

“If you want to use any of the contents of this on another project, let me know. “If you’re having trouble getting them going, e-mail me at ” “Then, to run the map, go into the console and enter “map wolf1-1″, then relive those classic days of gaming.” …SteamApps\username\half-life 2\hl2\materials\Wolf The folder called “Wolf” contains all the textures needed for the map, MAKE SURE THEY STAY INSIDE THIS FOLDER! Put the folder itself into the HL2 materials folder.”Į.g. “If you don’t want the walls to look like pink-and-black chess boards, you’ll need to put the textures in the materials folder. bsp file into your HL2 maps directory.”Į.g. “Instructions – To use this in HL2, either dump the lot of it in your HL2 directory and let the folders sort themselves out, or you can manually put the. Or, if you want a more retro experience, enter “mat_fullbright 1″ into the console to remove all this high-tech witchcraft, and make it like the Wolfenstein you remember.” “The mixture of HL2’s shiny graphics, and Wolf’s antiquated environment makes for a surreal level. I’ve converted the entire first level of Wolfenstein 3D to Half-Life 2, with some texture modifications to “de-Nazify” the environment to make it publishable.” “Do the screenshots look familiar? They will do if you’re a gamer over a certain age.

Next up are sprites or textures then, they are both stored differently from pictures. Once the picture has been converted to PPM I am no longer responsible for it and it's up to the user what they want to do with it. All I need to do then to get a PNG is pipe three programs into each other in the Terminal: PPM is a very obscure image format, but it is the simplest one I could find that was standardised. To make proper visible images from the bitmap pics I have written a little converter tool that converts the picture into a PPM image. This is the key for the maps in Wolfenstein 3D: This is the key for the maps in Spear of Destiny: This is the key for the maps in Spear of Destiny Mission 2: Return to Danger: This is the key for. This page will document every map key for your benefit.
#WOLFENSTEIN 3D MAPS CODE#
I'm particularly proud of how modular the code is, one could literally take a module, compile it into a library and drop it into another project. On this Wiki, where ever there is a map page you may find that you need to consult a key to find out what all of the symbols on the map mean. It's slower than just copy-pasting the parts I need, but the result is cleaner and more readable that way. The extractor tool is there to help me put the documentation to the test, I write it without referencing the original code.

It's enough if one person has to look at this unportable mess. Edit Edit source History Talk (0) This is a category for maps from Wolfenstein 3D. them for themselves on their webpages, that would be unfair and you would be like a trator to wolfenstein if you did. I want the documentation to be sufficient enough that one could write a port without ever looking at the original code. I don't consider "the source is available" to be a good substitute for a proper documentation, self-documenting code is just an ideal. I am kind of nuts when it comes to documentation if you look at the code of my extractor you'll see that everything has doxygen comments. A particular old-school trait is the inclusion of door graphics as textures, indicating jammed or barred doors. 7 new levels are featured, all on Episode 1.
#WOLFENSTEIN 3D MAPS MOD#
Then there is the audio side where we need both sounds and music. Wolfenstein 3D New Maps Mod is a mod for registered Wolfenstein, made by TheKKKNo2. As far as graphics are concerned we still need sprites and textures. So far we are in control of maps and bitmap pictures, but there is still a long way to go. I'm not sure if I had shared the links, so here they are again: OK, both repositories are up to date now.
