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Trilogy - iLOW3d Released (Update 23/03/2014)
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Ipank7000
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PostPosted: Sat Jan 18, 2014 10:56 pm
   Subject: Trilogy - iLOW3d Released (Update 23/03/2014)
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Hi,
i just released my fourth mod and it's called Trilogy - iLOW3d.

So what is Trilogy - iLOW3d? Basically this is just simple mod with some features like:
* New Weapons
* New enemies
* Limited amount of weapon carrying
etc..

You can find it in HERE!

So, give it a try
I hope you enjoy it. Smile

* I updated the map because it has very mazy secret in some levels. So i reduce them and you can play the updated map in "Updated Levels" folder.
* (09/03/2014) Fixed the rifle accurate. (Thanks for MrWolfForever for reporting)
* (10/03/2014) Fixed the secret on E2L6 in "Updated Maps". (Thanks for Thomas reporting)
* (16/03/2014) Fixed the secret on E2L3 in "Updated Maps" and "holo wall" glitch. (Thanks for MrWolfForever reporting)
* (16/03/2014) Reduce the E2L1 difficulty (by adding some goodies only, not reduce the enemies) (in "Updated Maps" only).
* (23/03/2014) Fixed enemy placement in Hitler's Room (Both version of the map).

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Last edited by Ipank7000 on Sat Mar 22, 2014 7:46 pm; edited 4 times in total
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PostPosted: Tue Jan 21, 2014 5:19 am
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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Is this in 4SDL?
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PostPosted: Tue Jan 21, 2014 5:54 am
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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Indeed it is, and it's a fun play and I'm not in one second in doubt that Ipank7000 is a very important mapper in this day and age. Chunking out such an old-school mod in the year 2014! Fantastic.
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PostPosted: Tue Jan 21, 2014 6:04 am
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Cool, I'll give this a shot. Smile
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PostPosted: Tue Jan 21, 2014 6:12 am
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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Just played through the first level, really liking it so far! It's a great combination of old-school mapping and newer features that really make this its own thing. Love the usage of regular guards and dual-wielding guards.
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PostPosted: Tue Jan 21, 2014 6:39 pm
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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Thomas wrote:
Indeed it is, and it's a fun play and I'm not in one second in doubt that Ipank7000 is a very important mapper in this day and age. Chunking out such an old-school mod in the year 2014! Fantastic.


Absolutely agree. I really liked his Spear level set from last year and I hope this one is just as much fun. 15 Master Levels was pretty good too. I'll probably even try his first set from 2011 at some point.
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PostPosted: Wed Jan 22, 2014 10:01 am
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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I really like this one. I hope we'll see more mods like this - focus on mapping, but with smartly used coding features. Always nice to see some variation in the ceiling colors as well.
Ipank7000
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PostPosted: Thu Jan 23, 2014 6:13 pm
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Thank you for feedback and for playing it. I hope you enjoy it Smile

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PostPosted: Sun Jan 26, 2014 6:16 am
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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I like that while you give it your own spin, the mapping also stays fairly close to the original Wolf3d. Smile
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PostPosted: Sun Jan 26, 2014 11:16 am
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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I finally gave this one a spin, and I really like what you have here. It's good to see extra features that add to the gameplay, yet don't add too much of a learning curve.

A minor bug: It seems the "Game Settings" seem to have the configuration file written/read wrong; I disabled "Wall sounds", exited the program, and restarted the program, only to find that the Wall Sounds were re-enabled, and the option below it was disabled. It appears that the program reads the config file data in a different order than it writes it. Neutral
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PostPosted: Mon Jan 27, 2014 9:49 pm
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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Through the first three levels. Great work so far. Smile Playing on hard and it quickly gets tough as nails. Really can't see how any Wolfenstein fan wouldn't like this.

Have attained 100% ratios on everything so far. Third level has very tricky secret. Thought it would be the secret exit but it isn't - no secret level yet! I'll say this much though: I'm NOT finishing this game without finding them!

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Ipank7000
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PostPosted: Thu Jan 30, 2014 5:49 pm
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Thanks you for reporting the bug Tricob. I never discovered that bug before. And thanks for feedback and comments. Smile

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PostPosted: Sat Feb 01, 2014 1:37 pm
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Love such mods. Fully oldschool Wolf3D mods are after all those years a bit boring...at least to me.
But I love those "clean" mods, that have just the right amount of new art and innovation - yet fully keeping the original feel and play, and so tasteful, like a fine wine...not "the more new the better"...only where is fits...and like with spices - not to overspice...the right balance...to create extension of original Wolf3D, something from that world... it just works. It's interesting to explore (without puking out the same blue walls over and over), and yet all this Wolf3D feel...
Ipank7000
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PostPosted: Sat Feb 01, 2014 5:46 pm
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I updated the map because some map are very tricky to get 100% (especially for secret, but it still possible). If you want the updated map just download it again.
(sorry Tricob, i don't fixed that minor bug).

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PostPosted: Sat Feb 01, 2014 10:26 pm
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I never seek for 100% of anything, heh Smile I'm a weird wolfer
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PostPosted: Wed Feb 12, 2014 3:53 am
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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Hi Ipank7000 - this is such a great 'clean', traditional mod with just the right number of new features, guards etc. Really enjoying playing it.

But I wondered if you could give me a clue about.....
.....how to find the last locked door on E1L4. I've cleared both main treasure caches and now have all four keys, but I am now going around and around in circles Confused I guess I might have pushed a wall block the wrong way (and one thing I've noticed with this mod, it's very easy to accidentally get trapped!).


Anyway, any help would be appreciated.

Thanks, Michael
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PostPosted: Wed Feb 12, 2014 7:30 pm
   Subject: Re: Trilogy - iLOW3d Released (Update 23/03/2014)
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(To mbender:)


In the version not in the side zip file with the modified maps, it is a really, really complex network of pushwalls where you have to get everything exactly right or you'll never make it to the door. The hidden key is in the same network of pushwalls (but not next to the door). It would more or less take too long to give a walkthrough of exactly how to do it (and such a walkthrough might be not completely clear anyways) so maybe look at the map in an editor? The secret locked doors lead to the secret level. Also you could use the version of the maps in the second zip file which removes most if not all the ways you can push walls to block off access.

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PostPosted: Fri Feb 14, 2014 4:49 am
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Much appreciated MrWolfForever - updating the maps seems to have worked a treat! Beer
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PostPosted: Fri Feb 14, 2014 5:29 am
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Very welcome - glad to be able to help! Very Happy

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PostPosted: Tue Feb 25, 2014 12:04 am
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Surprise! Very Happy

A planned full YouTube playhrough of this mod from a friend of mine is in progress!:

http://www.youtube.com/playlist?list=PLKt_el6xVhJDls2ySBJNB-gmP2Ne4zrSA

More videos will come as time goes by, I hope it's a good enjoyable playthrough to watch. Smile
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PostPosted: Wed Mar 05, 2014 6:36 am
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I think, if Ipank is still interested, the rifles should be made more accurate on the player's side. Rifles are generally meant for long range in reality but don't work that well here. Maybe reduce ammo availability and capacity to compensate for this increase in power. I think it would improve the mod further. Smile

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PostPosted: Sun Mar 09, 2014 12:29 am
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I have update the mod due to inaccurate rifle (sorry BTW Sad).

Thanks for feedback guys and i hope you guys enjoy it.

Note!!!

I will not doing any Wolf3d stuff until late April because i must study for my National Examination and The end of Sr. High School test so if there are any bug reports or something, i hope you can be patient and i hope i get the the best result for my test Smile .

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PostPosted: Sun Mar 09, 2014 2:40 pm
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I am thoroughly enjoying this, first playing Episodes 1 & 2 from A to B without going deeper, but am now playing this going for the full 100 ratio. It's been a success thus far, but after getting a full 100 percent on E2L6 but still no elevator key, looking at the map in ChaosEdit, a pushwall at 35,58 blocks this, so there is no way to get to E2L10.
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PostPosted: Sun Mar 09, 2014 7:44 pm
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Indeed it's impossible if pushwalls only go 2 spaces (which they do). Hotfix time!
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PostPosted: Sun Mar 09, 2014 11:34 pm
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Again, i updates the package and fixed the E2L6 problem. Thanks for reporting Thomas. Smile

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PostPosted: Tue Mar 11, 2014 1:44 pm
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Ipank, please consider lowering the difficulty on E2F1. My friend on Steam is so infuriated he won't continue his playthrough. You need to give more health/ammo for a mutant only level. I'm getting pretty upset personally about this. One bad decision and my friend is rage quitting. Sad He also likes to play without saves so please keep it fair that way not so luck-based.
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PostPosted: Tue Mar 11, 2014 2:04 pm
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So because 1 person hasn't got the appropriate chops Ipank7000 should alter some of his well-crafted maps? That's bullshit. I thought Episode 2 was difficult, insanely difficult actually, but if you knife a little here and there and use secret doors, then your problem is solved. It's not so difficult that it affects the gameplay. I think Ipank's maps are well balanced in terms of that - not too easy, not too hard, a great mix and a fun, interesting and refreshing play. Makes me feel like an old fart already.
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PostPosted: Tue Mar 11, 2014 3:04 pm
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^^what Thomas said. [Censored] that guy, put some effort into your playthroughs yo
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PostPosted: Tue Mar 11, 2014 8:20 pm
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Okay I've played a little bit of E2 when I wasn't on a slow burn over my friend quitting (and maybe he might reconsider). I think the issue is more like E2F1 is just not a good opener as it is, more than map as a whole. To be honest if I wasn't at least able to know the whole episode isn't like this, the level might have put me off. It's really hard to beat without saves, even with all the secrets, because of how much the mutants will just pop out and potshot you in areas. There needs to be more health, maybe slightly more manageable ammo outside of secrets. E2F2 on the other hand is a great level and I even finished it on first go without ever restoring a game and without finding a single secret. While it's not an 'easy' map per se it's far easier than E2F1 which really doesn't make any sense. Again (and as supported by what I have mentioned) I think one of the biggest offenses here is simply putting the map in a Floor 1 slot - this is not what a Floor 1 should be like especially since it (the mutants only concept, which is where the difficulty comes from) is a false signal of what the episode actually holds.

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PostPosted: Tue Mar 11, 2014 11:54 pm
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MrWolfForever wrote:
this is not what a Floor 1 should be like especially since it (the mutants only concept, which is where the difficulty comes from) is a false signal of what the episode actually holds.


The same can be said about the original E2L1.

I did not play Ipank's mod yet, but back in the day, with no foreknowledge of the map and no wolfing skills, I did get murdered time and again on E2L1 because the mutants were so tough to handle. Didn't stop me from enjoying the experience. Fast forward 20 years to Ipank's E2L1 and you'll find that the difficulty level has risen considerably... but so have the player skills. The modern Wolfer is supposed to know how to beat overwhelming odds and persist rather than ragequit.

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