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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: ] #308000
02/01/10 09:01
02/01/10 09:01

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



I'm working on a level editor for the game. (see latest picture in the gallery)

This way a level can created just by clicking.
It is also planed to add some type of level generator wizard and a level bundle exporter.

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #308002
02/01/10 09:10
02/01/10 09:10
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
For the Editor:

Try out Mappy, a free tile-level editor.

http://tilemap.co.uk/mappy.php

I use this for RTS Levels.
You can set up a tilebased levelground, and
draw the elements into a gridmatrix picture for
visual editing.

Then you just need to write an import function.
I would suggest to export in the one-dimensional csv format, its not
hard to write a stringimporter for that.
(its just a long list of comma-seperated integer numbers,
wich is easy to import)

Re: Castle WolfenDoom3D [retro contest entry] [Re: Damocles_] #308038
02/01/10 12:08
02/01/10 12:08

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Thanx for the link. Neat prog (especially the graphically workenvironment)!
But for my needs (inbuilt generator, run level from editor, integrity check, set golbal settings) I tend to use a self progged editor.

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #308202
02/02/10 06:58
02/02/10 06:58
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
IMO it would have been better if you had used more retro like textures without normalmapping, low-res and without linear filtering...dont u think?

Re: Castle WolfenDoom3D [retro contest entry] [Re: Hummel] #308206
02/02/10 08:46
02/02/10 08:46

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



The Editor for Castle WolfenDoom3D now is ready (first version without generators)!
It's already part of the setup you can download (link of the first post)

With the editor you can now make levels more easy than before. Just load levels and change them or create new levels.
Mark a section of the grid and choose the object type you want to set from the list.

You can start/test the design of your level directly from the editor (F5).
If you like to share your levels you can publish them also directly from the editor (F3).

I will add a short tutorial for the editor soon.
I will also add more floor/ceiling textures and skycubes.

[@Hummel] The wall textures are from a free texture base and the most of them are nearly exactly the originals.
I didn't use any shaders on them (and the res is 128x128 or 256x256). But I make up my mind to make the textures/models also open source in a futur version.

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #308216
02/02/10 10:36
02/02/10 10:36
Joined: Jul 2008
Posts: 223
Pittsburgh
The_Clyde Offline
Member
The_Clyde  Offline
Member

Joined: Jul 2008
Posts: 223
Pittsburgh
The smooth lines of the 3D rendered edges kinda clash a bit with the low-rez textures... perhaps the game should run and render at a lower resolution and scale up?

It's also a bit strange how it takes me standing there and emptying multiple clips into an enemy to kill it, since usually hard difficulty levels are based on number of enemies and not so much the toughness of each enemy. I wouldn't call it a flaw though, just strikes me as a bit odd! laugh

Re: Castle WolfenDoom3D [retro contest entry] [Re: The_Clyde] #308217
02/02/10 10:50
02/02/10 10:50

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



You're right with the balancing of the difficulty levels.
But once again - it's the first shot and had to be finished in time.
There's always space for improvement and especially the balancing of games is a time consuming task.
Thanks for your hint - give me some time.

About the texures and the resolution:
I like it as is - it's a remake of on old game (with old media) processed by a new engine. Once I opened the media to be controlled by the leveldesigner everyone can use the texture/sounds/music he likes to.

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #308359
02/02/10 22:07
02/02/10 22:07
Joined: Mar 2009
Posts: 207
E
Erick_Castro Offline
Member
Erick_Castro  Offline
Member
E

Joined: Mar 2009
Posts: 207
Funny, excellent, friend.
The graphics looks good.
I am programming a personal garage quake 2 version.
This is the site

http://www.prodigweb.com/quake/garagequake2.html

Re: Castle WolfenDoom3D [retro contest entry] [Re: Erick_Castro] #308582
02/03/10 19:28
02/03/10 19:28

M
mercuryus OP
Unregistered
mercuryus OP
Unregistered
M



Thanx Erick_Castro for your nice words!
Your project look also very good! Is there a demo arround?

Re: Castle WolfenDoom3D [retro contest entry] [Re: ] #308584
02/03/10 19:51
02/03/10 19:51
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
You should try out applying Ello's pixelation/mosaic shader from the wiki - it will give the game an even better retro feeling laugh

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