I am a Return to Castle Wolfenstein fan, and a beginner at mapping. I started mapping in 2009, and have really improved since then. I couldn't have improved without the help of Vicpas and many other great people, but mainly Vicpas. I started this Mod DB account so my maps could have another home, and also to keep Rtcw fans informed on my progress with any projects I'm working on. My interests include mapping, world war two games, and computers in general.

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As promised, here's a download link for all of my mapping content, seperated into folders for the maps, sounds, models, textures, shaders, etc... Drive.google.com

If anyone has any questions, then feel free to contact me. Feel free to share the download link posted above with any websites that you wish to give the link to. Thank you once again to all who supported me over the years.

Hello and long time no see! I have reached a decision that, due to my far too busy real life, I will be putting a stop to all of my projects for Rtcw. This is a sad decision that I didn't want to reach, but real life is very important to me. However, I am not trashing all of the hard work that I have done thus far. Therefore, very soon I will post download links that anyone can access. These downloads will contain ALL of my mapping content (custom sounds, music, textures, models and of course, the source .map files for everything that I have collected).

This means that, if someone here wants to finish Castle Wewelsburg or my unfinished Christmas-themed map called Jerry Christmas, then they can finish it if they want to. I won't make the mistake of leaving my mapping content hidden away to be lost forever like some other mappers have done with their abandoned projects.

Thanks for reading and wait soon for the download links that I mentioned.

It's shocking how fast time goes by. It's already been a little over a year since the last update that I wrote regarding my Castle Wewelsburg mod. Rest assured that the mod is not dead, but it is temporarily stopped for the time being.

CW

To tell the truth, I recently got a job at a vehicle part manufacturing warehouse called Gestamp, thus my real life has been incredibly busy. However, I am happy with how things are going with that despite my lack of free time. I typically only get free time on Sundays and sometimes Saturdays, so those are the only days that I have an entire day to work on anything with Rtcw. During the week, I still have a small amount of time to visit Rtcw websites, but it's not nearly as much time as I used to have. You may have noticed this already by my regular absences.

While I'm not seeing much free time, I have been thinking of staring on a fairly simple Rtcw SP map, which I would like to release this Christmas. This map will be completely unrelated to Castle Wewelsburg, but it will contain a story with Agent BJ Blazkowicz as the player's character. Once I'm finished with it, the map will probably be either small or medium sized. I don't want to create something large and ambitious, since I already have such a project with Castle Wewelsburg.

As for the map's name, I have several ideas in mind but I haven't decided yet. What I can confirm is that it will be a remaster of my old Rtcw SP map from 2010 called Christmas Map: Youtube.com

Since I've improved greatly as a mapper since then, I can promise that the level design will be much better and the overall quality will be better too. As I did with my Horrors of Hell addon being a remaster of the old Hell Mappack, the entire story, level design and other aspects will be re-imagined. Like I said above, it won't be anything complex since I simply don't have the time currently to work on a large/ambitious project. It will be something that I hope will be finished in time for this Christmas.

Like Castle Wewelsburg, this Christmas-themed map will run on the RealRTCW Realism Mod, with having different gameplay depending on which difficulty level that you choose. For example, the easier difficulty levels will have less accurate enemies and more accurate Allied soldiers, while the harder difficulty levels will have more accurate enemies and less accurate Allied soldiers. Like with the original Christmas Map from 2010, this remaster will have Allied soldiers assisting the player with fighting the Nazis.

At this moment, there are no screenshots or other teasers that I can provide for this upcoming map. It will get its own Mod DB page soon though, so stay tuned.

That's all for this update. Thanks for reading and look forward to this upcoming Christmas-themed map!

IT'S ALIVE! After almost a year of no news, I finally have some for everyone to check out.

First of all, I want to apologize for the lack of news since last year, regarding the progress of Castle Wewelsburg. Rest assured that the project is not dead, but I have been busy since the 1 year anniversary update that I posted here in August of last year. This busyness is mostly due to my real life, which should always come first. I've also been busy with helping other mappers/modders test their work, like Vicpas with his Age of Horror project and WolfETPlayer with RealRTCW.

Thankfully, within the last week, I've finally found enough time to resume working on Castle Wewelsburg once again. Since I'm the main developer of this project, no progress has been taking place since last year. However, William (Titeuf-85) has been helping me with improving the levels of Castle Wewelsburg by fixing some of the level design/details himself, and also providing me with feedback.

Currently, the OSA intro cutscene is done, at least for the beta version of this mod. New screenshots have been posted showing the improvements that have been made to this map, and you can check those out by clicking on the images tab on the mod's page here: Moddb.com. When all levels are eventually finished, there will be a private beta testing phase that I will conduct with some testers of my choosing, as I did with Project Uran and Horrors of Hell years ago.

The second thing I want to mention is that my mapping PC has changed, and it's for the better! I'm now using my gaming PC for doing work on Castle Wewelsburg, which is the same PC that I play games on such as Rtcw. With a modern monitor and PC hardware being used on my gaming PC, now I can play games and work on Castle Wewelsburg all on the same PC. You can find a comparison of my mapping PC and my gaming PC on my website here: Mikebwolf.wixsite.com

Lastly, I would like to conclude this update by mentioning that Ronboy Productions is still hiring. Currently, the only people that are actually working on this mod are William (Titeuf-85) and me, so if you would like to contribute to the development of Castle Wewelsburg in any way, then don't hesitate to contact me or send me a message here on Mod DB.

That's all for this update. Thanks for your interest, and see you in the next update!

Hello everyone. You read that title right; today marks the 1 year anniversary for my WIP standalone mod called Castle Wewelsburg! 1 year ago today was when I made the first public announcement about the mod here on Mod DB. To celebrate this occasion, I've got another news update regarding the project (no new screenshots unfortunately).

First, you may have already noticed the official logo (thanks for making it Titeuf!) on the mod's official page here on Mod DB. If you haven't noticed it yet, then here you go:

Castle Wewelsburg Official Logo made by Titeuf


Second, I want to mention some things that you can expect from each level of Castle Wewelsburg. I've already mentioned some of these in the previous update here, but at least it will serve as a reminder.

  • All levels will have at least 1 secret area/treasure to find.
  • All levels will use a lot of custom content (textures, sounds, music, models).
  • You can expect the zombies to make an appearance, since this mod will be horror-themed. I will try to make them more threatening by using a skin that makes them appear almost invisible (these skins were used in the Rtcw SP mod called Pharaoh's Curse for some zombies) as well as making them move faster (see this video from the WIP mod called Runaway Mod):


  • Some levels (but not all) will have 2 exits that you can choose to go to. Each exit will take you to a different level. This is being done to minimize linearity and to make the mod more appealing to players (and maybe convince some MP players to give the mod a try) ;)
  • All levels will have some enemies that spawn in random locations. This can be seen in the original game, where some enemies have random spawn points such as in the crypt1 and xlabs levels. Once again, this is being done to minimize linearity.
  • Some levels will have Easter Eggs. These will contain various treats ranging from interesting information to secret playable levels. While some may be easy to find, others will be difficult.
  • Each level will be as atmospheric as possible. The tone of this mod is meant to be creepy and disturbing.
  • All cutscenes will have the option to be skipped, if you don't want to watch them. I've never done this before on any of my previous Rtcw SP releases, but I've discovered that it's very easy to implement.
  • The playable levels will begin with a rather easy difficulty, then become tougher as you progress.
  • You WILL NOT be able to use cheats. They have been disabled, as I've already stated in the previous update here.

As you can see, Castle Wewelsburg is quickly becoming the most ambitious project that I've ever done for Rtcw SP. It's going to take at least another year (probably longer) before this project is even close to being released. But to make up for that, I'll occasionally post updates such as this one when I have new information or screenshots to share. I don't intend for this project to continue development for years without any news, like some other projects have unfortunately done.

Third, I want to post the updated list of voice actors for the mod.

  • Jack Stone - Max Huggins (TheRenegadist)
  • The Director - Michael Kennedy
  • Higgs and Murphy - Cody Fleming (Crazy Man Cody)

At least 2 more actors will be added later, so keep that in mind.

Lastly, I want to remind you all that Ronboy Productions is still hiring. If you think that you could contribute to the development of Castle Wewelsburg in any way, then don't hesitate to let me know! You can contact me here on Mod DB or send me an email.

That's all for this update. Thanks for your interest, and please continue to look forward to Castle Wewelsburg!

Finally, a new update regarding Castle Wewelsburg! I have a handful of information to give to you all, so prepare yourself!

First of all, I want to mention that the final release of Castle Wewelsburg will have disabled cheats. This means that players will NOT be able to cheat at any time while playing the mod. My reason for deciding on this is simple: I strongly dislike cheating, and I want to discourage it as much as possible. A great way to do this, in my opinion, is to remove the possibility of players cheating their way through Castle Wewelsburg.

I realize that some players only cheat sometimes for fun, but in my opinion, cheating ruins immersion. As I've stated in previous updates regarding Castle Wewelsburg, I want this to be my best release by far. In order to accomplish this, I think that disabling cheats is a step in the right direction.

Second of all, Castle Wewelsburg will have easter eggs, like the recently released The Dark Army: Uprising did. These easter eggs will range from secret rooms that are difficult to access to bigger secrets like bonus levels. The bonus levels will NOT be connected in any way to the story of Castle Wewelsburg. This means that, in total, the mod will probably have almost 10 levels, with most of them being playable. As always, this is subject to change since the mod is still in the works.

Third of all, the recently released RealRTCW 2.1 mod, which runs on the ioRTCW engine, will be used in the mod. I've taken notice of some minor bugs with the ioRTCW engine, but it's much more stable than before (those of you who played the first release of The Dark Army: Uprising will know what I'm talking about). Many bugs from the vanilla game are fixed, one of them being the nasty quickload/player death crash that many players have experienced. RealRTCW 2.1 also added some great new footstep and weapon sounds, as well as a new weapon: the shotgun. You can expect this weapon to appear in Castle Wewelsburg for sure.

Fourth of all, Castle Wewelsburg will most likely have randomly spawning enemy locations. This feature can be seen on some of the original SP maps like crypt1 and xlabs, where some enemies are spawned at random locations. The purpose of this will be to create less linear gameplay, which might appeal to those that prefer multiplayer over singleplayer. As I've said before, I want as many people to play my mod as possible, and hopefully they will enjoy it too. Any additional ideas about creating less linear gameplay are always welcome. Don't hesitate to let me know, if you have any ideas!

To conclude this update, I want to once again mention that Ronboy Productions is still hiring for members. If you think that you can contribute to the development of Castle Wewelsburg in any way, then please don't hesitate to join! I need help with this project!


That's all for this update. Thanks for your interest, and I hope that you all will look forward to the next update, which may contain some WIP screenshots of the first playable level!

I'm back again with news about my project called Castle Wewelsburg! Today, I've finally finished the intro OSA cutscene level (for now). I say for now because the project as a whole is a WIP (work in progress). For the time being though, I'm satisfied with it.

I would like to thank Vicpas (Vicente Pasquino) for testing the intro cutscene level as he found some errors and gave me some improvements to make. Don't worry; as I always do with my projects, I will have some private testers get some testing done. This will come later however, since I want to get all levels completed before full-scale testing commences.

I'm happy to announce that Castle Wewelsburg will be several levels long (more than the usual 2 or 3 levels that I've done for my previous works). In total, you can expect about 5 maps (including cutscene levels), but more may be added later. We will see.

The work that I've done with the intro OSA cutscene can be found on the images tab of the project's page here on Mod DB. There are several updated screenshots there, so go check it out! Since the intro cutscene is finally finished (for now), I can now start on the playable levels very soon. Look forward to it!

There's one last thing that I want to mention for this update. 2 people have joined Ronboy Productions: Titeuf-85 and Pingvin55555. I would like to thank both of these people for showing interest in joining my company, and assisting me in however they want to. As I said on the previous update here, feel free to join Ronboy Productions (or spread the word), because I won't be able to bring Castle Wewelsburg to the level of quality that I want it to reach without some help. It's time for me to improve my works as a mapper, and it's time for the Rtcw community to start working together even more.

That's all for this update. Thanks for your interest, and look forward to the next update!

Hello everyone. First of all, I want to confirm to you all that my new Rtcw SP project is indeed still alive. There has been a slight name change though; the project is now called Castle Wewelsburg instead of Wewelsburg Castle. I did this change in order to keep the naming style consistent with the original game's style for Castle Wolfenstein.

Let me explain the details of why the project was delayed. For a few months, I was waiting on Max Huggins (aka The Renegadist) to send me some dialogues that I asked him to record. While I was waiting for him, there was nothing else that I could do to progress with the project. Therefore, it was temporarily stopped for a few months until just recently. The wait was worth it though, because now my project currently has the great voices of 2 voice actors (The Renegadist and Michael Kennedy). The roles and script for the OSA cutscene were drastically changed during the wait, and now The Director is voiced by Michael Kennedy, while Jack Stone is voiced by The Renegadist. The third "surprise character" was removed from the cutscene, and was moved to the first playable level of the project, so you will have to wait about that unfortunately.

In the meantime, I've uploaded a few new screenshots of a new room that I added to the OSA cutscene: a meeting room. You can find them by clicking on the images tab above. If you recall the layout of the OSA from the original game, you will remember that it had a meeting room as well where Murphy (the American officer) and Higgs (the British officer) met with Jack Stone and The Director. These 2 officers will be using some of their dialogue from the original game instead of using voice actors, since I don't have many actors to choose from or the actors simply aren't interested in doing the voices.

Finally, I wanted to let everyone know that Ronboy Productions is "hiring" for anyone who is interested in assisting me with mapping, voice acting, or any other work on the project (keep in mind that it's not a paid job!). It doesn't matter how big or how small the help is; I will gladly appreciate anything. If you're interested, then please send me a private message here, post something in the comments section of this update, or send me an email.

That's all for this update. Thanks for your interest, and sorry if I let you all down by posting a rather small update after a few months of silence. But, at least the project is still alive!




Hello everyone. I've decided on a name for my new project, which will be a reboot of Olivet Castle, if you already didn't know this from my previous post here. My new project will be called Wewelsburg Castle, which is a real world castle that resides in Germany. This link here will give you an idea about this castle: Dailymail.co.uk

I plan to go "all out" on this new project, giving it my all to make this my best release yet. Wewelsburg Castle will be a few levels long, instead of only one small level like Olivet Castle was. The first map will be taking place at the OSA Headquarters, which I've never attempted before with any of my previous works. I've already started on it, and you can see some WIP (work in progress) screenshots on the images section of the mod's Mod DB page here: Moddb.com

Thanks to the help of Titeuf-85, some good voice actors will be doing the dialogues for Jack, the Director, and another character (you will have to wait to see who this is, it's a surprise!). The playable levels will be started on, once the cutscene map is finished and working fine.

I will be using the Redux RRTCW skin mod by SidneyReilly1925 for the skins of the enemies: Mikebwolf.wixsite.com

Also, I will not be using ioRTCW 1.42d, because I've changed my mind. The reason is due to the cool new weapons from RealRTCW 2.0 being incompatible with ioRTCW.

I'm so excited to be back and mapping for this amazing game again, using WolfETPlayer's RealRTCW mod as a base for my own works. Unfortunately, I can't progress too far with the playable levels of this project yet, because I want to wait for version 2.0 of RealRTCW to be released. That is because this new version will contain new weapons that I want to implement into my project, as well as other improvements.


That's all for now. Please stay tuned and look forward to my first standalone mod for Rtcw SP!

Hello everyone. It's been over a year since my last post here, but I bring

some very important news.

I've been inspired to return to Rtcw mapping! I know that, as of the writing

of this post, the Rtcw community is rather quiet. But I've decided to join

other mappers and modders once again to attempt to bring this amazing game

back to life. It's not impossible, you know.

I haven't even touched GTK Radiant, which is the map editor for creating Rtcw

maps, since early 2015. In other words, it's been over a year since I last

used the program. My mapping PC has only been turned on occasionally to update

the anti-virus, but that's it. Until now, it has been mostly collecting dust

as it sits unused. Finally, the PC will be restored to regular use once more!
You can see some basic info and a picture of this PC by going to this section

of my website: Mikebwolf.wix.com


Over the course of my absence from mapping, I've received quite a few

questions or requests regarding when I will return. This support, a recent

slight increase in activity in the community, and sheer nostalgia have all

inspired me to give this amazing game another chance.

But I will be staying with one promise that I've made: As of my addon called

Horrors of Hell, I'm finished with the original Rtcw engine. I will require a

more modern, flexible engine for my endeavors. Since Berserker@Wolfenstein is

still not finished or stable for mappers to use, I will be going with ioRTCW.

I realize that this engine was unstable in version 1.42b, since The Dark Army

by Titeuf-85 Productions had some nasty bugs. But since then, version 1.42d

has been made available, which is obviously a more stable and up to date

version of ioRTCW. To elaborate on what I wrote above, the original Rtcw

engine is full of limitations, but with ioRTCW, there are more possibilities.

And one of those possibilities includes creating a fully functional standalone

addon that does not require the original Rtcw game to work.

I've always been against creating standalone addons, because they require more

work and time than regular addons. Recently though, I've come to realize that

there are many people out there who probably want to play Rtcw, but they don't

have access to the game, which means that standalone addons are the only

option for them. My goal is to allow as many players to play my works as

possible.

I plan on improving my mapping skills greatly, by using Dialog's mapping

videos that he uploaded earlier this year to Youtube as a reference. The days

of "boxy" map designs will be over, and it will look more professional. I will

try to create proper terrain by using the program called Easygen (I may need

help with using this program!) to make my maps much more professional.

While I've been a "dormant" mapper for over a year, I've been thinking off and

on with what I should create next, if I ever returned to mapping. At first, I

was thinking of creating something new. But I decided to save that for the

future. Instead, my first addon that will be standalone, and will utilize the

ioRTCW engine, will be a reboot of my map called Olivet Castle, which I made

and released in the year of 2010. More details on what I will be doing with

this new project will be posted in a separate article, here on Mod DB.

That is the end of this long post. Thanks for reading, and look forward to the

return of Ronboy!