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Castle WolfenDoom3D + editor #307694
01/30/10 23:51
01/30/10 23:51

M
mercuryus OP
Unregistered
Castle WolfenDoom3D + editor

This project I started long ago but wasn't able to finish it.
The last days I continued to finish it for the retro contest. And finally here it is - Castle WolfenDoom3D

It's a combination of Wolfenstein3D and Doom(1) in 3D.
Hope you like this (first) 5 levels.

(WARNING - violence!)

This is the download link (easy to use setup, >17MB)

sneak preview on youtube

If you like to create and share your own levels for Castle WolfenDoom3D please use the separate editor (WolfenDoom3DEdit.EXE) and the publish funktion in the menu.

Visit http://www.gameus.de/WolfenDoom3D/ to load the most current version and many new levels!
69 Comments
Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #307698
01/31/10 00:11
01/31/10 00:11
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Haha I would love to play the game but it stops for me after the first level, the screen of statistics does not disappear. I don't hear gun sounds (or anything) but I can toggle music, so the game is not frozen.

EDIT: When you press [Enter] and nothing else on that screen it works! Nice game, it scared me to death when those Jurassic Park Monsters attacked me, though. :>
I made it to level 5 (~6) but I found the gun4 not before I ran out of bullets.

EDIT2: It seems that I have to complete the game each time if I want to play my own levels, is that right? When I change level00 to some different maze, it remains the same. Is level00 in the resource file?

Last edited by Superku; 01/31/10 02:30.
Re: Castle WolfenDoom3D [retro contest entry] [Re: Superku] #307714
01/31/10 04:25
01/31/10 04:25
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Interesting enough, I suppose. In my opinion, it uses too many elements from Wolfenstein. But that's just judging from the screenshot.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Castle WolfenDoom3D [retro contest entry] [Re: Redeemer] #307715
01/31/10 04:34
01/31/10 04:34
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
could you repack it as rar file or something? i HATE installers for something like this. they are fine for finalg ames or official demos but for everything else... YUK

Re: Castle WolfenDoom3D [retro contest entry] [Re: sPlKe] #307718
01/31/10 08:21
01/31/10 08:21

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



[@Superku] I will take a look in how to change levels (but they're played in sorted order so you can name them like 001level.lvl to play your levels from start).
I had to finish this game in time so the leveldesign may not perfect for everyone.
But I would love to see levels from the community!

[@Redeemer] Yes it's more wolfenstein3D so it's name is WolfenDoom and not DoomedWolf wink
I have to use available adapted media content.

[@sPlKe] I'm sorry you HATE installers but they have advantages:
*they can be used by everone without any tools
*the directory structure is guaranteed
*the license agreement is accepted
*uninstaller
*start and desktop icon creation

I will change to open the doors by the enemies.

[edit] The enemies are now a little smarter.
They learned to open automatic doors wink and they will follow you if thay have a chance.

[@Superku] default level changing works for me (levels must stored in the levels dir and have the extension lvl)

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #307754
01/31/10 13:39
01/31/10 13:39
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline
Serious User
alpha_strike  Offline
Serious User
A

Joined: Mar 2007
Posts: 1,852
Well done... I get the same sick feeling like back in 1992, when we played in the uni Stuttgart this shit.

edit
... interesting thing... in 1992 it was totally normally to ignore the mouse Y movement.
Nowerdays ist seems like torture. But ... the original wolfenstein was a pure dungeon game, not a game with open sky. The first game with open sky, which I played in this genre was "rise of the triad".

Re: Castle WolfenDoom3D [retro contest entry] [Re: alpha_strike] #307789
01/31/10 15:04
01/31/10 15:04

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



We loved playing this game in lan sessons in the uni or in the flat share till break of dawn wink.
And Doom was one of the first ego shooters with skyboy I know.

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #307825
01/31/10 16:55
01/31/10 16:55
Joined: Mar 2007
Posts: 1,852
A
alpha_strike Offline
Serious User
alpha_strike  Offline
Serious User
A

Joined: Mar 2007
Posts: 1,852
ok... it is called wolfendoom. Sorry, sunday...no active brain.

Re: Castle WolfenDoom3D [retro contest entry] [Re: alpha_strike] #307847
01/31/10 18:01
01/31/10 18:01
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Hey this is a very nice game, I like the style, but there`re a few things I would like you to change or add.

1) You need a better balancing. There`re so many opponents, but ony 2 or 3 places where I can find health packs. It would be much more fun if you redestributed those items. Place them nearby the bots so that the player doesn`t have to walk with 5 HP through the whole level.
2) I would like to be able to save the game (!)
3) I miss some help boxes explaining the controls of the game. I needed 3 minutes to reconize that I use the level exit by clicking <Enter>. That`s a big gameplay booboo.
4) Improve the graphics. The style is cool and reminds me on the good old times, but even Doom 1 had better contrast, level design and lighting than your game. Add some interior areas, use colored lights there and replace these locations where you can see the naked skybox. Did you think about replacing the texture filtering? I think that would give it a nice retro touch.
5) Overwork the collision detection. When you walk against walls the player lags. I think adding a "polygon" flag to the wall entities should do the job.

But overall nice work. It was fun to play, but there`s much air for improvements.

Re: Castle WolfenDoom3D [retro contest entry] [Re: Rondidon] #307858
01/31/10 18:30
01/31/10 18:30

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Thax for your reply!
You're right there's space for improvements.
That's for the levels are open source.

1)The basic leveldesign suffers from short time (to contests closure) (it's a good start so far I think) but I would 'love' you for an level you made!
2)The concept is (if there's an audience ) to offer an download dialog for bundels of levels. Each bundle (with a short number of levels) will be playable as a package (but that's a future vision).
I can extend the "engine" with objects (e.g. "lamps" with volumic light) set in the ASCII-level. Or maybe further enemies, or ....
3)<I add a sign to the exit!> [done]
4)It's a retro game and it took "a lot of time" to create/collect the original looking texturen wink (probably I will make it "open source" for the models/textures as well.)
5)(I'll check!)[edit] what a stupid bug! Thanx, fixed (new version to download)

[edit] great suggestions Rondidon - thanx


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