Remake of Wolfenstein 3D under the Source Engine, is not a port, but really a remake of maps and design. Respect the original game style but make it look better. Using the Source SDK 2013 Single Player. Website at: levelkro.com/wolfenstein3dsource

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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.

The project still exists, don't worry, but I'm a bit lacking in motivation and time. For the time, it's that I don't work only an hour or two, but usually I spend almost 6 hours minimum when I decide to work there, but with the job, and the obligations of life, I don't I don't always have that time available. The motivation is that I'm in a somewhat repetitive and boring work phase; adjusting names for doors and passages. The levels count between 20 and 80, so it's very long and repetitive.

But it's a must, if I want to follow, yes, I could dwell on the other aspects, but I need it to test the rest (and not use the "noclip"). But I'm also working on an update to the development map, including my parts of the design in a standard, which I will rely on throughout the creation of the levels. This map will be available when I finish setting my standards.

If you haven't noticed, the game is sometimes different depending on the console or the port, here we forget the Super Nintendo version which is totally different due to Nintendo's censorship and whims. For example, the "hidden" version in the game Wolfenstein: The Old Blood, the maps are structurally identical, but the presence of items, villains and backgrounds are slightly different, and I know that other versions are different in these elements too .

So you will already have to understand that I am based on the version sold on Steam of Wolfenstein 3D and that I play it at the easy level and that I give myself a certain freedom of interpretation of the spaces to vary in the design. Also, for the inspiration of the designs, I base myself on the information of some Wiki on the game, and I understood that it is the Castle of Wolfenstein, fortified in Bunker, the character is imprisoned there, and you must escape and kill Hitler and that the story goes before the other games (logic). Then I fill in the rest with known historical facts from the Second World War.

Afterwards, what also lengthens the development is the need to identify the details, the further I go, the more I realize that I have to adjust the details to improve the depth of the design, the simple fact of adding a texture, despite the very good source performance, doesn't add enough detail, yet I have an RTX which should improve texture depth.

Today with Unity and Serious Engine for example, you have to add more relief, not just think that the texture will do the job. The Source engine is still old, but it can still give a lot if you take the time. Because let's not forget, that I'm not just making a copy, but I'm also trying to put it more "up to date".

The weapons will be reviewed, I just have to go back to the engine code to adjust the recoil force, which is totally overkill and quickly becomes an irritant. Just that compiling the DLL is not a simple thing because the slightest error and I practically have to go back to the original version to start over, because I'm really not comfortable in C++ .Net. As I have a serious problem with the display, the face appears, but once activated, it is not possible to remove it. I will have to find a coder who can help me to publish a stable and complete DLL.

Given the time needed to release this chapter, you will understand that after the release, I do not intend to continue with the second, etc. Free then to others to base on my work to create one. Because yes, I will make my sources available at the end of the project (probably on GitHub).

I remain attentive to your comments and encouragement, seeing my mod in the top 5,000 is pleasant.

Happy new year 2022!

News

Happy New Year 2022 compatriots! And no, the mod hasn't been completed for this past year, but don't give up hope, 2022 may be the right one.

During my few vacations I had a little time to move forward with the installation of the new doors, a somewhat long and boring job. But in the meantime I also wanted to redo my "Tech Map". Allowing to create my standards and to show some aspects. I will try to make it available to you as soon as possible. It will also include the new menu with adjustments from the latest changes.

Certain design aspects will be reviewed, less armored doors will be added for certain less important rooms. The passage design will try to keep the functionality of the original game, but perhaps some will be revised in terms of visual design with the Source engine.

The final scene, with current tests, is very Hardcore, more than 400 ammunition is required to overcome the Boss (Hitler). I would try by launch to balance the game to make everything less intense. I also have some difficulties with the exterior decor through the windows, this is something quite new to me.

The basic design of the maps is completed, ie the position and dimension of the pieces and this for all the maps, only the bonus level (# 10) will be completed at the end, the rest will be completed by wave of work; as is the doors, after lighting, textures etc ... But as soon as the doors and lights are installed, playability tests begin, to adjust between the original version and this remake.

The original game had a limited engine and I'm trying to dig a little deeper into what the designers wanted to reproduce. To create a certain logic of use of the places, to create a credible staging.

But everything is going well, tell yourself that half of the estimated work is done, that the concept works and that, other than time, nothing would prevent the release of this mod.

With that, another good year 2022, I will keep you informed as soon as I have any news.

I have good news and bad news to share. I adjusted the design of the doors; after some work to make it all the more satisfying, I came up with a model worked from scratch from a texture. The rendering is very interesting and seems much more realistic and worked. A slide at the bottom, a handle well drawn in 3D. Finally I think I have the right design.

However, and the bad news is, I have to remove all the doors in place to make the change. But with this method, the "areaportals" are easy to work with and the finish is better. But my mapping technique improves greatly.

This motivates me even more to work on the project, because this door problem (the shading, among others) bothered me and I hoped to find a solution quickly.

So I go from 58% to 45%, it's not that bad, because with some adjustment I should be able to add more quickly.

I take this opportunity to "standardize" the work; textures, accessories and atmospheres. This involves dimensions and adjustments. I don't have an ideal choice of texture, I will probably have to take some time to find the right one for the ceilings and the floor. The walls are still easy (blue / brick, red / brick, brown / wood, white / brick, dull white / brick).

The design of the bonus level will be interesting, not liking the color of the game (purple alien color), I kept the "Nazi" spirit for a metallic finish, in red, gray and white, like a kind of laboratory . At least, for the textures, after that, we will have to find objects that will fit into this atmosphere.

Screenshot 10


Leon as reported since few weeks the shadow problem with the doors. I know this issue since the beginning. In fact, I'm not pro for lighthing under Source. The original door use a prop for that and are linked with a hidden func_door.

The best solution at this time is remove the prop and use the func_door with texture for the door. This thing solve the problem of dark door when is opened. I can dot it on all doors already added without big change (remove prop, change size of func_door and add texture).

Look this video for see the difference between the old and new door.

You like the old door or the new ? Please comment it.