Article 13

The Wolfenstein 3D Dome was the forerunner of this website, The Wolf Front. Brian Lowe and I ran it together for years. Brian quietly stepped away from the community in 2013. We do not know where life has taken him since then, but we hope he is doing well. This article is our way of preserving what he built, and of saying: we remember, Brian. Thank you.


Dome Awards: Every Mod That Earned Brian's Stamp of Approval

Before The Wolf Front, there was the Wolfenstein 3D Dome. Brian Lowe and I ran it together as the central hub for the Wolf3D modding community. Every month, when something truly worth recognising came along, Brian would hand out a Dome Award. Not a vote, not a poll, not an algorithm. Just one person who knew the game and the community inside out, watching carefully and calling out the work that deserved to be remembered.

The awards ran from January 2002 through November 2011. Nearly a decade of Wolf3D history, mod by mod, month by month. This is the complete record.

A quick note for newcomers: Wolf3D mods come in a few flavors. Some only swap out the levels. Others change graphics, sounds, and music too. The most ambitious ones, called TCs (Total Conversions), replace almost everything to create a brand new game experience on the Wolf3D engine. Later mods often carry the tag SDL, which just means they have been updated to run on modern Windows rather than old-school DOS.


2002: Where It All Began

January 2002 — The Tower by Paal Olstad

The very first Dome Award. Complex, well-designed Spear of Destiny levels packed with new features. A strong way to open a tradition that would run for nearly ten years.

February 2002 — Rising Evil by Haasboy Software

Brian singled out Level 8 as his personal favourite but was quick to say all 30 levels were pretty good. A mod that would later get a full sequel, also award-winning.

March 2002 — Project: Weltuntergang by Kuki

Each of the three episodes had its own distinct theme, backed up by many graphics, sounds, and source code changes. Brian's verdict was plain and honest: a pretty good set.

April 2002 — Chemical Warfare by Jack Ryerson

Very well designed levels that loosely follow the plot of Episode 4 of the original game. Some graphics came from other TCs, but the atmosphere of the original was kept intact throughout.

May 2002 — Berlin Express by Harry Mass Senior

Short but memorable. Brian specifically praised the train station and carriage scenes as "quite effective" and called it a very good set overall. Harry Mass Senior would go on to win multiple Dome Awards over the years.

May 2002 — Countdown To Disaster by Gary Ragland

Built around the same storyline as Wolf3D Episode 6, with high quality levels throughout and a mix of imported Spear graphics and new keys added to the experience.

May 2002 — CHAOS Software (Special Award)

Not a playable mod, but an award for outstanding engine development. Without people pushing the technical side forward, none of the more ambitious mods on this list would have been possible.

June 2002 — Ragnarok by A. Acquinucus

Quite extensive and held to a high standard. Brian's recommendation was straightforward: those who liked the original game would find this pretty good.

July 2002 — Zero Hour: Phase II (Final) by Martin Krysiak

High quality levels with new graphics and the addition of the Death Knight enemy. Martin thanked a long list of community contributors in the credits, which Brian made a point of mentioning.

August 2002 — AReyeP's Wolfenstein 3D (Special Award)

An award for AReyeP's outstanding texture library rather than a playable mod. A community resource the whole scene could draw from freely, and one that deserved recognition.

September 2002 — Castle Totenkopf v1.2 by Wolf Skevos-Jones

Well designed levels with good layouts, many source code changes, and new graphics and sounds. Wolf Skevos-Jones would become one of the most decorated creators in Dome Award history.

October 2002 — The Hunt by Harry Mass Senior

Brian pointed out something clever about the design: most levels contain pushwalls that you need to find and open just to reach the exit. Add in plenty of action and lots of mutants, and you have a set Brian clearly enjoyed.

December 2002 — Projekt: Vertilgung v1.3 by Zach Higgins and James Ingham

The final version of this mod. Brian praised the well designed levels and the significant amount of graphics, sounds, and source code changes the team had put in.


2003: The Community Finds Its Stride

February 2003 — Project Eisenritter by Wolf Skevos-Jones

Well designed levels with lots of good graphics and sounds, seven weapons, and new keys. Brian gave a specific shout-out to the "read this" section inside the menu, calling it particularly well done.

March 2003 — Den Of Evil by DTrade

Well designed and difficult to beat. Brian had a clear target audience in mind: if you like lots of dungeons and pushwalls, you will enjoy this one.

March 2003 — The Golden Episodes by Ariel Castañares

Well designed levels with lots of cool graphics and sound changes. Brian picked out one detail he liked especially: the text messages that appear at the start of each episode.

April 2003 — Operation: Heimzahlung by Wolf Skevos-Jones

Brian called this "an excellent effort." The levels look good, the actor sounds are particularly effective, and the in-game help screen is done well too.

May 2003 — Wolfenstein: Resurrection by Wes DesJardins

Good levels backed by many graphics, sounds, and source code changes. Brian noted that the first level is set mainly outdoors, which was a memorable touch at the time.

May 2003 — TRTD v1.0 by Executor

The final version of The Road To Despair. Graphics are vastly altered and the guard action is good. One of the few mods on this list that requires another mod to run.

June 2003 — Secrets Of The Grauburg Dungeons by Kuki

Brian liked that the predominantly grey colouring held together well visually and that the original feel of the game was still present throughout.

June 2003 — Wolf3D - TexZK's Story v0.8 by TexZK

Well designed levels with good effects like falling rain and snow. A practical extra that stood out: the player could choose between English or Italian menus.

July 2003 — Quest For The Amulet by Ian Skevos-Jones

BJ must stop the Nazis from getting their hands on an Egyptian artifact known as the Amulet of Anubis. Lots of graphics and sounds borrowed from WolfenDOOM, with creator Laz's permission.

August 2003 — Kristallnacht by ToMeanToDie

Most graphics and sounds are changed, but Brian was pleased that the atmosphere of the original Wolf3D game still came through clearly.

September 2003 — Remake by Ken O'Brien

Brian appreciated the thoughtfulness in how guards were placed throughout the levels. Several new wall designs were added, but the atmosphere and style of the original game remained intact. The title said it all.

October 2003 — Acktung! by Kurt (Ack)

A set with real history behind it. Some levels dated all the way back to the early 1990s, others were recent. Brian called them very well designed with lots of detail and noted that no new graphics or sounds were used. Just excellent mapping.

November 2003 — Halls Of Stonehenge by Majik Monkee

Set in a world of black magic and witchcraft, with levels by Majik Monkee and Ack. Brian called it "an excellent all round TC."

December 2003 — Dead World Rising by Great Wasabi

Well made levels with lots of Doom graphics and sounds woven through them. Brian felt it had a good Doom-type atmosphere and singled out the readthis screen as particularly well done.


2004: A Busy Year for Mappers

January 2004 — Batman: Wrath Of Mr. Freeze by Ian Skevos-Jones

Good seamless levels with new weapons, new keys, armor, and ambient sounds. Brian described the in-game help text as very detailed and said everything blends together well.

February 2004 — Project: Verwustung by Mario Maniac

Good levels with plenty of graphics, sounds, and code changes. Brian liked the variation in scenarios, including some outdoor scenes mixed into the action.

February 2004 — Project: Unzerstobarer Ritter by Mega Luigi

Quite extensive and well designed levels with many varied scenarios. Brian flagged one gameplay note worth knowing: at least two levels require finding hard-to-spot pushwalls just to reach the exit.

March 2004 — The Anticipation by Ack

Very extensive levels of a very high standard. Brian measured them directly against Ack's contest work and said these were at least as good.

March 2004 — The Last Mission by Martin Krysiak

Short but very high quality. Brian compared the level standard directly to Martin's contest entries, which was his way of saying: these are excellent.

April 2004 — Sensenmann by Mäx

Well designed levels spread across multiple episodes with a spooky atmosphere running through the whole thing, lots of code changes, and both English and German in-game help text.

April 2004 — The Alliance Of Powers by HellRaiser and StormBringer

Extensive, well designed, and well decorated levels with many varied scenarios. A solid Spear-based effort from two community creators working together.

May 2004 — Operation: Hundscheisse by Dumscheissekopf

Nicely decorated levels with many changed graphics and sounds. The SS guard has been replaced by a Dog Soldier, which Brian noted with clear amusement. Majik Monkee also contributed.

May 2004 — Dead World Rising 2 - Episode 2 by Great Wasabi

A blend of Doom and cartoon graphics and sounds that Brian felt fit together quite well. The levels hold up to a pretty good standard.

June 2004 — Coming Of The Storm by Wolf Skevos-Jones

Brian called this a traditional type of Wolf3D add-on, but one built on top of new actors, new weapons, a backpack, directional sprites, and ambient sounds. Well designed and well decorated throughout.

July 2004 — ZW1 - Phase One by De Zeurkous

Quite extensive levels with about the right amount of decoration. A straightforward, well-executed set.

July 2004 — HOS: Special Edition by Ack and Majik Monkee

A sequel to Halls Of Stonehenge, featuring several new enemies and two updated weapons. Brian's measuring stick was clear: at least as good as the original HOS.

August 2004 — A Time To Die by Lakota Bucksnort

Short but sharp. Well decorated and quite extensive levels. Fast moving and quite difficult to beat at times.

August 2004 — Wolf3D - Secret Missions 4 by Joshua Waight

The fourth and final entry in Joshua Waight's Secret Missions series. Well designed and decorated levels with new graphics and sounds, while keeping the feel of the original game.

September 2004 — The Untold Story by Mäx

Well designed levels with a detail Brian clearly found memorable: the opening level features friendly people who do not shoot at you. Very atmospheric, with a content note: some scenes contain blood, guts, and violence.

September 2004 — Operation: Letzterschutz by Majik Monkee and Ack

Levels spread across multiple episodes with contrasting styles and a wide range of scenarios. Consistent quality from two of the community's most trusted creators.

October 2004 — Paderborn by Lakota Bucksnort

Quite complex levels with a mix of original and newer graphics. Brian noted it can be quite difficult to play at times, which was clearly part of its appeal.

October 2004 — Operation: Mutant Strike by Dumsheissekopf

Well detailed and quite extensive levels. Fast moving, atmospheric, and full of mutants. This kicked off what would become a beloved multi-part series.

November 2004 — Monkee's Image World by Majik Monkee (Special Award)

Not a mod, but a resource. Majik Monkee's site offered a large selection of game sprites for the whole community to use freely. Brian gave it a Dome Award for the role it played in keeping the modding scene creative and well supplied.


2005: Raising the Bar

January 2005 — A Long Walk Back by Harry Mass Senior

Well designed, fast moving levels with a strong atmosphere, lots of mutants, and white officers. The Wolf3D and Spear feel stays intact throughout.

January 2005 — Operation: Mutant Strike 2 by Majik Monkee

Well designed and well decorated levels, quite extensive in size. Brian recommended players read the included story before playing.

February 2005 — Project Wolfgeist by Possum Trot

Well decorated levels with gun bobbing, in-game help, and a detailed storyline. Brian called the laboratory areas particularly atmospheric.

March 2005 — Dunkelburg by Michael Kalous

Quite extensive and nicely decorated levels using virtually all original Spear graphics. Brian's note was simple and honest: this one especially suits those who prefer the original game.

April 2005 — Abandon 2 - Purgatory by Possum Trot

Fairly extensive and well decorated seamless levels with graphics pulled from various sources. Brian said it all blends together quite well and retains the original Wolf3D feel.

June 2005 — Double Trouble v06 by Haasboy Software

A sequel to Rising Evil, the very first Dome Award winner. Quite extensive and well detailed levels with a long list of code changes including gun bobbing, weather effects, textured floors and ceilings, and exploding barrels.

June 2005 — Hitler Strikes Back by Havoc

Nicely designed and decorated seamless levels using mostly original graphics. A new Hitler was added, and the code changes include increased ammo and updated art screens.

July 2005 — Operation: Todpfad by Kyle Albert

Very well designed levels with directional sprites, shading, new weapons, and in-game help. Brian said it looked quite professionally done.

August 2005 — Resurrection Of Heimzahlung by Ling Yan Li

Made as a homage to Wolf Skevos-Jones. Features seven weapons, a motorcycle, landmines, and new enemies. Brian noted that some levels look similar to those in Wolf Skevos-Jones' original set.

August 2005 — Mutant Blobs From Uranus 3D by Ringman

Brian described this as a "fun type add-on." Quite large and well designed levels, with virtually everything replaced and blending together well. A mod that does not take itself too seriously, and is better for it.

September 2005 — WolfenDoom II - The True Depths Of Hell by Joshua Waight

As the title suggests, packed with Doom graphics and sounds. The levels are well decorated and it all comes together quite well.

November 2005 — Trench Warfare by The Josh

Extensive and well detailed levels with an impressive list of things not previously done in Wolf3D mods: uniform disguise, damaging barbed wire, iodine tablets, and defense maps. Genuinely novel for the time.


2006: Total Conversions Take Over

January 2006 — Nazi Operation by Thomas Weiling

Seamless, well designed, varied, and nicely decorated levels with contributions from WLHack, Loki, and Ack. A mix of original and new graphics keeps the Wolf3D feel. Brian said it all blends together very well.

February 2006 — Hotel Romanstein 4: Manga Quest by Mr. Choi

Further adventures in a hotel setting. Well designed levels that are quite heavily decorated at times. One of the few Wolf3D mods configured to run in OpenGL.

March 2006 — medEvil by Majik Monkee

Quite extensive and well designed levels with many varying styles. Virtually all graphics and sounds give the game an excellent medieval feel. Brian called it a very good set overall. Adam Biser, Little Cherub, Tricob, and Ack all contributed.

April 2006 — Episode One Revisited by Executor

Done in the original Wolf3D style with well made and quite extensive levels. Brian also praised the excellent alternative graphics file. Overall, he called it quite an enjoyable set.

April 2006 — Sewer Town by John Burnett III

Well designed and nicely decorated levels with a distinctive feel of its own. Brian highlighted that some code changes, including landmines, were quite advanced and had not been seen before. Five of the levels were made by Loki.

May 2006 — Crash Bandicoot by Little Cherub

Cartoon-like graphics executed well, sounds done well, and Brian said it all fits together quite nicely. A lighter take on the Wolf3D engine.

June 2006 — The Orb Of Dilaaria by Adam Biser

Exactly 3 years in the making. Brian called it "one of the most advanced TCs seen so far." Ack did most of the level design. The medieval graphics and sounds, combined with weather effects and transporters, made this a landmark release.

July 2006 — The Lost World Part 3: Heretic Cult by Kyo Kusanagi and Mac Mendoza

Mostly extensive and well decorated levels with virtually all graphics changed and blending well together. Includes colour shading, new weapons, and a kill and item count display.

August 2006 — Wolf-Extra III: Parts 1 to 6 by Paal Olstad

Six separate games, each with compact but very intense levels and its own slightly different version of the game engine. Brian stressed that playing these often requires a lot of thought.

August 2006 — Wolfenstein Reloaded - Final Version by KFH Games

Extensive and nicely designed levels where later episodes can only be accessed by completing the ones before them. The team's own visual style works well, and the code changes include optional textures, shading, and automatic weapon selection.

August 2006 — The False Spear by WLHack

Very extensive and well detailed levels with plenty of secret areas. Code changes include four keys, exploding drums and columns, and weather effects. Brian said fans of the Spear feel will not be disappointed.

September 2006 — Archives - Volume I by Ack

Some maps had been modified since their original creation, but all are extensive, well detailed, and quite atmospheric. Fairly difficult on the highest difficulty level.

September 2006 — Spear Of Destiny Mappack by Megabyte

All levels extensive, well designed, and nicely decorated. Coding was done by WLHack.

December 2006 — Archives - Volume II by Ack

The follow-up to Volume I. Brian kept his description tight and his praise clear: all levels are very well made, extensive, nicely decorated, fast moving, and very atmospheric.


2007: A Landmark Year

February 2007 — Castle Assault by Thomas Weiling

All levels designed and decorated well. Mostly original Wolf3D graphics, but with new bosses contributed by Bruno deo Vergilio and seamless progression between levels.

February 2007 — All This And Wolf3D by Thomas Weiling

Extensive, well designed, and well decorated levels. The Wolf3D feel is kept quite well, and the code even supports going back to earlier levels, which was not a standard feature at the time.

February 2007 — Spear Revisited by Executor

Seamless, quite extensive, well designed, and well decorated levels. Many changed graphics and sounds, though the original Spear feel is retained. Two guest levels were contributed by thejosh and Brian himself.

March 2007 — Nazis With Attitude by Michael Collin

Extensive, well designed levels with some really good music and a mix of old and new graphics. Brian noted it has a humorous feel at times, but still retains much of the original Wolf atmosphere.

March 2007 — DOOM: Legions Of Hell v1.02 by insurrectionman

Virtually everything replaced to create a great Doom atmosphere. Brian said it "looks very professionally done." A convincing conversion of one classic into the engine of another.

April 2007 — Hitler's Ark by Michael Collin

Extensive and well designed levels with graphics and sounds that fit well with the storyline. Animated dead guards and Directional Sprites give it a feel that is distinctly its own.

May 2007 — Operation Weltmeisterung by Mario Maniac

Seamless, well designed, and well decorated levels. Graphics and sounds blend in well and the Wolf3D feel is retained, alongside breakable pillars and a timer display.

May 2007 — Operation Wintersturm by WLHack

Only three levels, but Brian awarded it anyway because of the sheer quality. Virtually all graphics and sounds replaced, with outdoor areas Brian described as especially atmospheric.

June 2007 — Mac-enstein Second Encounter by Andy Nonymous

Well designed and decorated levels that give a good emulation of the Mac version of Wolf3D. Brian said this would especially suit those who have never played the Mac version before.

August 2007 — Northern Darkness by Mäx

Extensive, well designed, and well decorated levels spread over three episodes. Virtually all graphics, sounds, and music were replaced by Mäx. Brian said it looks quite professional.

August 2007 — IRONY by Lakota Bucksnort

Fast moving and quite hard to beat at times, though all levels are beatable. Brian pointed out this one especially suits fans of the old school type of game and those who like a challenge.

September 2007 — Quest For The General by Thomas Weiling

Seamless, high quality levels combining well with a mix of new and original graphics. The Wolf3D feel is retained well throughout.

September 2007 — Guns And Glory by Little Cherub

Levels spread over five episodes with quite a number of different scenarios. Many complex code changes including transporters, extra weapons, and textured ceilings and floors. Little Cherub recommended reading the enclosed "before playing" file before starting.

September 2007 — The Final Fight by James Shain

Levels made by James, Ack, and Brian himself. Graphics changes by WLHack fit well with the originals. The Wolf3D feel is retained with some thoughtful additions to the menu and episode presentation.

October 2007 — Trilogy Revisited + Nocturnal Missions by Serpens

The first three episodes had been released before as Trilogy Revisited. The new Nocturnal Missions episodes are nicely made in the original Wolf3D style. Brian said the use of different types of guards was done very well and called it a very good set for fans of the original game.

December 2007 — Escape From Castle Holle by Dean Horton

All levels extensive and well designed. A mix of old and new graphics, plus new sounds and a changed music order. Fast moving, as most levels have a lot of guards. Brian said it all blends together quite well.


2008: Pushing the Engine Further

January 2008 — Weltgericht by Mega Luigi and Mario Maniac

Seamless, extensive, well designed, and well decorated levels with virtually all graphics, sounds, and music changed. Several new enemies, artefacts, extra keys, teleporters, and exploding objects. Brian said it all blends well together.

April 2008 — The Bitter End by Thomas Weiling

Designed and decorated very well, with code changes allowing for an unusually high number of static objects and guards per level. No graphics changes, keeping the original Wolf3D feel intact. Thomas noted the game follows the plot of Episode 3.

May 2008 — Castle Grom by Raziel

Very extensive levels with a good mix of Wolf3D and Rise of the Triad graphics and sounds that blend quite nicely, and new music that fits well. Code changes include seamless levels and gun bobbing.

May 2008 — Klooni by KFH Games

A Doom to Wolf3D conversion that set out to bring as much of the Doom gameplay experience to Wolf3D as possible. Brian said the resulting Doom atmosphere is very realistic indeed. A remarkable technical achievement.

June 2008 — Resistant by Warthower

Well designed and decorated levels with a moody medieval atmosphere. Features include rain, a star sky, destroyable objects like hanging flesh and pinboards on walls, and a crosshair. Brian also noted there is no score or lives system, which gives the mod a very different feel from standard Wolf3D play.

July 2008 — Boesenstein by Vincent

Extensive and well designed levels with graphics and sounds drawn from several other mods alongside Vincent's own work. The mix keeps the Wolf3D feel somewhat while also giving the mod an atmosphere of its own.

August 2008 — The Lost World Part 1: The Dark Orthodox by Richter Belmont and Mac Mendoza

Quite extensive and well made levels, with three contributed by Valts. Advanced code changes include earthquake effects and reloadable extra weapons. Brian said the game has quite a good medieval feel.

September 2008 — Absence by Havoc

Seamless levels covering a wide range of scenarios. The code changes are many and complex: buying implants to improve weapon strength, switching to emergency power, passwords, diaries, shock barriers, and exploding barrels. Brian singled out the log disc feature as very impressive for the way it helped turn the game into more of an action role-playing experience rather than a straight shooter.

December 2008 — W.O.L.F. by Thomas Weiling

Well made and nicely decorated levels. Most graphics have not been changed and the original Wolf3D feel remains. Brian said this is a very good set that especially suits those who prefer the original game.


2009: New Tools, New Ambitions

April 2009 — Wolfenstein: Umbrella Beginnings by Jayngoware

The first episode of what would become a trilogy. Quite extensive and well made levels with a mix of new and original elements that blend quite well. Although it retains the Wolf3D atmosphere somewhat, the mod also has a feel of its own.

April 2009 — Step Two by Harry Mass Senior

Extensive, well made levels where the placement of the guards is, as Brian put it, particularly good. The action is fast moving and mutants appear often.

May 2009 — Frayed (Full Version) by Venom Inc.

Fairly extensive, well made levels with a new enemy called the Blood Doll, improved aiming, and a new rating screen. Brian said it all blends together very well.

October 2009 — Hotel Romanstein Gold Edition 2 (SDL) by Mr. Choi

Set in a hotel scenario with extensive, well made levels. Virtually all graphics and sounds replaced, with new music that fits everything together very well. Brian added a content note: most of the actors are sparingly dressed.

November 2009 — Krucible - The Wasteland by Venom Inc.

Well made levels with good decoration and a range of scenarios that reflect the storyline well. Code changes include toxic pools that damage the player and seamless level progression.

December 2009 — Project: X by Richter Belmont and Mac Mendoza

Extensive and well made levels with virtually all graphics and sounds changed. Many advanced coding features: a mini-map, 15 reloadable weapons, 20 enemies, advanced shading, and different types of doors depending on the level. Brian called it very professional.

December 2009 — NovoWolf by Thomas Weiling

Seamless and well made levels with good decoration, a new enemy, and 2 brand new bosses. Changed sounds and music, but the game still retains a Wolf3D feel. Brian praised the in-game help text as well written and very informative.


2010: The SDL Era Arrives

January 2010 — Confrontation by Lakota Bucksnort

Extensive, well made, and action packed levels that retain the Wolf3D feel and blend together very well. The levels are quite challenging at times, but beatable. Brian noted it especially suits those who like the atmospheric feel of the original game.

February 2010 — acktung 2: The Last Waltz by Ack

Like with the original Acktung! set, these maps are very well made: extensive, well designed and decorated, and they create a lot of atmosphere.

April 2010 — Castle Totenkopf SDL Edition by Wolf Skevos-Jones

A reboot of Wolf Skevos-Jones' first mod, the September 2002 award winner, now using a modern source port. Features include new graphics, high-quality sounds and music, a scoped rifle, usable MG42s, smarter enemies, and light shading. A full circle moment for one of the community's most recognised creators.

June 2010 — Spear Of Destiny Reloaded by KFH Games

Extensive, well made levels with virtually all graphics and sounds new. Brian especially liked the weapon designs and hand drawn guards. Features include player profiles, throwable grenades, and a trigger system. Brian said playing it "feels like playing a completely new game."

October 2010 — Sod, Haven Style SDL by Dark_wizzie

Very extensive and well made levels. Most graphics and sounds are from the original game, keeping the Spear of Destiny feel intact. Gameplay can be quite challenging on the highest difficulty.

November 2010 — Operation: End Epidemic by Jayngoware

The second episode in the Wolfenstein: Umbrella Beginnings trilogy. Extensive, well made levels with new features including movable objects, collectables, puzzles, and awards.

December 2010 — Foxenstein 3D Version 1.0 by The Silver Fox

Mostly huge, quite complicated, very well designed, and nicely decorated levels. Source code changes include four keys, destructible columns and barrels, new enemies, seven weapons, and shading. Brian called it quite an impressive set overall.


2011: The Final Chapter

January 2011 — DHW SDL Mapset by DieHard Wolfers

A 60-level Wolf3D SDL mapset made by mappers of the DieHard Wolfers forums. The maps are very well made and offer both a nod to the original episodes and the more unique styles of the individual mappers: Ronwolf, AReyeP, Serpens, Thomas Weiling, Dean, Arielus, Schabbs, and Ack. The set is dedicated to Liza Walley.

March 2011 — This Spear SDL by Dark_wizzie

Extensive levels made to a very high standard of mapping. Some imported graphics have been added but the original Spear feel has been retained well. Brian called it a very enjoyable set.

March 2011 — 1945 The End Of The Third Reich by Penguindog55

Extensive and well designed seamless levels, some set outdoors. A mix of original, imported, and new graphics, sounds, and music that all blends together very well.

April 2011 — Wolfenstein Sextilogy 3 by Executor

The first three episodes of a planned six. Brian called this release a quantum leap over the previous edition, with a new Windows engine bringing additional sounds, floor and ceiling textures, and improved controls.

April 2011 — DeathTrigger by M2 SOFTWARE

Well made action-themed levels with nearly all graphics new and hand-drawn. Code changes include extended view and useable objects. Brian said it all fits together well.

April 2011 — Unsung SDL by Nembo

A World War I based mod with very well made levels. Virtually all graphics changed, new sounds and music, and a strong feel of its own. Brian said it "feels more like a new game rather than a mod." High praise.

June 2011 — The Spear by Penguindog55

A prequel to 1945 The End of the Third Reich. Well designed and nicely decorated levels with secrets that are easier to find than usual, often marked with a skeleton near the wall. A mix of original and imported graphics and sounds that keeps the Spear feel well intact.

July 2011 — Ipank7000's Mapset SDL by Ipank7000

All levels made to a high standard of mapping with the goal of staying as close to "pure Wolf3D" as possible. Minimal changes to the engine were made. Brian called it a very good set that especially suits those who like the original game.

September 2011 — DieHard Wolfers TC SDL by The DHWTC Team

Three episodes with a wide range of mapping styles that all blend in well together, supported by a very good storyline. Mappers include Loki, Arielus, Adam Biser, Ack, Merthsoft, Ringman, Dean, Ronwolf, and Brian himself. Virtually all graphics, sounds, and music are new.

October 2011 — Tristania3D by Lambda Team

A tribute to the gothic metal band Tristania. Large, well detailed levels including super secret and challenge levels, with the opening two set mainly outdoors. Virtually all graphics, sounds, and music replaced. Brian said the resulting gothic feel is quite effective.

October 2011 — 10 New Ones SDL by Thomas Weiling

Very well made levels with a wide variety of scenarios. As this set concentrates on high quality mapping, Brian said it especially suits those who like playing the original game.

October 2011 — Operation: Mutant Strike 3 (The Last Mutation) SDL by Majik Monkee

The conclusion to the Operation: Mutant Strike series, a franchise that started all the way back in October 2004. Ten seamless levels, story screens between certain levels, and hordes of mutants and monsters. A fitting send-off for one of Wolf3D modding's most beloved series.

November 2011 — Spear Resurrection: 10th Anniversary Edition SDL by AReyeP

All new levels, with bosses that are tougher on harder skill levels and secret pushwalls marked by odd objects or pictures on the wall. A fitting way to close the award record: AReyeP first received a special Dome Award back in August 2002 for a texture library, and now closes the list with a full polished mod nearly a decade later.


The End of the Record

November 2011 was the last Dome Award Brian gave out. He stepped away from the community in 2013, and the Dome has been quiet ever since. What you have just read is the complete record of what he recognised and why, preserved here on The Wolf Front so that it does not disappear.

Looking back at this list, a few things stand out. Creators like Thomas Weiling, Ack, Majik Monkee, Wolf Skevos-Jones, and Harry Mass Senior show up again and again across almost a decade. Some mods were total conversions that barely resembled Wolf3D anymore. Others were pure mapping sets with nothing changed but the levels themselves, and Brian awarded those just as readily when the quality was there.

Brian never awarded something because it was flashy. He awarded it because it was good. That consistency across nearly ten years of monthly reviews is its own kind of achievement.

Wherever you are, Brian, this one is for you.


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