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!
In a time of cold and lonely nights in December 1993 when people were hunting demons on phobos, there were still more demonic aliens hiding in the dark. Well hidden, they rarely made it out of the shadows of thy Doom.
Roughly 2-3 months before Doom and Blake Stone would be released, the development of Corridor 7 had started. We are entering the year 1994 and there is a thirst for more. Soon after, Corridor 7 was released. It is not unlikely that due to the late start on development things were more rushed. Rushing things seemed to be generally a Capstone Software trend.
This was still many months before Operation Body Count was even in development. For some reason many websites tell you that Body Count was released first, which makes as much sense as terrorist-trained killer rats.
This is a short summary of an early build (JAN 1994) of Corridor 7. Trying to be more less accurate, there might be some errors and some sections are incomplete. The audio, especially the sounds, still need a closer look as well as the AI and small gameplay adjustments.
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.
Today, Vincent has released a new version of his modding tools, bringing support for multiple games (Blake Stone, Corridor 7 and most importantly, Operation Body Count) as well as a couple of other changes.
If you use VSWolfTools 2 be sure to pass feedback, suggestions, or compliments onto Vincent to help shape the program’s development!
Update 7 Patch Notes, as transcribed from Vincent's Homepage
New: Support for Blake Stone, Operation bodycount, and the needed extra features.
Individual classes files in VSMAPED for certain mods.
New: New and more logical format for description files, but don’t panick: older files will be converted automatically.
Individual classes files for certain mods, now of the inf type, situated together with descriptions (txt type).
A faulty or missing mapheadfile can be restored.
Floors and Doors can appear anywhere in the lists.
Support for more mods which imply:
2-plane maps. You can edit but not run a new version.
Operation bodycount and Corridor 7:
Single images for walls/doors, ‘single’ in the description.
2 images now possible for floorcodes (for the 3D window).
Partly transparent walls/doors (for the 3D window).
An object can be made invisible to VSMAPED by using a certain symbol.
I haved named the items in haste, You can undoubtedly find more fitting names for them.
New: Insert a palette in a picture and use the palette tool like in VSWAPED.
Dunkelschwamm has released a fun twist on Wolf3D, where just about everything in the game is replaced with a dog.
The enemies are all dogs. The tables are dogs. The lights are dogs. The dogs are dogs.
The only things unchanged are ammo (You need as much as you can get) and keys. Despite the dogs being the weakest enemy in the game, being swarmed by so many of them at once provides a unique (and cute) challenge.
The mod requires ECWolf, and will work with both Wolfenstein 3D and Spear of Destiny (Though good luck if you attempt the latter).