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 Post subject: Re: Wolf3D SP Map
PostPosted: Sat May 19, 2012 6:51 pm 
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Neurological wrote:
Nice job, I was working on something similar, but can't find a 3d artist interested on redoing weapons and enemies, for the rest is pretty much done, here some shots:

http://i45.tinypic.com/qqbv2u.jpg

http://i47.tinypic.com/xbzrbl.jpg

http://i50.tinypic.com/33k8zyu.jpg

http://i50.tinypic.com/10wl4ep.jpg

http://i45.tinypic.com/3128v81.jpg

http://i48.tinypic.com/ix5is6.jpg

http://i45.tinypic.com/x0zeit.jpg


looks awesome, an awesome addition would be a Score Counter like the Original game


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 20, 2012 6:33 am 
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While both mods are really nice and follow the original more so to the tee than I have. ~ my map layouts do not follow it at all..
I ended up making a version that of course uses the wolf3d texture theme, but it sort of moves to a rtcw outlook in terms of multi-level structure. For example it has strairs, a radio transmitter and power lines etc. though still staying with the original wolf3d theme.
Here's what I have so far:
http://home.comcast.net/~mrrocket/etc/w ... _prep1.png
http://home.comcast.net/~mrrocket/etc/w ... _prep2.png
http://home.comcast.net/~mrrocket/etc/w ... _prep3.png
http://home.comcast.net/~mrrocket/etc/w ... _prep4.png
http://home.comcast.net/~mrrocket/etc/w ... _prep5.png

Yes, those table tops look bad haha..
Anyway, I'v also incorporated sound and music.
The sounds are pickups, monster awaken, and doors so far.
The music is from doom2 secret levels 31 and 32 mix into 1 wav.

At the moment I'm only looking at this as a 1 map wolf3d side project.
Because really, I don't want to get in the way of what you guys are doing, you have much more work involved in this.
But in the future I think we should all get together and work on a wolf3d project as we all have the same interest!

This version willbe called Wolf-3D Experiment.

Ok Gir, sorry about that, you can have your thread back now.. :\

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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 20, 2012 9:51 am 
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They look really cool, although i have put Wolf3D SP on hold for a while, as i am working on something more interesting. I am making a Map to pitch a Mod Idea. tba


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 20, 2012 11:39 am 
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Hey Mr.Rocket this is pretty cool, it gives a retro look of its own while still maintaining the Wolf3d feeling.

Btw guys I can share whatever assets you want apart from the sdk code that wasn't done by me (You know who did the sdk code Mr. Rocket anyway, so you can ask him ;)), textures model props guis code and art are done by me. Also I've redone sounds FX for doors from skratch but keeping the same style of the original, here a sample:

Common door open - http://games.neuro-lab.net/resources/open.wav
Common door close - http://games.neuro-lab.net/resources/close.wav

Also composing and arranging some music, mostly remixes of the original songs but also new one.
What is holding back me on the Wolf mod, is the lack of good 3d artist to make weapons and enemies, for the rest I got all covered.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 20, 2012 2:09 pm 
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Neurological wrote:
Nice job, I was working on something similar, but can't find a 3d artist interested on redoing weapons and enemies, for the rest is pretty much done, here some shots:



LOL, how did you not find a 3D artist who would want to make a giant cyborg Hitler?


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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 20, 2012 10:21 pm 
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tea monster wrote:
Neurological wrote:
Nice job, I was working on something similar, but can't find a 3d artist interested on redoing weapons and enemies, for the rest is pretty much done, here some shots:



LOL, how did you not find a 3D artist who would want to make a giant cyborg Hitler?


Lol, isn't robo hitler the problem, but doom 3 is, as soon I say doom 3, no one is interested or is just my bad luck.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Sun May 20, 2012 11:03 pm 
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Neurological wrote:
Lol, isn't robo hitler the problem, but doom 3 is, as soon I say doom 3, no one is interested or is just my bad luck.


For some reason armature 3d game modelers think that modeling for D3 is different then anything else. :?

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 Post subject: Re: Wolf3D SP Map
PostPosted: Mon May 21, 2012 3:57 am 
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Alright Neuro, I'll have to look to see if there's anything I could use, but also didn't plan on making what I have so far as an all out mod, just a single level.
And yeah I also need to get back to our primary tech4 projects!
It's just that I decided to create some wolf3d style textures for Gir, and I ended up making something with them. Gir, feel free to use them when you get back to your wolf3d mod!
There are some more new textures btw Gir. If still interested, I'll pm them to you.

I wouldn't have posted anything about it if it wasn't off the hook, but it's different and fun, so it should be worth checking out for people that love classic wolf3d stuff ;) just to have an idea where we could go with it.

A robo-hitler would be perfect for what I'm doing, to replace the hellnight with. :P
Anyways, I'll post up in a new thread when time for release on that.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Mon May 21, 2012 4:23 pm 
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We also need 4 Weapons

Knife
Image

Luger
Image

MP40
Image

Chaingun [Venom?]
Image

If we can get the basic assets , we could make this independent from Doom 3
Wolf3D has a very cartoonly look to it, The direction i think would look nice if it was cel-shaded


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 Post subject: Re: Wolf3D SP Map
PostPosted: Mon May 21, 2012 6:39 pm 
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D3 can do cel shading.
http://monkeysofdoom.org/mod_new_files.htm#doom3files

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 Post subject: Re: Wolf3D SP Map
PostPosted: Tue May 22, 2012 2:30 pm 
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It's funny how last week I was thinking that Mecha Hitler would be neat to see in D3 and this week others want to see it to. so yesterday I started a Mech Hitler based on the Wolf3D design. I'm trying to stay as faithful to the design as possible. Once I'm done with the basic's in Blender I'll goto (hehehe BASIC typo!) Sculptris and add details, like scratches, etc.

Attachment:
File comment: current 3D & the 2D example
mecha hitler 3d compare.jpg
mecha hitler 3d compare.jpg [ 68.24 KB | Viewed 56 times ]

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 Post subject: Re: Wolf3D SP Map
PostPosted: Tue May 22, 2012 11:15 pm 
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Awesome!
I'd totally love to use that (if it's ok) when it's done!

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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 1:19 am 
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I decided to revert to the Original textures, and also fixed the autosprites :)

http://i49.tinypic.com/2aguq7q.png
.
This is the WolfET Version i did last year

Wolfenstein 3D: Enemy Territory
http://www.youtube.com/watch?v=UOqAtcjFnzo


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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 3:50 am 
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Mr.Rocket wrote:
I'd totally love to use that (if it's ok) when it's done!


I'm making it for whomever wants to use it. I'd like to see the entire game of Wolf3D put in to a single D3 map. The one thing that drove me NUTS about Portal is that the levels were so small but you needed to load a new level for each chamber when the entire game was smaller then a single D3 map.

EDIT: might not be a bad idea for you three to pool your resources to make a single mod.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 4:12 am 
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The Happy Friar wrote:
Mr.Rocket wrote:
I'd totally love to use that (if it's ok) when it's done!


I'm making it for whomever wants to use it. I'd like to see the entire game of Wolf3D put in to a single D3 map. The one thing that drove me NUTS about Portal is that the levels were so small but you needed to load a new level for each chamber when the entire game was smaller then a single D3 map.

EDIT: might not be a bad idea for you three to pool your resources to make a single mod.


I was considering this, but then ditch it, because it would be confusing and annoying

Trust me, Wolf3D levels are not small, the latest one i done, E1M3 is like a maze, and does take a while to navigate to the Finish, and you can get lost very easy.

I want Wolf3D SP to have Retro FPS Mechanics e.g. Arcade Style with a Score Counter, Collecting Treasure. and High Scores.

http://www.belowe.com/wolf3d.htm


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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 4:48 am 
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I'm not suggesting updating the mechanics or gameplay (hence Mecha Hitler doesn't have a flame thrower, which would be awesome!), I'm just suggesting each level be a floor in a single map. When you get to the end it runs a GUI overlay giving your score & such, then the next map has a game total & a map only stat.

It looks like the max map size was 64x64 grid spaces, so if each grid space was 128 units cubed, throw in a 8 unit buffer between floors (not 100% sure but it works for the math), that's 60 levels high. That's 8,160 units in height, so that's easily attainable (as floors). 8,192x8,192 units in the width/length. It COULD be done, but maybe breaking up D3 maps in to Wolf3D episodes would be easier. :)

The best ways to do this would be to make each map separate & then join them together in to a single .map file. If you places a teleporter inside a map exit & had it transport the player to the start of the next map you could use the teleports transition option (helltube in D3) as the level transition with scores. Turn off the teleport FX & sounds and the player wouldn't know.

Just an idea. Here's a mecha hitler update.
Attachment:
File comment: Basic mesh is done
mech hitler preview 2.jpg
mech hitler preview 2.jpg [ 51.07 KB | Viewed 38 times ]

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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 5:40 am 
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Gir, that Wolf ET to 3D conversion is awesome!
I think the main difference with doom3 compared to the quake3 engine it that doom3's lighting just makes everything look scary by default. ~ which causes a realism aspect, which I'd imagine wouldn't make it easy to work with just flat color textures, as it would in et.
It looks good, but I just don't know if doom3 could portray wolf3d as well as wolfet can.
I'm kind of wondering if someone could make a striped glprog to adjust the light shaders to look sort of quake3ish so there would be a lot more ambient light to work with? I guess the cel shading is do-able though.

The Happy Friar, thanks for letting us use the mech-hitler model!
I guess it's animation would be, kind of like a lego guy? haha never thought of it but..
I remember seeing a model like this but sort of scaled up in an ET map somewhere, it was a level change scene. Gir might know of it?
I much like the scale of your version though! I can't wait to see Hitlers little stach under that bubble helmet. :D
It could be neat to have all the wolf3d maps in 1 level. But man is there a limit on doors in d3? haha
possibly 512?

other thoughts, remember the ult-doom shareware in doom3 gui mod?
I always thought it would be neat to have an arcade room in doom3 like that.

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Last edited by Mr.Rocket on Wed May 23, 2012 6:25 am, edited 1 time in total.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 6:22 am 
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D3 has an entity limit, 3000 something I think? That's everything: worldspawn, projectiles, particles, etc.

EDIT: no spec maps (except where appropriate) and no spot lights should help a lot with the atmosphere. In D3 if you do a large ambient that covers the entire map you can get a general flat lighting.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 6:35 am 
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You know, now that I think of it, all those textures that Gir is using in the shot, those could be setup as a sort of bright map texture, eg (blend add and map each image like this should make it glow), which then should make the whole level glow like the original wolf game.
*The glow effect would need to be an added stage to each single texture.

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Last edited by Mr.Rocket on Wed May 23, 2012 7:05 am, edited 1 time in total.

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 Post subject: Re: Wolf3D SP Map
PostPosted: Wed May 23, 2012 7:01 am 
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Ok, last pic for the night. I'm up ~an hour and a half later then I wanted to be but Blender kept rendering black for the head, drove me nuts!

The head was done in Poser 5.
Attachment:
mech hitler preview 3.jpg
mech hitler preview 3.jpg [ 50.34 KB | Viewed 150 times ]

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