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Leiche Soldat: A Schabbs 2000 Prequel
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Gary
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PostPosted: Sun Jan 26, 2014 5:32 am
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After eight years of false starts and dead ends, my final Wolf3D creation will finally see the light of day. Thanks to the invaluable coding help of Andy_Nonymous, I now have a Wolf4SDL EXE that allows me to focus my time on the mapping for this project. With the biggest stumbling block out of the way, I have made some real progress on the levels since December, so much so that I know that I will actually finish the project off this time.

Like my other projects, this one will maintain the fell of the original game, with the only additional graphics coming from SoD and Schabbs 2000. The main difference will be in the size and the scope of the maps. As for storyline, like the title says, it will be a prequel to Schabbs 2000.

I'm about a third of the way done with the maps, putting me on target for a spring or summer completion. I will post updates here as time goes on...


Gary
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PostPosted: Sun Jan 26, 2014 5:59 am
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Looking forward to this indeed... Wink
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PostPosted: Sun Jan 26, 2014 6:15 am
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^^ Thanks for sharing the update, Gary. Smile
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PostPosted: Tue Jan 28, 2014 10:33 pm
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Fantastic news, can't wait to play it!

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PostPosted: Sat Mar 01, 2014 6:29 am
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I can't wait for it to come out! Very Happy
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PostPosted: Sat Mar 01, 2014 1:58 pm
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If Gary would've originally wanted to call this Schabbs 3000, won't your ears turn red, Ling Yan? Laughing
Gary
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PostPosted: Sat Mar 01, 2014 6:56 pm
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Thomas wrote:
If Gary would've originally wanted to call this Schabbs 3000, won't your ears turn red, Ling Yan? Laughing


??? ... I can't say that naming mods has ever been my forte.

As for this project, I'm closing in on the halfway point of the mapping, so everything is progressing nicely.


-Gary
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PostPosted: Thu Mar 20, 2014 1:25 pm
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Thomas wrote:
If Gary would've originally wanted to call this Schabbs 3000, won't your ears turn red, Ling Yan? Laughing


haha possibly. It would be nice if someone made a Schabbs 3000 prequel or sequel. Since I haven't really touched on modding for awhile, maybe once I regain my interest for Wolf3D modding back, maybe then I might make a prequel or sequel to Schabbs 3000. The prequel or sequel probably won't have 190 wall tiles though. But if I was to make one, I'd have to convert the code to SDL. However, I'm not very good with the source code.
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PostPosted: Thu Mar 20, 2014 2:17 pm
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There are countless possibilities. Perhaps we should expect "Assassinate Hitler Again" or "Another Countdown to Disaster" anytime soon? Wink And I think there are many coders out there willing to lend you a hand with the whole SDL thing.
Gary
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PostPosted: Sun Apr 06, 2014 6:43 pm
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Mapping has crossed the 75% mark. Factoring in time for testing and the finishing touches, a June release is looking probable.
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PostPosted: Mon Apr 07, 2014 3:16 am
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That's great to hear! Smile
Gary
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PostPosted: Tue May 27, 2014 6:15 pm
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Working on the final level. Playtesting of all the others is complete. Another two or three weeks should do it...
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PostPosted: Tue May 27, 2014 8:29 pm
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How many levels will there be? Anyways good to hear, I hope it's as good as your finest work to date! Smile Also if you want another playtester I can help. Just offering, no offense either way.

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PostPosted: Wed May 28, 2014 5:45 am
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Great to hear, Gary! Looking forward to playing this one. Smile
Thomas
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PostPosted: Wed May 28, 2014 4:21 pm
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Never thought I'd experience a new Gary Ragland mod in my day. Looking forward to this like you won't believe...
Gary
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PostPosted: Wed May 28, 2014 5:10 pm
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Thanks, everyone. This project has stalled so many times over the past decade that I've lost count. The help of many different people on this forum has been a huge part of kicking me out of my procrastination and into gear. There's no way I would have been motivated without all of that inspiration.

There will be a total of 13 levels. The biggest difference from my earlier work is that I am using a 128x128 mapping area versus the old limitation of 64x64. With four times the available space per map, it works out to slightly less than the total square footage of Schabbs 2000. I am very confident that it is the most challenging mod I have ever made. There are quite a few intense firefights throughout...
Gary
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PostPosted: Sat Jun 14, 2014 8:09 pm
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Alright... finally done!

Leiche Soldat can be downloaded here:

https://www.dropbox.com/s/9kodr5fd576u8po/Leiche%20Soldat%20v1.zip


-Gary
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PostPosted: Sat Jun 14, 2014 9:45 pm
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The first level brings the original E6L4 to mind, which is one of my favorite levels of the Nocturnal Missions. It'll be interesting to see how the level ends. Smile
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PostPosted: Sun Jun 15, 2014 5:06 am
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Ever since playing Schabbs 2000 and Assassinate Hitler more than 10 years ago and then later diving into the entire atmosphere of Gary's mapping I've long dreamed of something new to play. I am over my head over this. Really excited!
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PostPosted: Tue Jun 17, 2014 7:07 pm
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As a part tester, I'd definitely recommend this based on the first three maps I tested! I'm surprised this thread isn't more active.

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PostPosted: Wed Jun 18, 2014 3:00 pm
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Just downloaded it, can't wait to give it a go. Smile
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PostPosted: Fri Jun 20, 2014 5:35 pm
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Rejuvenation.

I don't think I've ever strayed from the fact that Gary Ragland is, and will always be, my favorite mapper. The crammed, compact, extremely meticulously decorated maps of Schabbs 2000 and Assassinate Hitler, along with a lovely mix of colors in the wall textures/ceiling light dynamic, has always been the visualization of perfect mapping for me. Leiche Soldat is entirely different though. I am both envious and completely overjoyed. I've been taken aback and transported into the future. The vast size of these maps caught me - it has always been my dream to make maps above the 64x64 which in 2014 is well limited and - frankly - always have been. I remember in the days of making Nazi Operation, constantly playing either Assassinate Hitler or Nazi Operation and even corresponding with Gary via e-mail (!) which was great fun and he was the most down to earth guy. I remember jumping out of my seat when I saw he'd signed in and posted something about a new project. That was 8 years ago... A long time has passed... My interest in Wolf has waned, my interest in mapping has been on the blink for months and months... But then I played this. Level 5 was a hark back to good old Schabbs 2000 level 4. It seems like a modernization of that. Of course, everything is much more straight-edge, something I can relate to, as I've also "dumbed" down the whole sprite overkill, but Gary's take on it is much more refined and realistic.

Level 10 actually sent shivers down my spine of sheer excitement - no Wolf mod has done that for me since I was 12!! The screaming red ceiling color and the unused white panels from Spear could only be paired by one guy in the entire community - Gary. And we even get to see the old gray wall with "pipes" as I call them - though they probably aren't - and a vast amount of mutants, almost as if a much more intense and clear Schabbs 2000 level 19. I could go on and on and on... I know I have done so many times before over Gary's mapping... But I just can't help it - it is the greatest Wolf maps I've ever played and they've inspired me more than anything else, they've made me better as a player for their sheer excitement... I need to play this one more time and real get into it deep just like Schabbs 2000... Yeah, I got all the ceiling colors and tunes memorized lol... That's how many times I've played it... Silly, I know - but I really cling to this, and I've been waiting for this mod forever. Ever since I started making mods myself Gary hadn't released anything, so I am excited to be active in the community knowing that he's been it too.

This deserves a thousand Dome awards and hands down I'll gladly donate my "Mapping Master" (which I begged for like a baby) rank to Gary who actually deserves it, 'cause he's humble, 'cause he's quiet, 'cause his product is surprising and consistent and each map is a beacon of aesthetic brilliantness... Of course, only if he wishes so... And call me "Spammer" if you like lol. I mean I am just so glad that "it" has finally landed! I feel refreshed and ready to make some actual maps again. And I'll do my best to in the future get on the 128x128 horse. Apparently, it can be done in style - very convincing - and forever "old school".
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PostPosted: Sat Jun 21, 2014 10:01 am
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I'm impressed by this so far. The levels are HUGE!
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PostPosted: Sat Jun 21, 2014 9:43 pm
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Thomas wrote:

This deserves a thousand Dome awards and hands down I'll gladly donate my "Mapping Master" (which I begged for like a baby) rank to Gary who actually deserves it, 'cause he's humble, 'cause he's quiet, 'cause his product is surprising and consistent and each map is a beacon of aesthetic brilliantness...


Wow, that's some flattering praise Very Happy . Thank you very much for the kind words!

I have to say I was a little worried about the potential overkill of 128x128. I'm glad it worked out. It's also one of the things that pushed me to finally get moving on the project after a decade of stagnation. The basic concept for Level 10 as well as portions of levels 3, 4 and 8 date back to the many earlier aborted versions of the project, but the rest came about rather spontaneously from the freedom of having a bigger map area to work with (thanks to Wolf4SDL and WDC).

You're right about how it affects the placement of static objects. When the levels are oftentimes quadrupled in size, overloading the statics isn't really an option. Even with higher maximums than the old 149/399 limits, it's still a challenge to reign that in.

Thanks again for the positive feedback! Thumbs Up
Chris
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PostPosted: Wed Aug 13, 2014 12:12 pm
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Random experiment for the day:

http://chokfiles.webs.com/LSDOS.ZIP
Thomas
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PostPosted: Wed Aug 13, 2014 12:21 pm
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Works fine on my end... Or is this like level 69 where you don't know whether or not some weird shit will randomly happen? Laughing

I'd never play this though... I'm an SDL lover.
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PostPosted: Sat Aug 16, 2014 4:54 am
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Those long corridors are impressive, and the mapping is fantastic, but when you get lost.. man... you can get super lost in those 128x128 maps Laughing
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PostPosted: Sat Aug 16, 2014 5:44 am
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Are you still enjoying it ronwolf?

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PostPosted: Sat Aug 16, 2014 6:16 am
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It's Gary Ragland, what's not to like? Smile
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PostPosted: Fri Jul 01, 2016 12:48 pm
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On Level 1, I noticed that one blue hallway uses the solid "Aardwolf bones" instead of the regular one. Not sure if this was intentional or an oversight. Heh
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