WolfTC is neither a total remake or exact copy of Wolfenstein 3D, however it will (ultimately) mimic all the features of Wolfenstein3D. As WolfTC is being made specifically for Doomsday it makes use of the additional features that come with it by enhancing the Wolfenstein experience with enhanced graphics and sound (these are optional of course). Our work on WolfTC is based on Laz Rojaz’s WolfenDoom (with permission). Though in all honesty, you can’t tell that anymore.
Screenshots of WolfTC (showing our current work-in-progress) can be found http://album.yaa.dk/main.php?cmd=album&var1=Vermil
Current Features:
GAMEPLAY:
WolfTC attempts to imitate Wolf3D's game play as completely as possible. Though the aim isn't to try to force Wolf's game play on the Doom engine where it doesn't work. In these cases there have been some alterations to the feel (as tiny as possible of course).
The TC has also added about three optional new foes along with the Console Wolf weapons (Flame Thrower and Rocket Launcher), again optional, to all other level set's in the TC. However, regarding the new foes, We haven't done what many ZDoom map authors do and just stick half the content of the infamous "monster resource wad" in just for the hell of it. We have tried to give careful consideration that most (a couple aren't very creative and we would like to replace them if possible) of the new bad guys require unique tactic's to defeat and fit both Wolf3D and the level set that they are for.
LEVELS:
WolfTC features all the levels from all the official versions of Wolf:
- Wolfenstein 3D
- Spear of Destiny
- Spear of Destiny Mission Pack 1
- Spear of Destiny Mission Pack 2
- Console Wolf Maps
- Betrayal in Istanbul 1
- Betrayal in Istanbul 2
- Operation Mutant Strike 1
- Operation Mutant Strike 2
- Schabb's An Evil Lunatic
- Mutant Blob’s From Uranus 3D
MULTIPLAYER:
WolfTC will come DM and Co-op ready thanks to Dday's existing multiplayer. Though multiplayer isn't the primary focus of the TC so currently it is not intended that much, if any, content specifically designed for it will be released with the TC itself (There has been some toying around with a DM specific weapon set). In short, this one will be left to the community (if there turns out to be any interest in WolfTC ).
VISUALS:
Customizable visuals: disable light levels, colored lighting, flats and much more, all as separate entities (i.e. they can all be disabled separately from each other). Completely done using Dday’s Ded definitions and XG rather than through “coding”. Some of these are almost hardcoded to the maps in the TC, however many can be used with any potential future level set’s as well.
Several texture set's to make the TC look like almost any version of Wolf out there: from PC Wolf, SNES Wolf to 3DO Wolf. The TC also includes its own optional hi-res texture set. As with textures, the TC also allows the choice of PC Wolf sprites or Console Wolf sprites.
AUDIO:
Along with all the sounds from all the level set's in the TC (which is a given), the TC also features many of their soundtracks with the rest being worked on. The TC also includes optional new (the individual tracks have been taken with credit from other sources) soundtracks for its level set's that originally don't come with their own (i.e. they have no new music).
The TC also includes a new MP3 soundtrack (optional once again) that attempts to improve the ambience of the maps in ways that the old IMF format couldn't.
WHAT WE NEED HELP WITH:
AN ARTIST:
WolfTC is intended to feature exaggerated cartoon images to depict the various plot scenes of PC Wolf (we're not intending to over stretch to the other level set's atm, though maybe once the PC Wolf is done). An example of the lovely Dr Schabb’s can be found over at the WolfTC screenshot’s page, though 99% of the images also have backgrounds, which said picture doesn’t show.
The TC does have an artist; however they have very little time at the moment and the relatively far future because of real life issues. They have completed EP1-3 of Wolf (well bar a single picture). We are looking for someone who can do EP4-6 and SOD. A second artist also means the workload can be shared, which is good for all.
A SPRITE ARTIST:
As mentioned in the game play section, we would like to implement a couple of new bad guys to replace some existing new ones that we feel don’t meet the required standard. I’m sure many of the TC’s sprites could stand to be smartened up as well.
A PROPER CODER:
The TC has never really had a proper coder to do some of the more advanced things we wish to implement in the TC. We have managed to do some of the very low level coding such as 99% of the bad guy attacks (bad guys shooting through other bad guys for instance) and such (note things like the "Visuals" are done via Doomsdays ded's rather than by coding).
The primary thing's regarding coding that we need to sort out are upgrading to Dday 1.9 (which is currently in Beta, the TC is currently based of Dday 1.8.6) and a use for Treasure (i.e a score). Secondary features that aren’t essential include the addition of more key types (more to clean up the TC’s internal’s than a requirement). Things like sliding doors would be nice, but they are not considered essential and holding the TC up, so to speak.
Current Team Members
Alextheuser: Sound/Music and optional MP3 Soundtrack
Vermil: Mapper, Coordinator
Zaceron: Artist, part time
Former Team Members
Doom Jedi: Sprites
Juan Alva Guerra: Music
Ton80: Misc work
Special Thanks To
Dani J: Deng Developer
FreeLanZer: Creator of the TC's optional Hi-res Textures and Patches