We'll be souping up the skyboxes entirely to take advantage of GZDoom's support for high-color skyboxes. So heres some stuff that could be add in when making the Artic wolf remake I'm really going to injoy play this Artic wolf remake just like I injoyed play Cold As Hell Maybe a few more realistic things are going to be added as well, like mirrors in the bathrooms (if we can get them to work). A few maps may be merged together for functionality's sake, and the cheap hack effects are going to be replaced with real ZDoom features. Laz's original maps: We might be replacing some sprite-based structures with 3D ones (like the German halftracks and tanks, the lamp posts, etc). Nazi Slaughter: Rather than pitting you against severely overpowered/overhealthed Nazis, they'll be weaker and more plentiful. We're also giving the weapons a complete overhaul, with reloading, iron-sights, melee attacks, and more realism in general (so, the MP-40 doesn't act like a rapid-fire super shotgun anymore, every weapon uses the correct ammo type, etc). With the benefit of DECORATE monsters, we can eliminate the need for a DEH patch, and even have the whole WAD file merged into one. ZDoom Features: Most likely a new skybox will be added, and several BOOM and DEH hacks are going to be replaced with equivalent ZDoom features (like water, DECORATE, etc). This will be done through ZDoom's TITLEMAP functionality and can be easily skipped by merely starting a new game. Intros: The only "Introduction" is going to be a little homage to the original Wolfenstein, assembled by Jallamann (complete with the original Host Wessel Lied in OGG format as the theme music). One problem I had with the original maps was that it was sometimes difficult to tell where to go. They probably won't be text-based objectives either - it'll be a Medal of Honor style HUD radar. Mission Objectives: The only "objectives" will be there to justify where the player is going, and help him figure out where he's supposed to go.
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