As he gets deeper into development of his version of the ECWolf engine, Linuxwolf has settled on a new snappy name for the project; LZWolf.
Along with the name, fellow community member DoomJedi created an accompanying logo to complete the shift in branding, shown right.
LZWolf is still relatively new, but iterates on the foundations laid out by Blzut3’s development efforts, to add features desired by active modders in the community. The engine is currently capable of creating custom damage types (along with resistances and special death animations associated with them), parallaxing skies, and lighting effects, among some other additions for behind-the-scenes ease. Linuxwolf has documentation on the project’s BitBucket page with details on how to use all of the new features.
There are currently three released games that take advantage of LZWolf, which can be found on the new LZWolf mods page. As an added bonus, LZWolf is compatible with most ECWolf mods!
Team Raycast members DoomJedi and Linuxwolf have released the next in their “Eisenfaust” series of mods, which look at released games and expand on them, giving them new flavour.
Time To Kill: Eisenfaust Edition iterates on the original Wolf3D conversion by Thomas Weiling and Havoc from 2012, adding new features and mechanics to the game to the point of bursting. The complete list of additions is kept a surprise for the player, with the features spread out and introduced slowly over the 45 levels, keeping things interesting.
Early game shows some impressive ideas though; a minimap that can be accessed while still having control in game, as well as enemies with dodging mechanics and animations just to name a couple. The game also features extended control mapping, and WASD style controls.
Map designs are mostly kept faithful to Thomas’ designs, so if you’ve played the original you will recognize a lot of areas, but with the new changes and new music provided by RonWolf, it creates a whole new experience.
Time To Kill: Eisenfaust Edition is developed in Wolf4SDL and will run natively in modern Windows systems.
The Tracy Simpsons Show is a Wolf3D mod that takes you around the world of the Simpsons, killing the family over and over again like they’re in their own little perpetual hell.
Officer-Michael-John’s mod runs on DOS4GW, so it requires DosBox to run on modern systems, but is completely in Hungarian so it can be a little difficult to navigate the menu if you aren’t accustomed to Wolf3D.
AstroCreep has released a trilogy of new mods, which also happen to be the very first to take advantage of Linuxwolf’s fork of ECWolf!
Wolf3D Demolition adds nine new weapons to the game, many of which with their own special abilities (Such as a Sniper Rifle that actually zooms and a Shrink Ray!). To go with these, much of the environment is made destructible, and both the original and newly added enemies have unique death animations depending on how they’re killed.
Alongside Wolf3D Demolition, AstroCreep has also released two other Demolition mods. These consist of a new version of his earlier release ‘AstroCreep’s Spicy Wolf3D Challenge’, and Executor’s port of ‘Second Encounter’.
Wolf3D Demolition is a gameplay mod designed to work with both of the original games, as well as most pre-existing map packs (If they are ECWolf-compatible).
These mods come packaged with Linuxwolf’s ECWolf Fork, which is required to be able to play. This fork of ECWolf extends the capabilities of the engine, allowing people like AstroCreep to make even more adventurous games!
AlumiuN has released his port of Wolfenstein 3D Super Upgrades for Wolf4SDL, providing an easy way to play this classic pack on modern systems! This download comes with all (hundreds of?) maps for Super Upgrades in one file, and an exe that will let you select all the different map packs from inside the game itself. You will however need a registered version of Wolfenstein 3D to be able to play.
Important to note is that duplicate sets have been removed from this version, and the unique mapset Temporary Insanity is present in the files, but unable to be played. This is due to the difficulty in replicating the various bugs and exploits that allow Temporary Insanity to exist.
Edit: Adam has made an additional update to WDC, bringing us some fixes:
- Fixed: GAMEMAPS now must be compiled when closing Project Information after setting it to 32-bit lengths.
- Fixed: Can now change the number of planes when using 32-bit GAMEMAPS lengths.
- Fixed: Exporting UWMF maps should be faster than before.
WDC is one of the most robust and feature-complete Editing Suites for Wolf3D. Today in a surprise update, Adam Biser has released a new version of the program, adding the ability to edit maps of sizes all the way up to 512×512.
That’s a billion* times times the size of regular maps! For reference, you could put all 60 levels from the original Wolfenstein inside of a single map, and still have room for more maps!
The only caveat to the feature is that WDC must modify the GAMEMAPS file to use “32-bit lengths”, which is a process that cannot be reversed. So you can’t change your mind (Or you can, you’ll just be starting from scratch).
WDC can be downloaded from itch.io. If you find it useful you can use the “pay what you want” feature to pay Adam for developing and continuing the app over all these years. Adam has also started a Patreon for his music. His first project is creating an album remaking the music from his impressive Wolf3D TC Orb of Dilaaria. If you’re interested, check out his page!
It has been a while since a major release of ECWolf. In that absense, linuxwolf has studied the engine and started building his own fork of ECWolf, adding new features to expand modding potential.
Thus far this new fork of ECWolf enables the use of “damage types”, allowing for “damage resistant” enemies, and separate death animations depending on the damage type assigned. Parallaxing skies (As seen in DOOM) are currently implemented but still being tweaked.
Expanding the capabilities of ECWolf is important, and hopefully we’ll see some amazing new mods come out in the near future using this new fork.
In the meantime, you can get a taste of the new features in AstroCreep’s example mod built in this new variation of ECWolf. The mod plays on the original maps, but randomizes enemy types (Adding multiple enemy variations), has neat destructible objects (Shoot the table. SHOOT THE TABLE!) and adds three new weapons with their own damage types and death animations!
linuxwolf is a member of Team Raycast and the developer of the in-engine Map Editor EisenEdit. It is great to see someone dedicating time to creating tools specifically to help the community at large. If you agree, take a moment to look at linuxwolf’s Patreon page and consider pledging a dollar to fund their development efforts.
As the title suggests, AstroCreep’s latest experimental release is a mod that compresses almost the entire of the first three episodes of the original game into one map each.
Keys and elevators are replaced with switches for progression. The original designs remain mostly intact, with a couple of maps omitted to fit everything, and the mod provides an interesting spin on gameplay due to the way enemies “hear” you in the game.