hold in "our timeline" and meticulously plan every move of the modding aspect after that very time frame. I don't know. I think you should just sit down, relax, and start off easy or something. Have you ever even released any playable mods for real? I have no problem with your ideas as they sound quite interesting (most of the time anyway) but announcing mod after mod doesn't really help. We need stability. Objectivity. Quality.

Vote Possum. Coming to a town near you.
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PostPosted: Sat May 11, 2013 7:52 am
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Thomas wrote:
Vote Possum. Coming to a town near you.

You'll need to invest more of your money into neuroscience R&D to visit my people in lala land.
Thomas
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PostPosted: Sat May 11, 2013 8:50 am
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We do not recognize Lala Land as a sovereign country. Go ahead and start a diplomatic crisis for all I care. It's on... Oh yeah. It's on......
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PostPosted: Sat May 11, 2013 9:47 am
   Subject: Re: Wolfenstein 3D Part 2 Rise of the Triad mod
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jpb6891 wrote:
I really want to make this game. I have several games planned now. I think the original Rise of the Triad story needs to be told. I am willing to work on Wolfenstein 3D Part 2 Rise of the Triad before working on Oppression in the Lucien Judas Time. Does anyone on here want to help me make maps for this game?


Stop. Think.

You don't have any releases that I know of, you're coming in here with a whole bunch of lofty ambitions with nothing to actually show for them, and you want other people to make stuff for you when you have no track record of making anything yourself. So no one really has any reason at this point to believe what you say or make maps for you.

What you need to do is to set a goal for something you can achieve yourself, make that, and with an actual reputation for making good mods, then you can start trying to build a team.

Also, no, "all the original files" are not on that webpage. That's like where an early '90s game might be in two weeks when they're expecting a 12-18 month development cycle. Maybe they made more assets, maybe not, but that's not even enough assets to even begin serious work on such a mod, and if there is anyone who even could recreate all those plans in that community (WSJ and Doomjedi, maybe, but I haven't seen anybody do a Carmack-quality new guard completely from scratch), they're not going to jump in your boat just because you say so.
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PostPosted: Wed May 29, 2013 5:36 am
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The first Wolfenstein 3D Part 2 Rise of the Triad game will not follow the original design sheet for sprites completely. It will follow it storyline wise though. Expect new bosses and maybe some new enemies. Maps entirely made by me will be provided. The complete version will be 40 levels. The first public released version will be 4 levels. I am willing to do four levels as a test. Eventually, a special edition will be made that will use the original specs. Maybe not. I actually think the best thing to do is to find sprites on the internet and use those in the game. The game will come with a copy of the Rise of the Triad, Wolfenstein 3D, and Spear of Destiny Soundtrack.
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PostPosted: Wed May 29, 2013 10:25 am
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You're not getting it. Can you actually DO any of this? What are you actually capable of doing with Wolfenstein? How are you going to make any of this happen?

Also you cannot redistribute an original full game like that. That is piracy. People who want a copy of the original ROTT can buy one.

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PostPosted: Wed May 29, 2013 5:25 pm
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It is not piracy. Wolfenstein 3D Part 2 ROTT was never released. The current Rise of The Triad that you can buy is not Wolf3D ROTT.
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PostPosted: Wed May 29, 2013 9:01 pm
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I don't wish to climb aboard the hate train, but really, I agree with all that has been said. Just seeing text with ideas and plans doesn't convince me enough to want to find time in my schedule to help you with your project. If you think you can make new enemy sprites, let's see them. If you can show what you can do, others may be more interested in helping you. Right now it's all just a lot of talk and with no backing up. Maybe, you'd make a great game designer, as that seems to be what you're doing. You're making the basis for a game, and then asking others to fill in the blanks. It doesn't work like that here.

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PostPosted: Thu May 30, 2013 11:26 am
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I am using all of the images at http://mmimageworld.dugtrio17.com/cgi-bin/index.cgi?category=rott&page=1 for this game. This is going to turn out to be a great game. I like the new enemies. I think I can figure out how to code a rocket launcher into Wolfenstein 3D.
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PostPosted: Thu May 30, 2013 2:26 pm
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jpb6891 wrote:
I think I can figure out how to code a rocket launcher into Wolfenstein 3D.
Uh, there's no need to "figure it out". However, I would like see this tutorial added to the SDL Code Tutorials thread. Smile
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PostPosted: Thu May 30, 2013 2:47 pm
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jpb6891 wrote:
This is going to turn out to be a great game.

How do you know it is? or is this just speculation?

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Joshua
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PostPosted: Thu May 30, 2013 5:54 pm
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I looked at the sprites on that website. That is how I know it will be a great game. When I meant that it would be able to figure out to add the rocket launcher, I was refering to finding a tutorial. Production on this game will begin tomorrow which is Friday.
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PostPosted: Thu May 30, 2013 6:46 pm
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What?! You mean, a few scattered frames of half-completed sprites for a project that for all appearances never made it past pre-production? That's not a game!

You do realize that you will have to make all the incredible amount of material that was originally intended to be made by a PROFESSIONAL GAME STUDIO of people who were being paid a lot of money because they had extraordinary talents that very few people possess, right? And that many people before you have attempted to make EXACTLY THIS MOD IDEA and utterly failed? What CAN you do? Can you actually MAKE anything? Or are you just going to daydream and expect your flights of fancy to magically turn into an actual product? Do you realize what an idiot you make yourself look like?

Drop your silly TC ideas. Learn mapping, and practice at it. Start with a modest goal that you can actually achieve, and learn your limitations. Otherwise no one will take you seriously. People have given you a lot of slack around here, perhaps more than you deserve. You've got multiple people with extensive release histories, including Dean, Thomas Weiling, and myself, telling you what you're doing wrong and how to do it right. If you're not willing to listen to people who've actually produced something, set realistic expectations, and put in the work necessary to achieve them, you will never accomplish anything, except perhaps make all our brain cells die, one by one.

This whole thing is giving me flashbacks. (warning: Doomworld Post Hell thread. Annoying noises.)
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PostPosted: Thu May 30, 2013 7:54 pm
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The sprites on the image world site should do just fine for this project. The four maps will take some time to make. The four maps for the alpha version will be only for the alpha version. I am going to change the maps for the regular version. Right now, I have all I need on the image world site. I know how to code. If I get stuck, I will ask someone for help. The Alpha version will still use the Wolfenstien 3D textures. There will also be a surprise ending. The surprise ending will be included in the alpha version.
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PostPosted: Mon Jul 08, 2013 8:45 pm
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I have not forgotten about this game. I made an announcement about it on the official Rise of the Triad Reboot facebook page. The people who are working on the new game liked the facebook post.
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PostPosted: Thu Jul 11, 2013 1:24 pm
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Do you have anything to show?

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PostPosted: Fri Jul 26, 2013 5:06 am
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Actually I have been busy working on 'Rise of the Triad: Wolfenstein 3D Part II', too since 2012. My version is almost finished except on a few things (Measure par-times, getting audio/tracks better, test the levels and a few other things).

Little preview:
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PostPosted: Fri Jul 26, 2013 2:06 pm
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Wow. That looks pretty sweet! Personally I haven't tried ROTT much. Perhaps a decent-looking port such as the one you're in the progress of making would convince me to explore further. Thumbs Up
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PostPosted: Sat Jul 27, 2013 11:08 am
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Looks nice.

Pink uniform is a bit weird though. Unless their commander is a powerpuff girl Smile
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PostPosted: Sat Jul 27, 2013 12:10 pm
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Pink is an odd choice, yeah... I don't know what it's for. It's the crappiest camouflage ever (lol) and doesn't really fit in with anything... Maybe the SA... Wink ... But this guard sprite has been used in numerous mods over the years and personally I don't mind it. It adds some color otherwise unseen in the defense profession.
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PostPosted: Sat Jul 27, 2013 1:07 pm
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I started trying to create as much of the original spec as possible. As time went by I more liberty and mixed original-spec with RoTT-textures/sounds and own idea's (and leaving things behind like touchplates and a different palette). About the pink/purple guards; this is what the original spec states:
Quote:
Guards - I think we've seen these. Now they have purple uniforms, if we have palette room.

The purple color is weird, indeed but I got used to it Smile.

I also created just one episode. Selecting the other three episodes will result in a 'This version is BETA! You can only select the first episode'-message.
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PostPosted: Sun Jul 28, 2013 1:29 pm
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I love it. Seriously I've been waiting years for someone to do something like this!

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PostPosted: Sun Jul 28, 2013 1:46 pm
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I'm also quite surprised that it's taken so long for someone to put a ROTT mod into full fruition. The original music was killer.
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PostPosted: Sun Jul 28, 2013 8:43 pm
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Also in discussion over the pink/purple uniform. It's what the original documents called for, and yes it's terrible camouflage, but maybe it's not meant to be camouflage. It could be a service uniform of the triad? The only thing I'd recommend changing is the helmet to be that black one seen here, since the triad is apparently much different than the Wehrmacht.

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PostPosted: Mon Jul 29, 2013 8:11 am
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Thandor, will your ROTT Wolf3D mod be SDL and have cheats? The game needs to have cheats. I am still going to create my version of Wolfenstein 3D Part Two ROTT. Eventually I will post screenshots. I have not actually imported the sprites into Wolfenstein 3D yet. I have been busy doing Java programming for school. Your version is better than my version. I was planning for the Alpha of the Omega version, just using new enemies and bosses and keeping a lot of the Wolfenstein 3D graphics intact. The Alpha of the Omega version will have one level per episode. Think of this version as the Hunt Begins, only it is not a prequel. The Alpha of the Omega version is a shorter mission game. The full regular version will be 40 levels and be bigger.
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PostPosted: Mon Jul 29, 2013 2:13 pm
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gerolf wrote:
Also in discussion over the pink/purple uniform. It's what the original documents called for, and yes it's terrible camouflage, but maybe it's not meant to be camouflage.
If the palette was altered a bit, I'm sure the proper shades of purple could be used. From what I've read, purple is much truer to the specs than the color pink.
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