I have ported the Wolfenstein missions to DOOM II, creating what is essentially an improved and updated Wolfenstein. Each scenario is painstakingly recreated as a DOOM II WAD, complete with all the Wolfenstein textures, objects, sounds, and enemies. The result is a total conversion.
A pretty simple and straight forward update of Laz Rojas' original WolfenDOOM scenarios by CeeJay: Original and Nocturnal Missions. Every enemy, item and weapon in the game was re-made from scratch to more resemble their original Wolfenstein 3D counterparts, and less like the Doom counterparts they replace. So mutants no longer launch fireballs, officers don't wield chainguns among many other changes and improvements. The game is overall more faithfaul and balanced. All the basic groundwork was done old-school style with DeHacked/DEH, so in theory this should be 100% vanilla Doom compatible. However, the levels won't play correctly, so a mapinfo file was made for ZDoom-based ports and an sndinfo, language and gameinfo file to spice things up and add a little variation to the game. See description for this versions changes.
List of changes:
New (and better) chaingun HUD sprite added
The health of enemies (and bosses) are doubled on fourth skill level (I Am Death Incarnate!)
A slightly edited title picture
E3M10 exit now leads to correct level
The Original and Nocturnal Missions have been seperated into two entities
All files required for playing have been packed into a single ZIP (PK3) file for convenience
Obituary messages for when enemies kill the player
Laz' modified EXE file removed!
Other minor changes and improvements