A bit late to the party, but nevertheless a blog post to commemorate the release of Spear of Destiny Extreme - Eisenfaust Edition. This new edition of SoD Extreme features new challenges, surprises, gameplay tweaks, music, optional missions and a wide variety of new weapons. New features are introduced along the way, so every level is bound to have a couple of surprises for the players. On harder difficulties especially will this mod be a treat for all the die-hard Wolfenstein 3D fans in the world!
The ModDB for SoD Extreme 1 - Eisenfaust Edition can be found HERE.
You can download Spear of Destiny Extreme 1 - Eisenfaust Edition from HERE.
You can discuss the mod over at the DieHard Wolfers forum in this thread.
I'm working on a playthrough for Barry Christian's Atomprojekt; my goal is to beat it as far as I can without saves (which I didn't do when testing). I left a video of Level 1 below & you can find the list through the link at the bottom. Enjoy!
Today sees the release of Kurlandfront, a new mod by Tristan and yours truly. The story: B.J.'s at it again - this time in Kurland, German-occupied Latvia.
Here he must seek out Hans Grosse and his henchmen and stop them from
launching the Nazi invasion of Great Britain.
Are you up to the task? You will travel through 15 levels of mayhem
featuring icy snowcaves, dark dungeons, cosy officer clubs and -
ultimately - Hans' lair.
Title: Atomprojekt Creator: Barry Christian SDL Version Released: 21/01/2017
Length: 34 levels (+ 3 secret levels)
Level Format: Continuous
Graphics: Original game + some new ones
Sound: Original game
Special Features: New objects, new doors, new enemies, changed ceiling colors, two new keys, increased amount of ammo, timed level
Note: I did a couple of music tracks for this mod. It doesn't color my ability to review this mod, but I feel that it is important to note nevertheless.
About the game Passage to Höllenteufel was Barry Christian's first mod in 15 years, and it's widely regarded as a great comeback (I gave it an 8.5/10, not too shabby!). After releasing mods such as Armageddon, The Road to Neuschwanstein & Domination, Barry became less prolific for a number of years. The release of (and the subsequent reaction to) Höllenteufel seems to have reinvigorated Barry, because less than a year after the release of Höllenteufel he released this new mod: Atomprojekt.
Our protagonist, B.J. Blazkowicz, is sent on a mission to stop the Nazi's from creating a weapon of mass destruction. Known as Atomprojekt, the nuclear project is funded by Hitler himself and managed from a military installation at Erlangen. It is your mission to destroy the research, kill all the Nazi's involved and stop them from using this unfathomably destructive weapon.
Mapping: I had some criticism regarding the first couple of levels from Barry's previous project, which where too maze-y in my opinion. Luckily, that is not the case here. Right from the get-go, the mapping is firing on all cylinders. The maps feel wide and expansive, and the changed ceiling colors do so much to add a little more personality to levels. Level one starts off with a trusty combination of teal ceiling colors and grey walls, and all the way through the combination of wall textures and ceiling colors is excellent.
One of the best aspects of this mod is the variety that is being displayed in the maps. From wide corridors to smaller rooms, from hordes of enemies to clever traps, there is enough in here to keep the player on his toes. It reminded me at times of Chemical Warfare, Liz Ryerson's mod, in that it really aims to do something different and keeps up the variety. It's quite easy to map on auto-pilot, fill your maps with 3-space corridors and have it over with. It makes the mapping in this mod all the more impressive.
It is a tough mod, even for the DieHard Wolfers among us. And if I had to note a criticism, it is that, for as much variety as there is, there are a couple of levels that feel a bit too much like hordes of enemies are just thrown at you. That felt a bit too repetitive at times. This will depend per player though, and I can easily imagine many people not being bothered by this at all.
mapping is mostly excellent, with only the occasional misstep (level 32, especially its beginning). It really goes to show that there still is much life left in mapping for (semi-)original Wolf3D. It really feels like a culmination of Barry's mapping skill: I dare say it may be his magnum opus. Not much to be added really, it's just solid all around. And special mention for the timed level: it's pretty awesome!
As I stated before, the hordes of enemies felt a bit repetitive to me at times. I also really didn't like the beginning of level 32, where you constantly had to strafe and shoot at the turrets. It became a chore very fast, and it slowed down the gameplay a bit too much. It just didn't work for me.
I wanted to highlight a couple of videos created by MARVELLER, showcasing a variety of Wolf3D mods:
These videos really capture the range of mods out there, and I really dig that the author chose to showcase both well-known and somewhat more obscure mods in these videos. Links to the various mods can be found in the descriptions of the videos. Enjoy!
Where did your nickname come from and why did you choose it?
It’s still my old nickname which I was using when playing Quake 3 Arena online.
When did you first play Wolfenstein 3d?
It hasn’t been too many years ago. I don’t think I have played it as
kid since I rather played Amiga, NES/SNES games or Tomb Raider, Quake
and other fps then. I have known and seen it since I was a kid but only
played it around 2009 when Nexion showed me the game again.
Why did you decide to do modding and why was the choice Wolf 3d?
Always wanted to do a game myself. Nexion had some unfinished mod
(Deathtrigger) around and asked me if I wanted to give it a try since he
saw some potential. The game mechanics/tools seemed simple enough to
understand and N has been teaching me ever since.
What are your goals regarding modding?
Taking the old game and shaping it to something new. Usually I come up
with a concept and try to make a full thing out of it so it stands on
its own feet where all the parts like graphics, sounds, levels blend
together as one thing. Often there are ideas which I would like to see
myself or things I like.
What is modding for you?
For the biggest part it’s a hobby and fun thing for me. Also a way to
realize my own game ideas. I like to create things and draw. At the same
time it’s a way to express creativity and improving myself in different
What is the best part about being involved in the Wolf 3d Community?
Meeting new people who share similar hobbies and having all kind of good or bad discussions.
Who is your favourite modder?
Haha, that would be obviously Nexion. There is also Mr. Wolf, a close
friend to us, but he can be so damn lazy as a modder. Jayngo was quite
fun with all the insanity of the Haven chats but has been inactive been
for so long now. Everyone has different ideas or styles but I like what
Poet did for his Doll’s House sets. MadWolf has nice fantasy TC ideas.
ThunderEnema/Gerolf are similar but Beyond the Grave is still too
What are your favourite Wolf3D mods?
Some of the more exotic ones. A Doll’s House, Mutant Blobs From Outer
Space, Planet N, some of the unfinished mods by Mr. Wolf/Nex. “The Best
Mod In The World” is quite interesting but I can’t tell where it really
Why do you feel that Wolf 3d has such a long lasting legacy being it was released so long ago?
It’s the mother of all fps and has spawned several big sequels over the
years till now. It has the basics and the core gameplay of all the
shooters so it’s easily accessible for anyone who wants to see the
beginnings or can be bothered with such old graphics. A smaller reason
is possibly the bloody and controversial theme that is being brought up
every now and then. One of the biggest reasons is for sure the modding
tools and the release of the source code which spawned many mods. John
Carmack had the right feeling regarding this. Tools and source don’t
guarantee it as you can see with some other games. I think it’s so long
lasting cause of a combination of all those reasons and some smaller
Where would you like to see Wolf 3d go from here?
One of the big things that is still missing would be online
multiplayer. It can keep a game with its community floating for quite
some time. Scripting instead of source code editing and having packs of
assets which you can just add instead of replacing the whole wl6 files
is something that came quite late in shape of ECWolf. While it’s limited
in usage for bigger mods it’s an attractive start for new people. Doom
community got it for ages. Some more varied or interesting community
projects would be also nice to see. And I hope to see more mods that
aren’t set in WW2.
Everyone has an ultimate mod that they'd love to make if coding and graphics weren't limited, what would yours be?
don’t see the limitations as a problem but rather as a challenge. It’s
way more fun to try to come up with a way around some limitation than
having all solutions solved. If there were no limitations games would be
sort of without any idea behind them. I could quote here a 12 year old
kid who once said “If I could make a game it would be part Minecraft,
part GTA, part pokemon, part …”. Too much freedom is sometimes not a
But for an ultimate mod I actually have an idea for
many years. It’s rather something massive and gonna take me long time to
finish. The graphics, sounds and all don’t need to be any less limited
than they are now. It’s a personal concept with focus on gameplay and
plenty of characters. For now I’m getting experience with smaller mods
so i can make the ultimate mod one day in a way that i’m happy with it.
Even if it’s just a handful of people that would play it =p
What was the inspiration behind Witching Hour?
Was one week before Halloween and I was wondering if I can make a mod in one week ><’
that I generally like horror and wanted to try something new for a mod.
Something outside of the usual run and shoot mods. I was wondering what
would be scary in real life and one of the things is being chased in a
forest by a mad hog. So from there went on by replacing the hog with
something more scary and so on =p
On your Youtube channel, you’ve played through a couple of unreleased mods that looked
very interesting, is there a chance some of them will still be released
at some point?
Not all of those mods were mine so doesn’t only
depend on me. A lot of those on Youtube were made by Mr.Wolf. There are
some that were made by Nexion or by both of them. A few are still on the
“to do list”. Some others are gone for good and some might be remade in
a new way. But at moment none of us is working on any of those.
of the unreleased mods you made a video of is ‘Assault on Precinct 13’.
Are you a big John Carpenter fan? Are his movies an influence?
Wolf, Nexion and me are all fans of Carpenter. The 2 of them probably
the bigger ones. I like his calm and brooding style without those
modern epileptic camera changes. He seems to be a kind guy and tends to
creates a great atmosphere in his movies. His movies are certainly one
of the influences. “The Thing” is one of the best horror movies having
incredible effects and atmosphere. Especially the music which Carpenter
is making himself is a charm for the ears and a big influence.
Your mods often feature horror elements. What is it about horror that draws you to this genre?
I enjoy fantastical ideas, strange creatures and the mysteries around
it. I have grown up with horror movies so entertainment based on reality is
often boring to me. Lot of this is based on things you see each day or
have common things which are already explained to death. Horror and
supernatural things are far from the mainstream and often don’t have any
scientific answer which makes me wonder and think for myself. There is
also creativity involved even if it’s just some super boring horror film
with a lame killer mask design. What’s the meaning of life? Would you
want to know the answer and keep living till you die or prefer to keep
it fresh as a mystery and riddle?
Are you working on a new mod?
I always have new concepts and ideas but not enough time for all of
them. I never rest and never sleep but the mods still don’t want to get
done =p So it comes when it’s done. Besides that I’m also working on
some small mod for Hovertank 3D which should be done in near future.
seem to have a penchant for old-school gaming. What makes these older
games more appealing to you (compared to modern games)?
The argument of
new vs. old graphics and all doesn’t matter so much if it all blends
together and creates a coherent design. Except the sentiment to them,
old games were more focused on gameplay I think. Modern games tend to
focus on the storytelling and become more and more like movies. Of
course I don’t say all modern games are so but it’s hard to deny that
old games were way more challenging, non-linear and mainly about game.
You didn’t need the storytelling to have fun, just being thrown into
game “Look, see those guys? They are moving, they look evil. Now go and
kill em all”. You could make up your own story as kid or imagine how
those pixels were supposed to look like in realistic design. In many
modern games before you can do something you need to go through loading
times, intro, tutorial, cutscene, then you can walk for 2 minutes till
next cutscene…. The worst part is that most of the cutscenes are
terribly boring or you've seen them already. Even John Carmack said in a
video that he hated to wait through the logos of publishers at beginning
of a game and just wanted to skip to the game as fast as possible.
Therefore the fast skip for Wolf3D. Don’t get me wrong, I play new and
old games. Zelda: Breath of the Wild was one of the best games for me.
But around 2005 games started to become more and more interactive
movies. Most things are now described, defined and thrown at the players
like they have no clue. Sort of like TV generally dumbing down more and
more. I’m also a big fan of Tomb Raider and the difference in
difficulty of the riddles between part 1 and the reboot is one hell of
Any words of wisdom you would like to leave us on?
Never drink rum on empty stomach.
Name: Toni Salonen Location: Loppi, Finland Wolf3D nickname: WLHack
Q: Where did your nickname come from and why did you choose it?
A: This nickname is a pun... Nearly all the files in the Wolf3D source code start with the prefix "WL" and as I was trying to hack said source code, hence WLHack. Q: When did you first play Wolfenstein 3D?
A: I played the game back in 92 - 93 (memory is quite fuzzy but I was around four back then).... Also back then I had a computer with only a PC speaker available, so when I learned that Wolfenstein actually had voice acting and music, it was a mind-blowing experience. Q: What is the best part about being involved in the Wolfenstein community?
A: People openly sharing their ideas and thoughts. Also the fact that you can ask help for nearly anything, as there is always someone to help or support you. Q: Who is your favorite modder?
A: This is quite a hard question actually... From the current modding scene I'd say Doomjedi. However, if you had asked who influenced me most, then I would have answered WSJ or AReyeP. Q: Is there a mod of your own you're particularly proud of?
A: Operation Wintersturm, due to its atmosphere and ideas.... one day I wish to remake it in SDL, where I would expand the content. Q: What has been the most rewarding thing that's come from Wolf3D?
A: Meeting interesting people and learning new things. And of course being able to help people with their projects. Q: What is your favorite Wolf3D mod that you've played?
A: Again a hard question, as there are actually three that come to my mind: End of Destiny, Totenkopf SDL and Operation Eisenfaust: Legacy. All of them are so different from each other, so it is quite hard to say which one of them would be the very best. Q: You have a couple of unreleased mods that looked quite interesting, is there a chance some of them will still be released at some point?
A: At some point, yes, if I have the time and inspiration to do so... My biggest problem is that I have too many ideas and when new ones come, I usually momentarily lose interest in the previous ones. Q: Everyone has an ultimate mod they'd love to make, if coding and graphics weren't limited. What would yours be about?
A: Something within these lines: - The setting would either be space or some alternative universe where technology has advanced differently.
- Story is told not only through intermission screens but through paper scraps and articles which the player can find on the levels... Player can view all the found story pieces whenever they want (alongside bestiary).
- Game has choices that affect the story progression and also multiple (either temporarily or the whole time) playable characters.
- The game has both a good and a bad ending.
- Hub level, so instead of linear progression you can choose the playing order to some extent.
- Multiple paths for the player to take like in Orb of Dilaaria (e.g. you find the key to the mines in one level so you can use that key to unlock the mine entrance in the hub).
- Levels have more than one exit aside from the regular one (e.g. one that requires player to sneak undetected through the enemy lines, or it will be close and requires item from another level to open).
- Levels have height differences.
- Upgradable weapons and skills à la Absence.
- Maybe some sort of shop system for the upgrades and other items.
- Enemies have more animations (e.g. for being killed with specific weapons) and capability to use different weapons and items they pick up from the ground (vastly improved AI).
Or something completely different: A stealth based puzzle-game where you combine the drone mechanics from Team Raycast's Green Arrow with the shading from Wolfenstein Lite.
Q: You have your own Youtube channel, on which you do playthroughs of various games. What made you decide to do these playthroughs?
A: Mostly to showcase the games and mods that I personally enjoy playing and hopefully get other people to play them too.
Q: Why do you feel Wolf3D has such a long lasting legacy?
A: Well, first of all we have strong fan and modding communities like Diehard Wolfers, Wolf3D Haven and Team Raycast that are working together to keep the legacy alive.
Also despite not being the very first 3D shooter, due to its technical innovations it had a huge impact on gaming, basically creating the basis for the FPS genre we know and love today. I believe that has helped in keeping people's curiosity up for the game (especially now due to a nostalgia boom).
As for Wolf3D itself, the game is quite easy to get into and despite being quite simple by today's standards, it is also highly addictive and provides quite the challenge. Wolf3D also has great replayability due to its varying difficulty levels, hidden secrets and time challenges (par times). So for these reasons it is a game that is suitable for both old and new, casual and pro players.
And we can not forget the fact that modding Wolf3D is not hard, as you have good tools and (as mentioned before) a strong community to help getting started with it. This has made Wolf3D a good platform for people to express their creativity and get started with game modding (Heck, I am quite sure there are other people like me who started learning coding through Wolfenstein).
Q: Where would you like to see Wolf3D go from here?
A: I would like to see more experimental mods and also modders who have the courage to deviate from the typical Wolf3D setting that is WWII. Also new genres of gaming like survival horror to be applied.
Q: Any words of wisdom you would like to leave us on?
A: When it comes to modding, never stop experimenting.....
If you have an idea you would like to try out, no matter how stupid it might be, just try it out. Even though the result would be something that you can not use, at least you have learned something new and when someone else has a similar idea, you can help them out.
Also, I know this is a bit of a cliché, but I honestly believe you should have fun with the things you do.... When it comes to creative work like this, if you are doing something because you feel like you have to, I don't think anything fruitful can emerge from that. If you are not enjoying what you do, do you think the people you are doing this for will enjoy it either?