A Recreation of Wolfenstein 3D in GZDooM

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To keep abreast of changes to this project as I make them, please consult this thread on the Chex Quest Fan Forums.

 


These are some of the things I have been working on:

A lot has been going on since the release of version 0.93.

First of all, I have been working on the sprites.  Most of the sprites in the game have been replaced, but some sequences, notably the attack sequences of the guard dog and the mutant, and the death sequences of the officer, and both versions of Hitler still use Wolfenstein 3D sprites as placekeepers.  Hopefully, these will be replaced soon.

It has been my intention since the beginning to keep the level layouts faithful to the original designs by Tom Hall and John Romero.  This means the levels in DeiMWolf tend to be made up of 8-foot by 8-foot by 8-foot blocks as in the original game. However, I have opened up the ceilings in various places across the levels to increase visual interest where ever possible.

There are shadows. There are lots of shadows.

A common and legitimate complaint about prior versions of DeiMWolf has been the bright and flat lighting throughout the levels.  Starting in the summer of 2021, I started experimenting with using darker lighting in one of the Nocturnal Missions levels (Yes.  I am planning on doing the Nocturnal Missions episodes as an addon sometime in the future.), and I liked it.  I then noticed the interesting lighting used by John Romero in the maze in E1M2 of DooM, thought about the similar lighting in the classic Serenity trilogy of megawads, and decided to try it myself on the first two levels of episode 2. The results were good. 

I then made some more complex shadows in the silver key room.  The results were very realistic and atmospheric, and I knew I was on to something good.

Finally, I tried a very complex pattern of shadow on a room in E2M5 with four separate light sources and nine pillars.  The results were spectacular, and I was hooked on shadows!

At present, nearly all of episode 1 and episode 2 has been completely reworked with shadows, creating a dark and moody atmosphere for the game.  Only episode 3 lacks shadows, but I plan on taking care of that before the next release.

Most of the music is present. Several tune from Wolfenstein 3D were already available as MIDI files on the internet already. Some were converted by Bobby Prince himself. Most of the remaining tunes were extracted by me, using Floedit, then Converted using Anvil Studio. This was a little difficult, because the utility that converted  the music file over to MIDI format would merge all of the instrument tracks into one track.  Figuring out which notes belonged to which instruments and separating them into their own tracks was a frustrating task.  Because of this, some of the tunes still have not been converted.  A very special thanks goes out to Cleaveland Rock for getting "NAZI Rap" sounding right. My attempts just weren't working.

Future plans: 

Finish off all of the sprites (No more Wolfenstein 3D sprites)

Add shadows and details to episode 3

Convert the last of the Wolfenstein music

Implement a scoring system if possible.

Maybe work a little on Nocturnal Missions levels? (No promises.)

 

 

 

 

Main | Work In Progress | Notes | Goals and Plans | Screen Shots | Download