|Mapping for ECWolf
This set of video guides by Dunkelschwamm is designed to teach you how to create maps in the editor WDC, and import them into your ECWolf or LZWolf project using SLADE.
By the end of this series you will be have a functioning custom mapset for Wolfenstein 3D, complete with custom episode names!
LZWolf is a source port for games and mods built on the Wolf3D engine. It is forked from ECWolf, containing all of ECWolf's features and access to a variant of the Decorate scripting language.
It adds upon those foundations by expanding the API and merging some elements from zDoom in order to expand new mod development. While LZWolf is made with traditional Wolf3D modders in mind, Doom modders also find the engine accessible due to it's similarities with zDoom's own Decorate scripting.
Much like Rise of the Triad, ECWolf supports switch and touch plate activated doors and push walls! Contrary to popular belief, it actually isn’t too hard to pull off!
In this guide by AstroCreep, you will learn how to implement these features in your own ECWolf or LZWolf project!
|Creating fake geometry in ECWolf/LZWolf
This guide by Diema will teach you how to use the Billboards feature in ECWolf and LZWolf to create irregular architecture, allowing for more interesting variations in environments.
|The Anatomy of an XLAT File
The Map Translator file or XLAT (no relation to ZDoom’s version) is the file that translates binary format maps into ECWolf’s internal structure. It can be named anything you want, but it must be referenced in MAPINFO in your ECWolf mod for the game to start.
By the end of this guide you should have a much better understanding of what this file is, and how to alter it for your projects.
In Rise of the Triad, elevators worked differently - instead of being an end level trigger, it was more of a switch activated teleporter, taking you to another part of the level. This feature has been ported to ECWolf and is controlled by a simple thing tile!
This guide by AstroCreep will show you how to utilize this feature for your own project!
|Rearranging the status bar
In Wolfenstein 3D, the status bar is a static image, over which the stats pertaining to the player and game are displayed. Of course, in a different project, this design might not be relevant. Maybe the game has more than 4 keys, or the author doesn't want to display weapons, or simply wants things in different places.
|Reloading Weapons (Beta)
If you've played any game since Wolf3D or DOOM, chances are that it's had weapons that need to be reloaded. Reloading can add a degree of realism and difficulty, and if that is something you want to add to your game, then this is the tutorial for you!
This guide will have you change the basic pistol weapon to use reloadable ammo clips, and:
|sbarprot: Advanced HUD customization in LZWolf
While latchcfg works in both ECWolf and LZWolf, the latter offers an alternative called sbarprot that allows for advanced statusbar/HUD customization. Using sbarprot, displaying information typically on the statusbar is a lot more flexible than utilizing the latchcfg method.
This guide will take you through how sbarprot works, and some example changes that can be made using it.