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Old 10-30-2014, 11:16 AM   #5
Blackmantis
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Cool Re: Wolfenstein 3D Part II Rise of the Triad Mod
Quote:
Originally Posted by jpb6891 View Post
I still have not forgotten about this cancelled game from Apogee that I am planning to relaunch. I have some Wolf ROTT enemies from the Monkey World site. I am planning on using the Apogee Wolf ROTT title screen for this mod. It will be made in SDL. Two additional episodes will follow. The fifth episode will be called 666 and take place in the future where the video game character will switch from BJ to someone else during the rule of the Antichrist. The sixth episode will be called Armageddon and will be about the the battle of Armageddon which was referenced in the original design spec. The first version will be called Wolfenstein 3D Part II Rise of the Triad VI. VI will be six levels with each level per episode. I like that Wolfenstein 3D Part II Rise of the Triad will have six episodes instead of four. It fits with Wolfenstein 3D.

The original archived thread is at http://forums.3drealms.com/vb/showthread.php?t=38724.

I have been working on test maps using plain old Wolfenstein 3D as a base right now for the game.

The maps are available at https://archive.org/download/jpb1991...onthemount.zip. These are test maps that will not be in the final game. The full version of Wolfenstein 3D is required to play these maps.
I always thought the idea of seeing "Wolf3d Part II: Rise of the Triad" was awesome, but as Joe mentioned above, Wolf3D Part II became ROTT, so technically, it wasn't a project that was cancelled or lost to time, but rather changed and developed into something we now know as Rise of the Triad (1995).

It did pique my curiousity earlier this year though. I had a chat with Ken Silverman and built my own Raycaster engine from scratch to see if I could build a Wolf3d engine clone that I could add a few sprites/wall tiles from the Wolf3d part II Design Spec Sheet into, just to make a sort of "mock up" version.



I started off using QBASIC for it, but switched to C++ and the SDL library as it was way more powerful, and BASIC struggled with raycasting.




Added in floors, ceilings, sprites


This is about as far as I got with it: I was working on making multi-level maps, as well as a little feature not present in ROTT such as the ability to change tiles on each vertical layer to be different to that of the ones below/above it.

Around this time however I think I just ended up driving myself into the ground (Programming was never really for me) and I stopped the project. Still, I'm very glad that Wolf3D Part II became the ROTT we know today, it's been a long favourite title of mine due to the light hearted take on action.

(Plus I found that trying to make the graphics more advanced sort of took away from the "Wolf3d" look.). In the end, if I was ever going to have another crack at it, I'd stick purely with what the design spec sheet said (basically a Wolf3d engine with a few modifications), but retaining that really classic raycaster look, something similar to how Blake Stone turned out, but with a bit more in the way of lighting.

Either way, I am curious to see what becomes of your version.
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