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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 24, 2012 10:54 pm 
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I prefer the original textures too, it wouldn't really be Wolf3D without them.
I believe in staying true to the original design when trying to recreate a game. I would even lock the playerview 'pitch' at horizontal, and disable strafing (imho, strafe made Wolf3D way too easy and removed the 'panic' of trying to dodge bullets with just forward/back/turn)

Whatever you do, good luck with the mod and I look forward to playing it! :)

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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 24, 2012 11:21 pm 
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i don't want to 100% percent replicate Wolf3D i want to make it unique compared to the original

Some other things i would like to add is

-: Dynamite (for Blowing up secret Walls)
-: Co-Op / Multiplayer
-: Auto map
-: Syringes (containing Adrenaline/other powerups)
-: Experience Points

although i'm not a coder :(


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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 24, 2012 11:24 pm 
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I personally prefer the 'Doom 3' style Wolf Textures that obihb was doing. But that is just MHO.

Its nice to see this come together.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Thu May 24, 2012 11:36 pm 
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Gir wrote:
i don't want to 100% percent replicate Wolf3D i want to make it unique compared to the original

Some other things i would like to add is

-: Dynamite (for Blowing up secret Walls)
-: Co-Op / Multiplayer
-: Auto map
-: Syringes (containing Adrenaline/other powerups)
-: Experience Points

although i'm not a coder :(


After all, it's your mod, your project, you decide what to do and what features to add.
Wolf3d uses a "life" system. You have the health pct. and a number of lives. You could ask for help and add that system to your mod too, and you could also create a sphere with the player head which gives you an extra life, just like in the original wolf3d. I think you also said you wanted doors w/ silver-golden keys, that'd be cool too. I'm willing to play this when it's out.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 12:22 am 
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tea monster wrote:
I personally prefer the 'Doom 3' style Wolf Textures that obihb was doing. But that is just MHO.

Its nice to see this come together.


I wont be using the textures in the screenshot for Wolf3D SP Release as there are copyright of ID, So every texture would need to be replaced. They are just there to ease the mapping process.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 2:59 am 
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This might be a bit far from Wolf3D originality, its the First Room of RTCW ported to Doom 3, I also added Blood Decals, Cob Webs and Fog.

http://i45.tinypic.com/nod9nk.png


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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 3:02 am 
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IMHO, if you made it look exactly like Wolf3D then it's no different then stealing the game. I'd rather have it look better with the exact same gameplay (maybe a few neat extras). Think Serious Sam vs Serious Sam HD. Just the engine & graphics were updated, everything else was the same.

But like said, it's your mod & you can still use Mecha Hitler. :D I wonder if I should do an easter egg for his backside because in Wolf3D there was no back, he always faced you. :D

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 3:10 am 
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The Happy Friar wrote:
IMHO, if you made it look exactly like Wolf3D then it's no different then stealing the game. I'd rather have it look better with the exact same gameplay (maybe a few neat extras). Think Serious Sam vs Serious Sam HD. Just the engine & graphics were updated, everything else was the same.

But like said, it's your mod & you can still use Mecha Hitler. :D I wonder if I should do an easter egg for his backside because in Wolf3D there was no back, he always faced you. :D


yeah that would be cool. Mecha Hitler appears on E3M9, there is a lot of mapping to do, for when mecha hitler appears


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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 4:40 am 
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Yeah that's pretty much what I was saying as well, stay with the originals if at all possible, but then yeah they are copyrighted, so then textures will need to be made to basically look much like them. The problem is trying to find somebody that will say "hey I'll make some low quality texture remakes!", that just won't happen. ~ but I suppose, still possible.

I know there has been many doom2 texture remakes which I'v been a part of, as well as blood and quake, but afaik not for wolf3d yet.
I could do some remake textures for you Gir, but that will take some time as I'm on 2 other projects and probably will be for a while. Though if I could get a couple new wolf3d remakes out a week, it wouldn't take too long.

Have you been using the brightmap material script idea Gir?

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I wonder if I should do an easter egg for his backside because in Wolf3D there was no back, he always faced you.

Hmm, good question Happy.
It may be kind of strange as an easter egg. ~ maybe if a flap was let down to show his ass if shot hah. other than that, maybe just have him as you would expect, maybe a canister to store rounds, or fuel or battery tank or just a nazi flag.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 5:30 am 
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Here is a Comparison of Classic Wolf3D and a modern rendition.

Classic
http://i50.tinypic.com/2moqafr.png

Modern (created using RTCW prefabs)
http://i46.tinypic.com/5n9fr5.png

I would rather stick to Classic, as it takes 100x longer to do it modern.

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Have you been using the brightmap material script idea Gir?


Yes, the map has no lights.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 7:03 am 
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Ah nice, and good to hear that the material script is working out.
The samething could be done to the material scripts for the monster and player as well.

Also I'd imagine a graphic overlay/screen graphic for hand and weapon animation etc could be made.
How many frames was the original? like 4 or 6? then the player model could be removed if that's what you're thinking?

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 11:45 am 
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Thats why in my wolf3d mod I avoided remaking the original maps, but I have created all new ones, I guess there is no point IMO replaying the same maps on a different engine if the look is the same. What it would be cool in the other hand is the addition of coop, thats would make it standing on its own.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 1:52 pm 
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Mr.Rocket wrote:
~ maybe if a flap was let down to show his ass if shot hah.


THAT's WHAT I WAS THINKING!!!! :D

Gir wrote:
I would rather stick to Classic, as it takes 100x longer to do it modern.


Neuroligical's is what I was thinking of. You could use the original textures as a place holder, I'd just suggest using something like Infranview to bulk-resize them to 128x128 (instead of 32x32) so they would look nicer.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Fri May 25, 2012 5:59 pm 
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Sir Random wrote:
I prefer the original textures too,



You think Classic Doom 3 would look better with original textures and 100% Accurate Floor height and Brush Length

http://i45.tinypic.com/34o4x7k.png
http://i50.tinypic.com/2up5w76.png


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 26, 2012 12:18 am 
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The Happy Friar wrote:
IMHO, if you made it look exactly like Wolf3D then it's no different then stealing the game. I'd rather have it look better with the exact same gameplay (maybe a few neat extras). Think Serious Sam vs Serious Sam HD. Just the engine & graphics were updated, everything else was the same.

But like said, it's your mod & you can still use Mecha Hitler. :D I wonder if I should do an easter egg for his backside because in Wolf3D there was no back, he always faced you. :D


Sure, i cant wait to use Mecha Hitler :), is it an md5 model, what program did you use.

The Mapping process is difficult without any Wolf3D Assets :(


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 26, 2012 1:40 am 
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Gir wrote:
Sure, i cant wait to use Mecha Hitler :), is it an md5 model, what program did you use.


I'm using Blender 2.49. I know how to use it, it works for everything I need to do and what it doesn't the newer versions can't eigther.

Quote:
The Mapping process is difficult without any Wolf3D Assets :(


I'm not saying don't use them for mapping, I'm saying they should be replaced with different assets before a big release. Those them as an inspiration for higher quality assets.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 26, 2012 1:59 am 
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I originally made E1M1 for Wolfenstien enemy Territory, ET it has all the assets, e.g. Guns, Head Hud, Automap, dynamite, XP

The only issue, there is no Single Player code, that is why i moved to Doom 3.

The mod has more potential in W:ET i think, but i would need someone to code a SP Engine for ET

Here is what the map looks like in ET, makes more sense right ?
http://i49.tinypic.com/2a4zblj.png

There is an Engine Mod for ET that supports Doom 3 Map/Model Formats, so Mecha Hitler will still work fine,it so it wont be difficult to migrate.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 26, 2012 4:52 am 
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The mod has more potential in W:ET i think, but i would need someone to code a SP Engine for ET

Heh I think so too, but I don't think a single player mod would be doable in wolf ET, it's a mp only engine afaik, unless with bots. ~ which would be kind of weird heh.
If anything in Wolf ET, and I think it would totally be awesome in ET if possible btw, I think if a map were setup for ET, maybe just have 2 wolf3d type maps, side by side and make it a ctf. ~ it actually should work out for ET and still feel like wolf3d. ~ it could get crazy with all those little rooms haha!
If I remember right, Wolf ET's map design uses coordinates correct?
~ which then could be another plus to see a wolf3d map in an automap compass. :D

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Last edited by Mr.Rocket on Sat May 26, 2012 5:38 am, edited 1 time in total.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 26, 2012 5:33 am 
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Mr.Rocket wrote:
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The mod has more potential in W:ET i think, but i would need someone to code a SP Engine for ET

Heh I think so too, but I don't think a single player mod would be doable in wolf ET, it's a mp only engine afaik, unless with bots. ~ which would be kind of wierd heh.
If anything in Wolf ET, and I think it would totaly be awesome in ET if possible btw, I think if a map were setup for ET, maybe just have 2 wolf3d type maps, side by side and make it a ctf. ~ it actually should work out for ET and still feel like wolf3d.


There is still some SP Code leftover from RTCW in ET, including "Turkeys" and "Suits of Armour" that fall down, item_treasure, it also has disabled "AAS" AI Code in the Engine, there is potential to turn it into a Single Player game.


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 26, 2012 5:40 am 
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Oh really? I wasn't aware of that, but has the source been released for wolfet?
I know it was for q3 some time back.

If wolfet is free to mod to sp then yeah, a wolf3d tc would make more sense in wolfet.
I stick to my guns on the wolf3d ctf for wolfet though :D

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