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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: FBL] #312670
02/25/10 20:35
02/25/10 20:35

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



1+2=3

3rd person camera for the game (just to see how it works...)

http://www.youtube.com/watch?v=USchivIBzcM
(please be clement with some "converting bugs" [shadow, animation, muzzle flash, ...])

PS: I'm on the level generation code and...


...



.. it looks good!



Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #312687
02/25/10 23:14
02/25/10 23:14
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
mercuryus, I like your remake very much and I don't care if someone says you made this and that not like in the original wolfenstein but I dislike the 3rd person view very much, it destroys the whole concept of a "dungeon" shooter (secret walls to mention one thing).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #312725
02/26/10 06:52
02/26/10 06:52

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Quote:

...just to see how it works...

You're right. For this type of game it a bad camera.
It's not planned to publish this version.

I just made this test for an other gameconcept to see how it looks like.

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #312899
02/26/10 19:11
02/26/10 19:11
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
What would better work in this case, is an indirect control
of the player in 3rd person.

Such that you dont actually move the character directly,
but click onto the target and walkposition.
(Diablo Style)

Re: Castle WolfenDoom3D [retro contest entry] [Re: Damocles_] #313008
02/27/10 14:38
02/27/10 14:38

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



The Mazeganerator is implemented (it's first version).
I choosed to make it like a cave.

You can choose four different sizes (S,M,L,XL)
Just scroll down in the level selection list.
(L, XL is slow on my system!)

Download the new version (v.5) from the known webpage (see first post)

Any suggestions are welcome...

Have fun


[edit] The walls with the golden parts are destructable!

Last edited by mercuryus; 02/27/10 14:56.
Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #313041
02/27/10 15:50
02/27/10 15:50
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
Works good.
But once, I generated a maze with a box blocking the
only path.
Also I did not find an exit door.
(with that you can conncet many generated level in a row)

The camera.arc seems to small (is it the default value?)

Re: Castle WolfenDoom3D [retro contest entry] [Re: Damocles_] #313058
02/27/10 16:17
02/27/10 16:17

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Shoot (bomb) the boxes and the brakable walls (with the golden parts).
You will find the exit then.

I changed the textures for better contrast (new version!).
I'll take a look at the camera.arc....

[edit]
camera is ok.
75 for open levels and 90 for the caves.
if it's smaller than 90 it's too near.

I add 5 bombs to the start inventar for the caves and reduced the number of boxes.


Last edited by mercuryus; 02/27/10 16:35.
Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #313204
02/28/10 11:00
02/28/10 11:00

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



I made some changes:

- The enemies now spawn weapons (the poor guys a pistol, the green a pumpgun, the blue health packs) when they die.

- If you start a generic level (cave) you now have to find ALL items before you can leave the level.
To make it a little more easy I add a compass for you (you just have to find it first grin )

btw.: Press F10 to save the current generated cave (filename: generated.lvl)
if you like to edit/replay it. It's stored in the "my levels" subdir.

have fun dude!

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #314180
03/06/10 13:14
03/06/10 13:14

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



A new version is available.
I changes the weapon models to the nicer one from www.blattsalat.com.
Thereby I changend the pumpgun with a double muzzle weapon (with more power) and the nailgun now is a powerful rocketlouncher.

Happy monster killin...

Link: http://www.gameus.de/WolfenDoom3D/ (as usual)


[edit] ...and if you have the compass you also get a map where the level is drawn.

Last edited by mercuryus; 03/06/10 13:18.
Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #314193
03/06/10 15:07
03/06/10 15:07
Joined: Feb 2010
Posts: 457
Norfolk,England
mikaldinho Offline
Senior Member
mikaldinho  Offline
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Joined: Feb 2010
Posts: 457
Norfolk,England
cool. thanks for the newer version mercuryus.

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