printz Posted July 23, 2009 First results on google about multiplayer wolf3d didn't yield enough, so I say it's safe to ask this here: has anyone in the history of modding thought of implementing multiplayer to Wolfenstein 3d or its immediate, same-theme, derivatives? Running around at huge speed, hiding in that closet, and using the gatling gun to rip someone unsuspecting, could be worth. Players would gain corresponding points for killing other Blazkowiczes, and also gain from (respawning) treasure, to raise up their lives meter, which when gone down, would take the player out of the game. Kinda like Last Man Standing. Or a cooperative mode, where besides having the nazis given rotated frames (good luck with bosses), the difficulty would be buffed up, and the gameplay still be of LMS type. 0 Share this post Link to post
Snarboo Posted July 23, 2009 People who have modified Wolf 3D's code don't seem interested in doing more than making a standalone mod or set of levels. I'm not sure how difficult it would be to implement multiplayer. 0 Share this post Link to post
Aliotroph? Posted July 23, 2009 Carmack suggested it in the readme when he released the code. He also suggested variable-height areas and jetpacks. I don't think any of that ever happened. 0 Share this post Link to post
Gez Posted July 23, 2009 AFA's Wolf3D TC for ZDoom does feature multiplayer. 0 Share this post Link to post
printz Posted July 23, 2009 As faithful it may try to be, that's still ZDoom. The physics is Doomish. Does it have Blazkowicz frames? 0 Share this post Link to post
Lizardcommando Posted July 23, 2009 I remember seeing a youtube video that has some kind of beta to a multiplayer Wolf3D port. 0 Share this post Link to post
Gokuma Posted July 24, 2009 Aliotroph? said:Carmack suggested it in the readme when he released the code. He also suggested variable-height areas and jetpacks. I don't think any of that ever happened. With the low ceilings in the original levels maybe that was a joke. 0 Share this post Link to post
leileilol Posted July 24, 2009 Corridor 7 had multiplayer and used the Wolf3d engine. 0 Share this post Link to post
DuckReconMajor Posted July 24, 2009 Isn't Wolf3D mouse-run speed uncapped? That in itself would be worth it. The thought of four or more people zipping around at lightning speed with chainguns blasting at each other makes me shake a little. 0 Share this post Link to post
printz Posted July 24, 2009 They'd take as many shots to kill as SS nazis (5-7 shots). 0 Share this post Link to post
Planky Posted July 24, 2009 leileilol said:Corridor 7 had multiplayer and used the Wolf3d engine. Gawd that game scared the crap out of me, moreso than doom :| 0 Share this post Link to post
Aliotroph? Posted July 24, 2009 Gokuma said:With the low ceilings in the original levels maybe that was a joke. Carmack doesn't make jokes. I seriously have never heard of him ever making a joke. Source Code Readme Some project ideas with this code: Add new monsters or weapons. Add taller walls and vertical motion. This should only be done if the texture mapper is rewritten. Convert to a 32 bit compiler. This would be a fair amount of work, but I would hate to even mess with crusty old 16 bit code. The code would get a LOT smaller. Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers. Have fun... John Carmack Technical Director Id Software Ok, so it appears I was on crack with the jetpack thing. I have a hunch I'll find that in the DOOM code readme (pre-GPL). Multiplayer did occur to him too, probably more as an interesting programming project than a good game idea, though. On a side note, the "educational use only" license that code shipped under really, really, really sucks. I'm glad he switched to the GPL for later releases. Hmm, nope. Checked the DOOM one. He suggested flying, but no jetpacks. I must have been on something the day I first read that. ;) 0 Share this post Link to post
Maes Posted July 24, 2009 Aliotroph? said:jetpacks ROTT used a heavily modified Wolf3D engine, which allowed for different floor/ceiling heights (although fixed on a per-level basis) and a lot of jumping. Didn't really bother with the game much, not even in the day, but it would make sense for that's game's setting and the "new" engine's capabilities. 0 Share this post Link to post
printz Posted July 24, 2009 Also, coop mode would be a race for points. I prefer if the cooperative mode of a game contained a competition. The player with the most points collected at the end of the episode (or when losing all lives) would be the winner. PKilling would have to be discouraged, most probably by making the nazis too tough for only one hero to contain. 0 Share this post Link to post
david_a Posted July 24, 2009 Maes said:ROTT used a heavily modified Wolf3D engine, which allowed for different floor/ceiling heights (although fixed on a per-level basis) and a lot of jumping. Didn't really bother with the game much, not even in the day, but it would make sense for that's game's setting and the "new" engine's capabilities. ROTT even started out as a Wolf3D sequel (hence the MP40 and Naziesque enemies). It sure does sound like Carmack was expecting people recreate the ROTT engine - it does all of those things. 0 Share this post Link to post
Gokuma Posted July 25, 2009 And ideas and characters in the Doom Bible ended up in ROTT 0 Share this post Link to post