About this project

This project is a remake of the game Wolfenstein 3D released in 1991-1992 by id Software under the Source Engine. This is not a port of maps into Source, but a remake of all; rebuilding maps for fit with the game engine, add props and others stuff.

AVERAGE DONE: 60%

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Frames ......... | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | .95% | .90% |
Textures ....... | .90% | .90% | .90% | .80% | .75% | .60% | .60% | .50% | .80% | .50% |
Doors .......... | .95% | .95% | .90% | .90% | .85% | .85% | .90% | .85% | .95% | ..0% |
Lights ......... | 100% | 100% | .95% | .80% | .70% | .95% | .95% | ..0% | .90% | ..0% |
Objects ........ | .90% | .90% | .50% | .50% | ..0% | ..0% | ..0% | ..0% | .70% | ..0% |
Test ........... | ..0% | ..0% | ..0% | ..0% | ..0% | ..0% | ..0% | ..0% | .30% | ..0% |
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Wolfenstein 3D: source - Background animation

Mod features

  • German NPC with 3 skins for soldiers, and 3 mores skins for Hitler NPC (boss);
  • Weapons and items look like from WW2 with the Luger, MP40 and MP44/StG44;
  • Sounds from original game, remasterised in HD;
  • Soundtrack from inspired remix/edit of original game's music;
  • NPC and items health and recharge balanced for more challenge (compared to HL2);
  • Introducing Shield (combi energy from HL2), replace treasures from original game;
  • Textures and level design inspired from original's maps of Wolfenstein 3D (PC/Steam version)
  • Not just a recreation of the levels, it is also a revisit of the design and styles of the rooms, as possible in a castle or a bunker, with objects and variations of textures (all respecting the original game).

Links and news


COPYRIGHT NOTICE

Consult the complete list here: Moddb.com

The mod uses resources (textures and models) from creators outside the project. First, we design the mod and use the resources found if necessary. Before putting a public playable version online, the authors whose resources have been used will be contacted to ask for their authorization to use. If you are the author of a visible resource in one of our media, and whether or not you wish to grant your authorization, you can communicate with me via levelkro (a) Yahoo (dot) ca. We respect the work of others, we do not appropriate creation.

Nickname levelKro is registered!

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RSS Articles

A small sign of life and progress of the Mod.

The maps are created for what appeals to the structure of the places. The doors are installed and the lighting is progressing well. Once these things are finished, I could move on to the one that allows you to pass the levels between them and the door puzzles, for the keys.

After this step, the game will therefore be technically playable. This advancement will allow the design and addition of NPCs. And of course, will make the rest of the creation easier. This is currently the goal to achieve for the creation of maps.

The DLL, which is used to define the game in terms of "gameplay", has been slightly modified to correct the return of weapons. Research is still underway to fix a problem with the current HUD and learn more about it.

A second test map was created, more complete than the one published, it allows certain design and mechanical standards to be retained. It will be published with a "beta" version, when I reach this stage (or in an "alpha", if the context lends itself to it).

There will be no re-uploads until concepts and designs are considered final. For example, there were modifications to the Parrus maps in the videos. And to avoid some involuntary apprehension about the "final" product, I prefer to keep a certain secret about the current state of the game.

Creating a mod alone requires motivation and time. I have trouble working in a team, especially with strangers. So I prefer to do everything alone. Some things are easier to leave in someone else's hands, like modifying the Mod's DLL, creating props or media. The progress percentage does not rise very quickly, but I can confirm that I am continuing to progress this Mod.


Without actively searching, I am always interested in content created and for which I have the rights to use textures, objects and media. In a style between 1930-1950, European, and "national-socialist" inspiration. You will be credited of course.

Latest news on the progress of the project

Latest news on the progress of the project

News

Yes, the mode is still alive, here are some details on the progress of the project.

Happy new year 2022!

Happy new year 2022!

News

Launch of the Mod during 2022? Maybe, but I have some news for you.

About the door in game and the bonus level

About the door in game and the bonus level

News 2 comments

Back in progress stats, but for a good replacement. The door has been fixed and relooked. Also a little information about the bonus level.

Just a very tiny update

Just a very tiny update

News 1 comment

The look you like for the doors ? Trying to resolve the door shadow issue.

RSS Files
Wolfenstein 3D: source - Tech Demo Alpha 1

Wolfenstein 3D: source - Tech Demo Alpha 1

Demo 8 comments

This package only contain files for running the Tech map of the mod.

Post comment Comments  (0 - 10 of 50)
itstheflash69
itstheflash69 - - 30 comments

Anytime soon?

(I modwatched it)

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itstheflash69
itstheflash69 - - 30 comments

hmmm....

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itstheflash69
itstheflash69 - - 30 comments

...

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Addontester
Addontester - - 478 comments

cool

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Guest
Guest - - 691,014 comments

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jimye
jimye - - 11 comments

can somebody help i cant get the game to launch it just keeps crashing

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levelKro Creator
levelKro - - 32 comments

You must enable the "Beta" version of the Source SDK 2013.

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sicalic
sicalic - - 2 comments

I tried all the betas but none of them worked

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DeVMerruM
DeVMerruM - - 7 comments

Can the guards hear you from another rooms? You could ask some pepople from gmod for models of nazi soldiers and change the colors to make them look like the wolf3d ones

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levelKro Creator
levelKro - - 32 comments

Under the Source engine, it is possible to control the "wake up radius" which thus makes it possible to control when the NPC is activated by the presence of the player. You can also affect an NPC's ability to make other NPCs react to create a "cascading awakening" effect.

The colors, I know there's brown, blue and white, Technically the Nazis never wore blue and white as combat gear. Given the limited palette of the original game, it was normal to have these colors, but in a "more realistic" Remake, it would not respect the historical reality of the German military clothes of the Second World War.

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