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

M
mercuryus OP
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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: Redeemer] #310234
02/13/10 20:13
02/13/10 20:13

M
mercuryus OP
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mercuryus OP
Unregistered
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[to answer your questions....]

-Why am I always looking down?
What do you expect to see when looking up?

-Why does it take so long to kill an enemy?
Maybe they are tough? Yes - they must be tough! laugh (ok - I add a baby mode for you - how many shots for an enemy?)

-Why is the shotgun able to fire three times before my character pumps it, and why does it only fire one pellet?
I decided to make it this way - I like it this way! (You need less medical supplies!)

-Why is there such a lack of medical supplies?
Yes ahm - edit the levels if you need more... (you like the editor?)

-Wolfenstein never used the mouse/keyboard combo controls. It just doesn't feel right.
Maybe you just play Wolfenstein if you want to feet the original?

-The enemies in Wolfenstein don't approach you in a straight line; they like to approach the player in a zig-zag fashion.
I asked them and they told me that they where drunken in the original version - but now they are under control. That's also the reason they are that tough nowadeys they told me.



Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #310261
02/13/10 23:30
02/13/10 23:30
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
mercuryus:

the points about the Healpacks, enemy strenght and enemy movement are valid issues.

You should not discard such feedback. Its not that your game is perfectly tuned...

Re: Castle WolfenDoom3D [retro contest entry] [Re: Damocles_] #310266
02/14/10 00:17
02/14/10 00:17
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Great program laugh

I found medkits ok, in front of ennemies you just must shot very quickly, and use bombs for the tought green ones !

A question : will you publish the code ? i'm interest if it was the case !

What it would needs :
- Blood or shoot effects
- A visible cursor Arrow to see where we shoot
- some more movement camera showinf the character walks ?
- New ennemies instead of quake
- Turrets ?
- Visible Traps ?


Some ideas , juts ideas :
- Make a Metroid clone !!
- Make a map to travel betwwen levels freely
- Make special areas in some levels only unlockable when you gain a special ability or power
- Make a version using normal maps for levels and ennemies
- Make a futurist version including shield recharging like in Halo
- More diversified weapons : Flame thrower, rocket launcher
- Flying ennemies (you would need to be able to move mouse up and down)


Well great game remake laugh
You could even make a complete retro remake game and any style of FPS like a futurist shooter or some Dungeon Master clone or Eye of The Beholder, or Might an Magic remake or easily some simplified version of Metroid.

Keep it up !



Last edited by ratchet; 02/14/10 00:27.
Re: Castle WolfenDoom3D [retro contest entry] [Re: ratchet] #310282
02/14/10 08:39
02/14/10 08:39

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
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@Damocles_/Redeemer:
"the points about the Healpacks, enemy strenght and enemy movement are valid issues."

I don't discard such feedback but Redeemer wrote he dislike the whole game (and he accented this) in fact of game design things. I get many feedback of what could be changed to make it the version "the user" likes.
The one likes the ammo rate, for the other it's too less. One hates installers, the other loves it. One want no mouse control (you can play WolfenDoom3D with keys only btw.) for the other it's the best of all...
One would change the texture, the other wants more blood.

Redeemer and all other are welcome to drop their critics - thanx for that - some are useful and inspiring, some just ideas how they would design this game (if they would be able to).
All these points CAN be changed but I created it this way and I (and many) like it.

Maybe Redeemer should not start like "I don't like your game, it's not the way I would make it"...? But it's his way to give feedback, so it's ok.
I answer my way...


@ratchet:
- Blood or shoot effects
I worked on a bullet trach with particles, but it looked bad. Maybe I make a parameter to activate it

- A visible cursor Arrow to see where we shoot
Yes this would be helpful indeed - will be added

- some more movement camera showinf the character walks ?
?? I don't understand. Please explain [examples]

- New ennemies instead of quake
I'm currently working to open the texture and models interface so everyone can change it. It should be very easy to do and I already found a way - stay tuned.

- Turrets ?
Nice idea! I keep it in mind

- Visible Traps ?
Nice idea! I already thought about but then I would add switches to be able to disable the traps - thats a lot of work and the gamedesign will become more complicated.


Today I'm working on WolfenDoom3D so there will be a new version later.. wink

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #310307
02/14/10 11:57
02/14/10 11:57
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
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bart_the_13th  Offline
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Joined: Aug 2008
Posts: 482
This is good, almost like playing the real doom in wolfenstein's castle tongue. I know that there's no floor height in wolfenstein, but will you make such thing here? Like the one in doom?
Played this like plaing doom before(using keyboard) nd it's still fun grin

Re: Castle WolfenDoom3D [retro contest entry] [Re: bart_the_13th] #310324
02/14/10 13:09
02/14/10 13:09

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



A new version is out v0.4 (same download link).
The changes:

- a visible cursor
- you can look/shoot up/down (mouse y only)
- pumpgun/railgun shootes more pellets (decals only)
- you can use your own textures for walls, fence, boxes.
(see userskins/_readme.txt for more informations)
example image userskins
- you can now activate a bullet particle trail (within the level properties)
- you can now activate decals on the walls (within the level properties)


have fun!

PS: i also stored the levels from the package "WolfenDoom3D" in source to the project directory (org_level/).
Now you can change them you like.

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #310764
02/16/10 20:51
02/16/10 20:51
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
For movement , i wanted to say, some movement camera like if you are walking ? but perhaps it would put gameplay problems.

The cursor have some alpha problems, and it could be bigger and red or green color ? why not ?

For traps, it could be some electric walls, or spikes on the floor, or a claymore ? Or a wall stone with a particular color , when walking in it would activate a trap on the rear walls !

Some ideas like that :
- Easy to use inventory with object displayed in HUD !
- Ennemis with a field of view : if they are not hit , and if the player is not in teh field of view , they can't see it !
- Big ennemies ?
- Critical hits , when you hit the ennemie from behind
or automatic silent attack with a knife (like Tenchu
game)
- C4 with distant detonator
- Claymores only touch ennemies not you and don't react to
you
- A fake holographic clone limited in number and per level
: ennemies would shoot it instead of you
- Flying ennemies in open levels
- Third person camera option ???????


Just ideas (i know it takes a lot to implement) !

Good job, keep it up laugh !

Last edited by ratchet; 02/16/10 20:52.
Re: Castle WolfenDoom3D [retro contest entry] [Re: ratchet] #310811
02/17/10 06:50
02/17/10 06:50

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



...some electric walls...
(cold use my high voltage generator?)
http://www.youtube.com/watch?v=iMjcUCPWSWg

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #310831
02/17/10 09:58
02/17/10 09:58
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: mercuryus
...some electric walls...
(cold use my high voltage generator?)
http://www.youtube.com/watch?v=iMjcUCPWSWg


I have been looking for that a loong while ago!
Can you send me that as well laugh?

for some reason i couldnt figure out how to connect the 2 ends together when i tried making this...

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Castle WolfenDoom3D [retro contest entry] [Re: ratchet] #311026
02/18/10 10:26
02/18/10 10:26

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



The idea from ratchet for a turret reminds me of an old test.

demo

This is a model with boneanimation related to an entity (red ball).

If I find time I'll implement this...

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