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Operation Eisenfaust: Legacy[]

Featuring story and level design by Ronwolf, art by Doomjedi, programming from the talented Linuxwolf and WSJ, as well as new and original soundtrack by Lozer_42.

The story takes place after the events that occurred in Operation Eisenfaust: Origins and Operation: Eisenfaust, as part of the Eisenfaust series. After Schabbs' demise, it was assumed that the Eisenfaust plans had been destroyed once and for all. But a former protégé of Schabbs has taken the blueprints of the operation and is attempting to restart it. It is up to special agent B.J. Blazkowicz to stop the Nazi's from creating another mutant army. Will B.J. stop them, or is he about to find out that the operation might have progressed a lot faster than he thought, with its effects far more devastating...

Legacy began right after the cancellation of Sonderkommando Revolt, long before Operation Eisenfaust: Origins was even discussed. As Sonder code was too messy after changed so many coders - Team RayCast asked WSJ for permission to use his "Castle Totenkopf SDL" as a base engine. WSJ even made first coding features of the new mod - underground enemies and enemies mounting turrets, but soon after left the development, he was later offered a test version of the mod and eventually blessing the mod upon release.

4 years, this closely matches Sonder in development timescale. Initial ideas were taken from some ideas thrown in the discussion of the Eisenfaust: Origins remake but ended up growing into having a life of it's own. This is the first time Team RayCast has gone for all new sounds and music made specifically for the mod.

The main concept of the mod according to DoomJedi is a scare mod, can a truly scare mod be made in Wolf3D engine, idea he previously discussed with Havoc (with some art made back then) but didn't come to fruition. Main part of fear would be an element of surprise (and so core feature of the mod are "surprise mutants" and the rest of the mod is built around them), the goal with to get "trust noone" feeling from the player, where "safe looking" scenery can be source of deadly surprise danger - surprise mutant hiding in it or coming out of it. Things that look dead can get back to be alive.

The plot was a bit of the mess as its goal was to link the different themes together. Not the plot driving the art (as it should be) - but the art/themes driving the plot. As such - it was a big challenge for Ron to come up with something coherent but he did the best of what he had to play with.

Notable coding achievements / features[]

  • Fuel powered walking mecha suit
  • Bouncing projectiles
  • OGG quality music and sounds
  • Radius sounds
  • Enemies mounting MG42 and Mechas and coming out of Mechas upon destruction.

Updates and Special Editions[]

The mod received an update on October 21 2015 fixing bugs and player nitpicks, with some new art and better "surprise mutant" randomization.

Legacy h
LegacyH3

On October 20, 2015 - Halloween Edition was released, with 4 new challenging maps by RonWolf and Halloween themed art replacements

Credits for new maps:[]
Credits for Halloween Edition:[]

Later that year, on December 30, 2015 - "New Year Eve Edition" was released, with 3 new challenging maps by RonWolf and DoomJedi - featuring many snow/winter thematic art replacement of scenery, textures, skies, enemies and Bosses.

Images
Nyescreen3
Credits for New Year's Eve Edition:[]

Screenshots[]

Author Editorial[]

Audio code[]

As lead programmer I recall discussing the sound design for the mod, during its early stages, with other members of Team RayCast. Being a long time fan of the Thief series of games I wanted to use audio in a similar way to establish a sense of environment within the game. The team agreed to this direction and so I began working on a spatial sound propagation system for Legacy.

Later in development, however, Kris produced some brand new music specifically for Legacy. Since the music was so good, the team decided to put background music into all levels of the mod. Not only this, Kris produced additional tracks for boss fights and I enhanced the engine to change tracks on the fly during boss encounters. And I made sure the boss voices were audible by capping the volume of music tracks so as not to drown out the bosses.

All the while I finished building the spatial sound propagation system for Legacy and it was used primarily for ambiance and weather effects.

DoomJedi on his map "Strike Out" in "New Year Eve" Legacy Edition[]

Map name itself refers mainly to "striking out" key-carrying suspects from "suspect list" of Bosses, but also going to "Outer Rim" where Bosses are - to make your strike. Also going out of the warm starting house.

Overall concept is "Twin Peaks"-vibe Christmas horror story when you're stuck in a village and need to explore the scary outdoors and talk to villagers to uncover a Dark Secret to be able to escape the Village though a magic portal.

Design idea is for a village to have "temporary (before Bosses are alerted) relatively safe" inner rim and "too deadly" outside rim where there are too many Bosses for you to kill and you have too little ammo to kill them all (so the level is a puzzle to solve). So to succeed you better first uncover the identity of key-holding Boss (by striking out other candidates after taking to villagers) before "striking" the outer rim - and then to "assassinate" just the one "right" Boss and escape to the Exit Portal. While player can beat the level using different, more "Rambo-ish/kill'em all" tactics (and some did, such achievement by itself can be appreciated and respected) - such will be much harder for him and is not the intended way for the map to be played.

The map has 3 hidden hints on Boss identity (not yet revelead by playthroughs so probably too subtile, people even wondered why "useless key" is there and what it opens):

  • In the starting house there is a scenery in a shape of arrow to the exit closer to the spawn spot of the "right" (key holding") Boss
  • Right after you exit the house (through a different exit though) you see grave with a shotgun on it- hinting who needs to be killed/in that grave to "solve" the mission
  • Outdoors have "useless" key is placed near spawn point of the "right" Boss with a path in a direction of Grave scenery.

New "surprise mutant" was added to the mod - snowman mutant, but it didn't work or emerge too rarely to be noticed.

External Links[]

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