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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: Shou] #309188
02/07/10 19:31
02/07/10 19:31

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Hi!

Thanx for your commendation!
I had a look on youtube for "Blake Stone".
Nice style. I'm still thinking about open the model and texture interface.
This would open the game for many styles... (but it's a lot of work to implement this stable wink )

Meanwhile I had asked my friends to check the game.
From your and my friends response I worked today and made some changes:

- the light settings per choosed sky
- add some models (fountain["], grass['] and bushes[@])

A friend made the levelpack "houting" //you must install the current version,
(i love it and it's great to see GS handle that much vegetation (transparent models)!! But you'll need a fast computer)
I'd add a screenshot to the gallery

Thanx also to Shou for his first level!

And - have fun...


[ps] I was asked to make it multiplayer. What do you think?

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #309190
02/07/10 19:46
02/07/10 19:46
Joined: Feb 2010
Posts: 4
Germany
Shou Offline
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Shou  Offline
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Joined: Feb 2010
Posts: 4
Germany
Oh ... I've clicked the wrong button xD
This level was only a test.

Re: Castle WolfenDoom3D [retro contest entry] [Re: Shou] #309191
02/07/10 19:58
02/07/10 19:58

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



But you definitly got the clue!
Work on it and send a new version!

(btw: I've changed the weapon properties: 10 shots with the gun and 3 shots with the pumpgun - that makes it more fun wink )

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #309539
02/09/10 22:09
02/09/10 22:09

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



New version available [same link] (with new models/entites/light/...), new levelpacks and level to download...

(play the "hounting" package and he "storage" level - it's cool!)

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #309700
02/10/10 19:11
02/10/10 19:11
Joined: Feb 2010
Posts: 4
Germany
Shou Offline
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Shou  Offline
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Joined: Feb 2010
Posts: 4
Germany
Yeah, cool levels laugh

But why I can change the floor and sky for the whole level and not for each "block"? Its that possible?

And you can only use 256 objects with the ASCII-Code...

I had an idea.
If you save for each "block" an integer in the *.txt or *.lvl data, you can use 4 Bytes, 65536 different objects.

Or you generate a code like,
first byte - wall textures or sky and floor
second byte - objects
byte 3 and 4 - flags like, moveable, destroyable, shootable, door, light, enemy, object, floor (than you can use the first byte for the sky and the floor texture, 4 bit for each).

Byte 3,
1 Bit, moveable
2 Bit, destroyable
3 Bit, shootable (if you set flag 1-3, than you create a floor, this split the first byte into two pieces (sky and floor) ... like the lines before)
4 Bit, light (bit 1-3 can use for different ceiling lights, because there no blocks present and the flags are redundant).
5 Bit, ceiling pictures, bit 1-4 includes the information about the texture ...
Bit 4 and 5 are set, thats means this block is a door.
6 Bit, enemy (for different enemys use the second byte)
7 Bit, object, weapon, treasure, ammo ... (second byte)
8 Bit, object or door ... vertical or horizontal?

Byte 4 is empty at the moment ...

I hope you understand my bad english ;-)

Re: Castle WolfenDoom3D [retro contest entry] [Re: Shou] #309706
02/10/10 19:34
02/10/10 19:34
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Du hättest es auch auf deutsch schreiben können da mercuryus deutsch spricht^^

Aber ich denke das würde das ganz schön kompliziert machen mit den Bits und Bytes wink

Re: Castle WolfenDoom3D [retro contest entry] [Re: Rei_Ayanami] #309713
02/10/10 19:52
02/10/10 19:52
Joined: Feb 2010
Posts: 4
Germany
Shou Offline
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Shou  Offline
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Joined: Feb 2010
Posts: 4
Germany
Ah ok -.-
Ich muss es immer umständlich machen xD


Edit:
So komliziert ist das gar nicht, die höherwertigen Bytes lassen sich doch mit & "aus Und-en". So können alle Bytes einzelt betrachtet werden und für die Flags gibt es sowieso nur wenige kombinationen (1,2,3,4,6,8,16,24,32,64,128).

z.B.:
Um nur mit dem ersten Byte zu arbeiten,
result = iInput & 255;
damit müsste nur das erste Byte "überleben" ...
Mit << und >> lässt sich in der Variable die Bits so verschieben, dass diese immer nur die ersten 8 Bits belegen, somit werden zu große Zahlen vermieden und es wird einfacher zu verstehen.

PS: War nur ein Gedankenspiel laugh



Last edited by Shou; 02/10/10 20:59.
Re: Castle WolfenDoom3D [retro contest entry] [Re: Shou] #309781
02/11/10 06:14
02/11/10 06:14

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



[de]
Mit dem Editor ist Deine Idee gut bzgl. der Levelcodierung.
Auch platzsparend und "verschlüsselt".

Ausgehend, dass ich die Level mit einem ASCII-Editor erstellen wollte und das Spiel ohnehin vermutlich nicht weitereentwickelt wird (und dies auch nicht geplant war), reichen jedoch ca. 200 Zeichen (<#32 sind überwiegend Steuerzeichen).
Derzeit verwende ich davon ca. 80 Zeichen, es währe also noch Spielraum für Erweiterungen.
Zudem könnte per globalem Flag auf andere Modell-/Texturpakete umgeschaltet werden. Dadurch würden zahllose Möglichkeiten entstehen.

[en]
Your idea how to describe the level definition would be good (with the editor). Furthermore it's less data and "encrypted".

The main concept was to create the levels with a simple ASCII editor and the game as designed had a fixed final state.
So the range of ~200 chars (<#32 are mostly control chars) where easy to use and far enough (currently i use ~80 chars).
And I could use a global var to set the model/texturpack so there would be a huge number of possibilities.


Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #309867
02/11/10 18:36
02/11/10 18:36
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
Senior Member
maslone1  Offline
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Joined: Jul 2007
Posts: 424
EUROPE
Ist dir wirklich toll gelungen! Nur weiter so!


A8c, Blender, FlStudio, Unity3d
Re: Castle WolfenDoom3D [retro contest entry] [Re: maslone1] #310193
02/13/10 17:06
02/13/10 17:06
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Joined: Dec 2008
Posts: 1,660
North America
I've got to be honest, I downloaded it yesterday, and besides from the level editor I didn't really like it :\ it didn't really feel like Doom or Wolfenstein and there was nothing too impressive about it.

Here are a few things that I thought were awkward:
-Why am I always looking down?
-Why does it take so long to kill an enemy?
-Why is the shotgun able to fire three times before my character pumps it, and why does it only fire one pellet?
-Why is there such a lack of medical supplies?
-Wolfenstein never used the mouse/keyboard combo controls. It just doesn't feel right.
-The enemies in Wolfenstein don't approach you in a straight line; they like to approach the player in a zig-zag fashion.

Sorry, I just don't like feel this is doing Doom or Wolfenstein any justice. The enemies don't act right, the guns don't feel right... It just doesn't fit. frown


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