2710 lines
116 KiB
Plaintext
2710 lines
116 KiB
Plaintext
(Previous maintainer: Stanley Stasiak.
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THE DISCLAIMER:
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#include <all_kind_of_crap_about_me_only_supplying_this_info_and_no_guarantees_
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against_(insert_your_favourite_stuffup_or_natural_disaster_like_flood_
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earthquake_alignment_of_all_solar_planets_or_invasion_of_inter_dimensional_
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monsters_(aka_DOOM)_)_and_no_responsibility_liability_for_any_multi_million_$$$
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_damage_and_stress_related_loss_of_hair_while_you_are_reaching_for_the_reset_
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button_and_your_boss_walks_in___blah_blah_blah____.h>
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===============================================================================
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WOLFENSTEIN-3D and SPEAR of DESTINY
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FREQUENTLY ASKED QUESTIONS.
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by
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Adam Williamson
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(adam@scss.demon.co.uk)
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[Version 4.15]
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Last Revised on: Thursday 15 1994 18:37 GMT (Greenwich Mean Time)
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********************************************************************************
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Note: 1) From here onwards 'Wolfenstein-3D' will be referred to as
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'Wolfenstein' or 'Wolf3D', and 'Spear of Destiny' will be referred
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to as 'Spear' or 'SoD', to avoid verbosity. Information about
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Wolfenstein applies to Spear as well, unless differences are noted.
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2) All specific names included herein are trademarks and are so
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acknowledged: iD, Apogee, FormGen, Wolfenstein-3D, Spear of Destiny,
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PkWare, PkUnzip, SoundBlaster, etc. (forgive if any missed out)
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********************************************************************************
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TABLE OF CONTENTS
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0.0 About the FAQ.
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0.1 The Copyright Notice.
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0.2 Foreword.
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0.3 Id, Apogee vs the FAQ.
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0.4 How can the Wolfenstein FAQ author be contacted?
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0.5 How can I obtain the most recent version of the Wolfenstein FAQ?
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0.6 The NEW INFO coding system within the FAQ.
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0.7 Wolfenstein & SoD related files availability via FTP.
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1.0 The Wolfenstein Novice Questions (The bunch that new users usually ask).
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1.1 What are Wolfenstein-3D and Spear of Destiny?
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1.2 What are the requirements to run Wolfenstein?
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1.3 Where can I get Wolfenstein from?
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1.4 How do I unpack shareware Wolfenstein?
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1.5 How do I install it to HD?
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1.6 Can I play Wolfenstein from a floppy disk?
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1.7 What's with the game version numbers?
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1.8 Are there map/graphics editors available, and where?
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What are they? And which files do they change?
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1.9 Are there different sets of ready made Wolfenstein maps/graphics files,
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and where?
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1.10 How can I CHEAT in Wolfenstein?
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1.11 How can I contact iD Software?
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1.12 I think I found an error in the FAQ.
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1.13 Is Wolfenstein available on any other platform than an IBM compatible?
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1.14 Where can I find version x.y of Wolfenstein?
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1.15 Where did iD get the inspiration for Wolfenstein?
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2.0 Specific questions about the game.
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2.1 What do all those guards say in game? (for those with SoundBlaster
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or compatible)
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2.16 How many hits do all those enemies take?
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2.17 What weapons do all those enemies carry?
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2.2 What's the difference between the difficulty levels of the game?
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2.3 What are the secret rooms/doors in the game? How can I find one?
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2.4 What are secret levels in Wolfenstein? How can I find one?
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2.5 What is that funny object/sprite in the game?
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2.6 What is the purpose of the codes listed at the end of game stats?
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2.7 Are there ghosts in Wolfenstein? If so where? Can I kill them?
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2.8 What do other objects apart from ammo, food, etc. do?
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2.9 I've heard you can drink blood in Wolfenstein? Is that true? How?
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2.10 What is 'Death Cam'? How is it activated?
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2.11 What is the Jukebox feature of Wolfenstein? How is it accessed?
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2.12 What are those music tunes in Wolfenstein?
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2.13 What is that Morse code message in Wolfenstein?
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2.14 Are there any more cheats/hints available?
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2.15 The Statistics & Records Section (Numbers about the game).
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3.0 The FLAMING Section. (You're annoyed with Wolfenstein because...)
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3.1 It crashes.
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3.2 The sounds are all screwed.
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3.3 You are left with a gun and 8 bullets after you die.
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3.4 It's too hard.
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3.5 It's too easy.
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3.6 You keep running into the walls and missing the doors.
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3.7 You are feeling dizzy while you play it.
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3.8 It never gives you 100% stats at the end of level/game.
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3.9 You always run out of ammo/health.
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3.10 You can never find any secret rooms.
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3.11 You can never find a secret level.
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3.12 You always get nuked by that big bad boss (guard) at the end.
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(The strategies for defeating the bosses).
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4.0 Map/Graphics Editors Section (If you're messing around with map/graphics
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files then this section is for you).
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4.1 Discussion of available map/graphics editors.
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4.2 Rules to follow when editing.
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4.3 Common editing errors (What not to do and what they'll produce).
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4.4 Map/Graphics files version conversion.
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4.5 Editors compatibility with the game and each other.
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4.6 How to make a hardcopy (printout) of the maps.
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5.0 Wolfenstein Add-On Section.
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(Discussion of extra levels/graphics you can get)
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5.1 Extra levels.
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5.2 Extra graphics.
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5.3 Other Add-ons & Utilities.
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6.0 Wolfenstein Bugs & Problems (known to date),
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and how to fix or get around them.
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6.1 Hardware problems.
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6.2 Software problems.
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6.3 Game specific problems.
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7.0 Wolfenstein Spin-offs.
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7.01 Catacomb Abyss.
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7.02 Blake Stone 3D.
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7.03 Doom.
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7.04 Ken's Labyrinth.
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7.05 Hugo's Nitemare 3D.
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7.06 Doom 2.
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7.07 Terminator: Rampage.
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7.08 Corridor 7.
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7.09 The Fortress Of Dr. Radiaki.
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7.10 Operation Bodycount.
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7.11 Rise Of The Triad.
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7.12 Heretic.
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7.13 Duke Nukem 3: 3D.
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7.14 Shadow Warrior 3D.
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7.15 Ruins 3D.
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7.16 Quake.
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8.0 Acknowledgements.
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9.0 Revision History.
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10.0 Future Additions To The FAQ.
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END OF TABLE OF CONTENTS
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-------------------------------------------------------------------------------
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0.0 ABOUT THE FAQ.
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0.1 THE COPYRIGHT NOTICE.
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*******************************************************************************
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I hereby grant the right to anyone who wishes to freely reproduce
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WOLFENSTEIN-3D and SPEAR of DESTINY FAQ in part or in full in any electronic
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or written form provided that the author as well as the acknowledged people
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(Section 8.0) are given due credit.
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Adam Williamson
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- new maintainer of Wolfenstein-3D and Spear of Destiny FAQ
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Date: Nov 11th, 1993.
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*******************************************************************************
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0.2 FOREWORD.
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Ok, It's been a couple of years now since the first release of this FAQ.
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Wolfenstein-3d has been out and available as shareware for over 3 years.
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Originally I wrote the FAQ to stem the very large number of posts and questions
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on Usenet's comp.sys.ibm.pc.games about this game.
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I must say that I think I've been successful in conserving some bandwidth by
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provision of this regular (most of the time) article.
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This FAQ will be availible on the Games Domain WWW site
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(http://wcl-rs.bham.ac.uk /GamesDomain) and FTP site (wcl-rs.bham.ac.uk) and
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will be posted whenever I remember (about every month) to the Internet
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usegroups comp.sys.ibm.pc.games.action and alt.games.apogee.
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I would like to thank all of the contributors to this FAQ.
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0.3 Id, APOGEE VS THE FAQ.
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Now hear this!
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Apogee and iD Software have nothing to do with this FAQ.
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They do not give me support with it (not counting some e-mail thanks from
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J. Wilbur at iD Software).
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This is NOT an official publication of either iD Software or Apogee.
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The information contained within this article is provided 'as is' as I collect
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it from various Usenet sources.
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I do make an effort to check whether the information is correct at the time of
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the post, but as usual no guarantees are provided.
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0.4 HOW CAN THE WOLFENSTEIN FAQ AUTHOR BE CONTACTED?
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I can be contacted via Internet e-mail at the following address:
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adam@scss.demon.co.uk.
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0.5 HOW CAN I OBTAIN THE MOST RECENT VERSION OF THE WOLFENSTEIN FAQ?
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1) Drop me an e-mail (--> See Section 0.4).
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OR
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2) Get it from the FTP site wcl-rs.bham.ac.uk.
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OR
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3) This article is also reposted about every month on
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comp.sys.ibm.pc.games.action.
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OR
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4) Read it on the WWW site http://wcl-rs.bham.ac.uk /GamesDomain.
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0.6 WOLFENSTEIN & SOD RELATED FILES AVAILABILITY VIA FTP.
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Throughout this FAQ I'll be refering to some Wolfenstein related files.
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These can be obtained through Internet FTP archives.
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ftp.cc.umanitoba.ca [130.179.16.24]
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directory:
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/pub/wolf3d
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is the official wolf3d site.
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****** <<<<<< (will be referred to as 'MANITOBA' from now on) >>>>>> ******
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I will not include any information on wolf3d related files unless they make
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their way to one of these sites. (Nope, wuarchive.wustl.edu won't do Sorry!)
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If you don't know how to get them there or don't want to do it yourself
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or don't have ftp access then send them to me. I'll be happy to upload them
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for you.
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1.0 THE WOLFENSTEIN NOVICE QUESTIONS.
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===============================================================================
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1.1 WHAT ARE WOLFENSTEIN AND SPEAR OF DESTINY ?
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Wolfenstein-3D is a 3-dimensional action game from iD Software.
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(distributed as shareware by Apogee). Spear of Destiny is the commercial
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sequel of the same game that includes some enhanced graphics.
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OBJECTIVE: Survival/Exploration
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TYPE: Action
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VIEW: First person 3-dimensional perspective.
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FEATURES: Smooth scrolling gameplay and character animation.
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Full 360 degrees view sweep at any angle.
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VGA graphics (320x200x256), SB/SB-Pro/Adlib/Sound Src support
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Mouse/Joystick/Gravis pad/Keyboard interface.
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DIFFICULTY LEVELS: 4
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VIOLENCE RATING: PC-13 (profound carnage - analogous to the movies' PG-13)
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COMMENTS: Impacts visually. Highly addictive. Slighty violent.
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STORY LINE: In Wolf3D: Basically you're a WWII allied spy imprisoned in Germany
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and you're trying to escape (full story included with the game).
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In SoD: Capture the Spear of Destiny from a Nazi stronghold.
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AVAILABILITY: First part of Wolf3D is shareware. Extra parts can be ordered
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from the distributor (more later). For Spear there is a 2-level
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demo version and the full version can be obtained at your local
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software store. There are now SoD: Missions 2+3 availible as well.
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STAGES: Wolf3D: 6 episodes (parts) each containing 10 levels.
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The shareware version only contains episode 1.
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The registered version (pay $$) contains either 3 or 6 episodes.
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Altogether there are 10, 30 & 60 levels in the shareware and
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two registered versions.
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SoD: 1 set with 21 levels of pulse-pounding action.
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The demo version only contains the first 2 levels.
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The registered version (pay $$) contains the full 21 levels.
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WARNING: Some people have reported being sick after playing or watching
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others play (a kind of motion sickness if you like). --> See 3.7
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1.2 WHAT ARE THE REQUIREMENTS TO RUN WOLFENSTEIN?
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HARDWARE REQUIREMENTS:
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Processor: 80286 or better (Nope won't run on XT).
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Graphics: 256Kb VGA or better.
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Memory: 580Kb Conventional. Also supports EMS, XMS.
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If EMS/XMS are available the game will use them to preload
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some of the graphics data.
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Hard Disk: Wolf3D: Approx. 1.38Mb (Shareware version)
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Approx. 2.40Mb (Full 6 episodes version)
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SoD : Approx. 1.24Mb (Demo version)
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Approx. 3.06Mb (Full 21 levels version)
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(Support SB, SBPro, Adlib)
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OPERATING SYSTEM & COMPRESSION UTILITY COMPATIBILITY
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-----------------------------------------------------------------------
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DOS : 5.0, 6.0 (should be downward compatible to 3.3 but wasn't tested)
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Other OS's : OS/2,
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Windows: (Note if you've got a SB device driver
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installed under Windows or a Windows TSR
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like an hour chime running it may interfere
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with some of Wolfenstein's digitized sounds)
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Running WOLF3d/SoD under Windows isn't really recommended.
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Windows NT: unknown. (anyone?)
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DR-DOS 6.0
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Compatible with: Stacker: Yes (2.0 & 3.0)
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Superstor: Yes
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DOS 6.0's Double Space: Yes
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1.3 WHERE CAN I GET WOLFENSTEIN FROM?
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You can ftp Wolf3D game from MANITOBA, locating it in /pub/wolf3d .
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It is archived as a PkWare's ZIP file (wolf3d14.zip).
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You can also ftp it from UWP. Look in /pub/msdos/games/id (file 1wolf14.zip).
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(Note: ziped with PkZip v2.04g)
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You must have PkWare's PkUnzip software to unzip the .zip file.
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(You can obtain the pkzip/unzip software from garbo.uwasa.fi /pc/arcers
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filename = pkz204g.exe)
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The archive size is approximately 750Kb.
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There is an unpacking installation with this latest version (v1.4) of
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Wolfenstein so there should be no problem with getting started.
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You can also get a full version from Apogee (iD's Wolfenstein distributor).
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Info on ordering is included in the shareware version.
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Lately the full version has also been commercialised and should be available
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from local software stores and other retail outlets (such as K-mart).
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(This info is U.S only. Other countries may have had it available this way
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for a long time now).
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You can ftp the demo of SoD from the same two sites (file soddemo2.zip).
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The archive size is approximately 740Kb.
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You can get a full version from FormGen (iD's Spear of Destiny distributor).
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Info on ordering is included in the demo version. SoD may also be obtained
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from your local software store.
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1.4 HOW DO I UNPACK SHAREWARE WOLFENSTEIN?
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You'll need PkWare's PkUnzip software (version 2.04g) to 'unzip' the file.
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Create a spare directory, then copy the file you've obtained into it.
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Next use pkunzip to unarchive the file. Like so:
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pkunzip wolf3d14.zip
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pkunzip soddemo2.zip
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(Assuming your pkunzip.exe is on DOS's command path.)
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1.5 HOW DO I INSTALL IT TO HD?
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Through unarching the program in 1.4 above, an INSTALLATION copy of the game
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was placed in the current directory. Just run INSTALL program supplied to
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install a runable copy on your HD.
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You can delete the INSTALLATION copy once a runable copy has been made
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(to save disk space of course).
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NOTE: Initially you'll need ~4Mb of HD space to unpack and install the game.
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For the SoD demo, unarching the program in 1.4 above will place a runable copy
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on your HD and you don't need to take any further installation steps.
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1.6 CAN I PLAY IT FROM FLOPPY DISK?
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You can play the shareware version of Wolf3D and the demo of SoD from floppy
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disk since it's only about 1.38/1.24Mb (we're talking 3.5" High Density disk
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here). You'll have to install it to a hard disk first and then copy it across
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to a floppy disk.
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The full registered versions of Wolfenstein and Spear are much too big for a
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1.44Mb floppy (unless you have something like a 20Mb floptical disk drive :) on
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which it would easily fit).
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The performance of the game running from a floppy is much the same except when
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you first load it up it takes it about a minute to load up all the graphics/map
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info, so just wait patiently. It's a bit slower between the levels as well.
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In the game itself there is usually no speed differential except in certain
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parts where it brings in a page of graphics for some wall panels. You can then
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notice a split second pause.
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1.7 WHAT'S WITH THE VERSION NUMBERS?
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The most current version of Wolfenstein 3D is 1.4. The newest version fixes all
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known bugs (as did 1.1 at the time, etc.) Apart from that there is not much of
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a difference unless it comes to map/graphics editors. --> See 1.8, 1.9 & 4.X
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A breakdown of the versions and what the differences are is below.
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(If you never played Wolfenstein this will sound meaningless, but then again
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if you NEVER played Wolfenstein then where were you this past two years? ;)
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NOTE: There may have been some other bugs fixed between the versions which I
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don't know about, so if you think you know e-mail me.
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v1.0 - First release (05/05/92)
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v1.1 - Fixed some secret doors map bugs (on level 7 & 8 in episode 1 there
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were secret doors left out) and also some video problems (06/10/92)
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v1.2 - Secret level elevator bug was fixed (introduced in 1.1 :( ) (06/22/92)
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v1.3 - Was never released.
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v1.4 - Fixed something but I forgot what. It also changed slightly the graphic
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backdrop on the opening screen and other menus, changed the interior
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elevator graphic and added a calibration routine in the joystick setup
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menu. (12/03/92)
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The dates next to versions are the file stamp dates of the game .exe file.
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They are not the actual market release game dates.
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There were other 'internal' changes between versions but they are only relevant
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to mapping programs. --> See 4.X
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The version numbering of Spear seems to have gone through the same routine,
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but currently I only have info on the initial release:
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v1.0 - First release (09/28/92)
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v1.1 - No information available (yet? call on info)
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v1.2 - " " " " " "
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v1.3 - " " " " " "
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v1.4 - Final release, changes from previous versions unknown
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(01/05/93)
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1.8 ARE THERE MAP/GRAPHICS EDITORS AVAILABLE, AND WHERE?
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WHAT ARE THEY? AND WHICH FILES DO THEY CHANGE?
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Map/Graphics editors can be obtained from the same ftp site as the game.
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No, they are not written by iD or Apogee nor supported by them.
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(Also --> See Section 4.2)
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READ THIS! IMPORTANT! READ! THIS! IMPORTANT! READ! THIS! IMPORTANT!
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****************************************************************************
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Apogee ask that you ONLY edit registered wolf3d. The latest level editors
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will ONLY work on registered versions. Will FTP sites PLEASE withdraw levels
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and graphics capable of running on shareware wolf3d. Anything that will work
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on registered wolf3d/SoD, and ONLY registered, is OK.
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****************************************************************************
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Ok, continuing on...
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You can even share with the world your own map/graphics creations for
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Wolfenstein by uploading it to UWP in /pub/incoming/id .
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(--> See 1.9 for a complete list of iD's directories for that site.)
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NOTE:!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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You are strictly not allowed to distribute the executable files from the
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registered full version of the game, i.e. any .exe files.
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Nor anything from the game for $ unless selling the game to third party
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(Legitimate registration transfer).
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The editors have been obtained by reverse engineering the map/graphics files
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and producing programs that changed those files in a manner consistent with the
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game requirements of them.
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The editor archives are:
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maped41.zip map viewer/editor
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maped42.zip " " "
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maped6.zip " " "
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wolfed21.zip graphics viewer/editor
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wolfm160.arj map viewer/editor version convertor
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maped8.zip map viewer/editor
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The last one will let you convert between different versions of Wolfenstein
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since the map encryption for 1.0 is not compatible with 1.1 and upwards
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(and you may feel left out if you designed maps before with 1.0 and now have
|
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1.1 or 1.4, etc. Not so!
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BTW: 1.1 through to 1.4 are map/graphics compatible as known to date.)
|
|
|
|
Also maped41[42][6]/wolfm160 will automatically detect what version of
|
|
Wolfenstein you have installed so you need not worry if you don't want to
|
|
convert maps (upgrade/downgrade (!) them).
|
|
|
|
All of these files include ample docs with them, if you already have them and
|
|
want some tips or help on their differences and shortcomings, then --> See 4.X
|
|
|
|
In order to make the Map editors work for Spear of Destiny, an enhanced version
|
|
of the .DEF files must be used. They should be obtainable in the same ftp sites
|
|
as the map editors (file wmapdefs.zip and others). If you can't find them, some
|
|
minor work will need to be done. Find the wall types (MAPDATA.DEF) and the
|
|
object types (OBJDATA.DEF) that are undefined and define them in your *.DEF
|
|
files.
|
|
|
|
The aforementioned editors change the following files:
|
|
|
|
Map editors:
|
|
MAPHEAD.XXX
|
|
MAPTEMP.XXX
|
|
GAMEMAPS.XXX
|
|
where XXX is either .WL1 for the shareware version or .WL3 and .WL6 for the
|
|
registered 3/6 episode versions respectively.
|
|
Note that GAMEMAPS.XXX replaced MAPTEMP.XXX in versions of Wolfenstein 1.1 and
|
|
higher, i.e. MAPTEMP.XXX is only present in v1.0. It doesn't really make any
|
|
difference since the map editors will recognize that.
|
|
For Spear, XXX is either .SDM for the demo version or .SOD for the full
|
|
version. To have some of the map editors work with them, you'll need to rename
|
|
them to .WL6 files and then back to play the game.
|
|
Please consult Section 4.1 to see if the map editor you're using will recognize
|
|
SoD .SDM & .SOD file extensions.
|
|
|
|
Graphics editors:
|
|
VSWAP.XXX
|
|
where XXX is as before.
|
|
|
|
My own word (Adam) on level editors:
|
|
|
|
Basically, GET ONE NOW! They are very, very good. I use mapedit 8.0. I have
|
|
a regular conversation going with Warren Buss, one of the writers, and 8.1
|
|
is done, but not on general release. They are adding Corridor 7 support, and
|
|
it will be released with a higher no than 8.1 when this is done. Mapedit 8.0
|
|
supports every single object in wolf3d, and has many useful features. It
|
|
also supports SoD and Blake Stone 3D. Before anyone asks, there are NO plans
|
|
for Rise Of The Triad support - it is too different. Also, levels are very
|
|
easy to knock up quickly, but don't. It is not as bad as Doom (2 months
|
|
per level!), but try and think about it. Get the player lost. Build in
|
|
traps.
|
|
Graphics editing is very fun, but you need to be a reasonably talented
|
|
computer artist, prepared to work for a long time to achieve results. Enemys
|
|
have 20+ frames of animation, and these all need to be changed. I am working
|
|
on a major add-on, Warhammer Wolfenstein, which is being done with two
|
|
friends - they work on graphics, I do levels. We will have something decent
|
|
out by february 95.
|
|
|
|
1.9 ARE THERE DIFFERENT SETS OF READY MADE MAPS/GRAPHICS FILES, AND WHERE?
|
|
|
|
If you are looking for an alternative set of map or graphic files for your
|
|
Wolfenstein game then the sites mentioned in Section 0.7 carry them as well
|
|
in the same or sibling directories.
|
|
MANITOBA has the add-on maps/graphics/editors, etc. in the same directory as
|
|
the game i.e. /pub/wolf3d .
|
|
Make sure you look through an index file (normally 00index* or README to see
|
|
what is what or --> See 5.1 & 5.2 for a short tour)
|
|
At UWP have a look at /pub/msdos/games/id/home-brew directories.
|
|
|
|
1.10 HOW CAN I CHEAT IN WOLFENSTEIN?
|
|
|
|
There is a document on ftp.cc.umanitoba.ca in /pub/wolf3d called wolfdbug.txt
|
|
that describes the various cheat options in Wolfenstein and how to access them.
|
|
I have reproduced it here with some updates.
|
|
----------------------------------------------------------------------------
|
|
WARNING: SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
THE WOLFENSTEIN 3-D DEBUG MODE FILE
|
|
|
|
(v1.0 means Wolf3D version 1.0 and v1.1 means Wolf3D version 1.1.
|
|
Cheating with other versions is equivalent to v1.1 except as noted.)
|
|
|
|
To enter the mode, do the following:
|
|
|
|
1. Invoke Wolfenstein 3-D with the "next" parameter (wolf3d -next)
|
|
for v1.0, or the "goobers" parameter for v1.1. You can also use
|
|
whatever other command-line parameters you want.
|
|
|
|
2. Begin or restore a game. While in the game, hold down the TAB,
|
|
CONTROL, and ENTER keys simultaneously for v1.0, or the LEFT SHIFT,
|
|
ALT, and BACKSPACE keys for v1.1. You should get a message stating
|
|
that debugging keys are now available.
|
|
|
|
That's it!
|
|
|
|
To use debugging mode commands, hold down the TAB key and one of the
|
|
letter keys listed below simultaneously:
|
|
|
|
B Changes the screen border color. Don't ask me why it's here, but
|
|
it's here.
|
|
|
|
C Displays the number of statics, doors, and actors in the level.
|
|
Statics are things like food, ammo, pools of blood, etc., and actors
|
|
are the bad guys. Doors should be self-explanatory.
|
|
|
|
E Moves you ahead two levels. That's right, not one level, but two.
|
|
Unlike the W command (see below), this also takes you to the "level
|
|
completed" screen and gives you percentages, bonuses, etc.
|
|
In Wolf3D v1.4 and SoD, it moves ahead just one level. If you have
|
|
also used the "-tedlevel" parameter (see below), this command exits
|
|
the game.
|
|
|
|
F Displays your current position on the level (X,Y) and orientation (A).
|
|
To convert the X and Y values to coordinates that can be used in
|
|
Mapedit, divide them by 65,536 and round down. A is in degrees
|
|
ranging counterclockwise from right. ("Right" refers to the top
|
|
view as seen in Mapedit.)
|
|
|
|
G Turns what iD calls "GOD mode" on and off. Basically it just means
|
|
that you're invincible. The screen still turns red when you would
|
|
normally be hurt, though. This can get very annoying if you want to
|
|
do something fun like kill the episode's boss with your knife.
|
|
|
|
H Hurts you (-16% health). Not much use to us, but I guess iD had to
|
|
debug their damage code just like everything else.
|
|
|
|
I "Free items." Ups your health, ammo, and score, and gives you the
|
|
next most powerful weapon. (Machine gun if you didn't have it,
|
|
Gatling gun if you did.)
|
|
|
|
M Displays memory usage. Loads of fun.
|
|
|
|
N Turns "No clipping" on or off. This lets you walk through walls.
|
|
Wall-walking does STRANGE things to the graphics (try approaching a
|
|
door from the side and opening it). It also does strange things
|
|
to the bad guys. If you walk into a room through the wall, often
|
|
they won't notice you at all, even if you walk right in front of
|
|
them or fire your machine gun (in some direction besides at them,
|
|
of course). This command is not available in the registered version
|
|
of Wolf3D nor in shareware versions other than v1.0 but it is in SoD.
|
|
(I guess we should be glad that ANY of the commands are available.)
|
|
|
|
O Changes the main viewscreen to a map of the current level, which
|
|
you can scroll through using the movement keys or the mouse. It's
|
|
neat, but I wish that it weren't so ugly. Those numbers are from
|
|
the internal level format. ESC will get you out. Unfortunately
|
|
this command doesn't work in v1.1 nor in SoD.
|
|
|
|
P Pauses the game, without putting up the little "Paused" window.
|
|
I guess this makes it nice for taking a screen shot, although in
|
|
v1.1 it changes the screen border to an ugly bright white.
|
|
|
|
Q Bombs the machine in v1.0. Exits the game in v1.1. Both of these
|
|
functions are about equally useless.
|
|
|
|
S Turns slow motion on or off. If you have a slow computer you don't
|
|
need this.
|
|
|
|
T Pops up a window which displays graphics and sounds from the game.
|
|
Use the left and right arrow keys to page through the entries.
|
|
If you come to a blank entry, keep going. You'll know when you've
|
|
reached the end (500-something) because you won't be able to go
|
|
any higher. ESC exits. v1.1 has some interesting graphics that
|
|
v1.0 lacks, including two sprites which are particularly intriguing.
|
|
Don't bother calling Apogee and making yourself look like a fool
|
|
only to be told that you didn't win anything; I already did.
|
|
(You'll understand what I mean when you've seen the sprite.)
|
|
|
|
V Asks you how many extra VBLs you want. High values seem to make
|
|
the game sluggish and not much else.
|
|
|
|
W Warps to any level. Although it prompts for a value from 1 to 10,
|
|
you can actually enter any number up to 20 in the registered
|
|
version. Eleven through twenty correspond to levels one through
|
|
ten in the episode following the one you're currently playing.
|
|
In SoD, it prompts for a value from 1 to 21.
|
|
|
|
X "Extra stuff." Doesn't appear to do anything. If you can amend
|
|
this, let me know.
|
|
|
|
Miscellaneous notes:
|
|
|
|
TEDLEVEL - You can use the "-tedlevel" command-line parameter to quickly
|
|
start Wolf3D and warp to any level. The parameter is followed by a
|
|
two-digit number. The tens digit is the episode number minus one, and
|
|
the ones digit is the level number minus one. For example, to go to
|
|
level 10 of episode three, type:
|
|
wolf3d -tedlevel 29
|
|
and to go to the first episode, level 2, type:
|
|
wolf3d -tedlevel 1
|
|
By default, you will play the level on the "Don't hurt me" difficulty
|
|
setting. To change this, use one of the command-line parameters "-baby"
|
|
"-easy" "-normal" "-hard". They stand for the obvious difficulties.
|
|
Using the "-tedlevel" parameter also gives you an infinite number of
|
|
lives. Combine it with "-goobers" (or "-next") for even more fun.
|
|
|
|
DEMO RECORDING MODE - This "debugging" feature is not accessed in the
|
|
same way as the other commands, and it is available only in v1.0. To
|
|
record a demo, follow step one from the beginning of this file, and
|
|
then hold down TAB at the title screen (the one with B.J. hiding from
|
|
a guard). Unfortunately, there doesn't seem to be any way to display
|
|
these demos after they've been recorded, but if you've ever had a
|
|
secret desire to play Wolfenstein 3-D with a big "DEMO" sign at the
|
|
top of the screen, this is how to do it. Theory: I do not have 1.0 of
|
|
wolf3d - i use 1.1 - but I think that if you leave it on the title screen
|
|
long enough, you get a demo, and this is probably what you are recording.
|
|
|
|
SPEAR OF DESTINY - SoD's debugging mode is quite similar to Wolf3D's.
|
|
Just use the command-line parameter "-debugmode" and the same key combo
|
|
as v1.1. Oh, and be sure to check out what happens to B.J. when you turn
|
|
on God mode...
|
|
|
|
-- Ben Rudiak-Gould
|
|
AOL: BenjaminRG
|
|
Internet: benrg@uclink.berkeley.edu
|
|
--------------------------------------------------------------------------------
|
|
|
|
and then there's always the LIM cheat.
|
|
|
|
What you do is press L, I and M all together and you get full health & ammo as
|
|
well as the chain gun and both keys ;) However, it will reset your score to 0!
|
|
(This also renders the tab-I cheat useless).
|
|
|
|
The equivalent of this cheat for the Mac (I think...the sender did not name
|
|
system) is typing in BURGER.
|
|
|
|
IMPORTANT: It seems that in later registered versions of v1.4 of Wolf3d the
|
|
cheat mode has been disabled (appearently Apogee requested it).
|
|
At the moment I have no additional info to differentiate these two versions
|
|
of v1.4. If you have any such details (like file dates etc.) drop me a line.
|
|
|
|
Apogee has also stated that starting with release of their game 'Biomenace'
|
|
all their subsequent shareware game releases will be devoid of any in-built
|
|
cheat codes. This is apparently to encourage registering the game (where
|
|
the registered versions would have some kind of cheat mode (???) etc.)
|
|
|
|
|
|
|
|
1.11 HOW CAN I CONTACT iD Software or Apogee?
|
|
|
|
If you have some difficulties with Wolfenstein or Spear that are unresolved
|
|
after reading this FAQ you can send e-mail to help@iDsoftware.com or
|
|
apogee@delphi.com.
|
|
Note that this FAQ is not produced or in any way sponsored by iD Software or
|
|
Apogee, so they are not responsible for the material included herein.
|
|
I would discourage asking them about the add-on products for Wolfenstein.
|
|
Mail only if you have a setup, installation or hardware conflict, etc.
|
|
|
|
1.12 I THINK I FOUND AN ERROR IN THE FAQ.
|
|
|
|
If you find some information contained within this article incorrect
|
|
I'll appreciate you informing me of it ASAP.
|
|
|
|
1.13 IS WOLFENSTEIN AVAILABLE ON ANY OTHER PLATFORM THAN AN IBM COMPATIBLE?
|
|
|
|
There is a SNES version (blood changed to sweat, dogs changed to rats) and
|
|
a Jaguar (uncensored, slightly altered graphics) version. Mac version IS now
|
|
availible, and uses the Jaguar graphics. The Archimedes version has just
|
|
come out. No info on graphics.
|
|
|
|
1.14 WHERE CAN I FIND VERSION X.Y OF WOLFENSTEIN?
|
|
|
|
If you're looking for older versions of shareware Wolfenstein then MANITOBA is
|
|
the place.
|
|
These are the files:
|
|
|
|
v1.0 - 1wolf3d.zip
|
|
v1.4 - wolf3d14.zip
|
|
|
|
If you want v1.1 (god knows why) you'll have to patch v1.0 using w3dpatch.zip
|
|
(--> See Section 5.3)
|
|
I don't know where to get shareware patch for v1.2 but the only difference
|
|
from 1.1 to 1.2 was the secret level bug fix on episode 1 level 1.
|
|
If you have an editor you can patch it yourself. But really, you should only
|
|
need v1.0 (for some add-ons) and v1.4 (for the rest).
|
|
|
|
1.15 WHERE DID iD GET THE INSPIRATION FOR WOLFENSTEIN?
|
|
|
|
The The idea for Wolfenstein came from an old Apple ][ game called Castle
|
|
Wolfenstein that the iD games liked. They had come up with the idea of the
|
|
3D, texture-mapped, smoothly scrolling engine, and needed a game to use it
|
|
with. Castle Wolfenstein seemed ideal. They couldn't think of a better name,
|
|
so their legal guys went out and got the copyright on the name, and
|
|
Wolfenstein 3D was born!
|
|
|
|
2.0 SPECIFIC QUESTIONS ABOUT THE GAME.
|
|
===============================================================================
|
|
|
|
2.1 WHAT DO ALL THOSE GUARDS SAY IN GAME? (FOR THOSE WITH SOUNDBLASTER OR
|
|
COMPATIBLE)
|
|
|
|
Who When Says What Translation
|
|
------------------------------------------------------------------------
|
|
Guard: He sees you Achtung! "Warning" or "Attention"
|
|
or hears you
|
|
shoot.
|
|
|
|
He dies. (irreproducible) He just screams in
|
|
a variety of ways.
|
|
|
|
Blue SS
|
|
Guard: He sees you Schutzstaffel! "Body Guard" (literal),
|
|
or hears you "SS!"
|
|
shoot.
|
|
|
|
He dies. Mein leben! "My life!"
|
|
|
|
|
|
White
|
|
Officer: He sees you Spion! "Spy!"
|
|
or hears you
|
|
shoot.
|
|
|
|
He dies. Nein, so was! "Well, I never!"
|
|
(colloquial)
|
|
|
|
Undead
|
|
(Zombies): He sees you - Nothing. Silence
|
|
or hears you
|
|
shoot.
|
|
|
|
He dies Khaaarrghkhkh! (Really weird sound)
|
|
|
|
Hans
|
|
Huge Blue
|
|
Guard,
|
|
episode 1: He sees you. Guten Tag! "Good Day!" (strictly)
|
|
"Good Morning!"
|
|
|
|
|
|
He dies. Mutti! "Mommy!"
|
|
|
|
Dr. Schabbs,
|
|
episode 2: He sees you. Oohahahaha! (Laughs)
|
|
|
|
He dies. Mein Gott in Himmel! "My God in Heaven!"
|
|
|
|
Hitler's
|
|
ghost,
|
|
episode 3: He sees you. Toter hund! "Dead Dog!"
|
|
|
|
He dies. Hahahahaha! (Laughs)
|
|
|
|
Hitler,
|
|
episode 3: He sees you. Die, Allied "Die, Allied Pigdog!"
|
|
Schweinehund!
|
|
|
|
You blow away Scheisse! "Sh-t!"
|
|
his armour.
|
|
|
|
He dies. Eva, auf "Good-bye Eva!"
|
|
Wiedersehen! (NB: Eva Braun was
|
|
Hitler's wife)
|
|
|
|
Otto
|
|
Giftmacher
|
|
(Otto Poison-
|
|
maker),
|
|
episode 4: He sees you. Eine kleine "A little American!"
|
|
Amerikaner!
|
|
|
|
He dies. Donnerwetter! "Good heavens!"
|
|
|
|
Greta Grosse
|
|
(Big Greta),
|
|
episode 5: She sees you. Kein Durchgang! "No Trespassing!"
|
|
|
|
She dies. Mein Busen! "My repentance!"
|
|
|
|
General
|
|
Fettgesicht
|
|
(General
|
|
Fat-Face),
|
|
episode 6: He sees you. Erlauben Sie, "Allow me, please!"
|
|
bitte!
|
|
|
|
He dies. Roseknospe... "Rosebud..."
|
|
(cf. film "Citizen Kane"
|
|
for joke.)
|
|
|
|
Trans Grosse,
|
|
SoD floor 5: He sees you. Einer "A mistake!"
|
|
Sprachschnitzer!
|
|
|
|
He dies. Es ist schade! "What a pity!"
|
|
|
|
Barnacle
|
|
Wilhelm,
|
|
SoD floor 10: He sees you. Ach so! "Oh, I see!"
|
|
|
|
He dies. Wenn schon! "So what!"
|
|
|
|
UberMutant,
|
|
SoD floor 16: He sees you. - Nothing. Silence
|
|
|
|
He dies. Argh! (Wierd scream)
|
|
|
|
Death Knight,
|
|
SoD floor 18: He sees you. Tod ist mein leben! "Death is my life!"
|
|
|
|
He dies. Alles ist verloren! "All is lost!"
|
|
|
|
Angel of Death,
|
|
SoD floor 21: He sees you. Prove your worth, human!
|
|
|
|
He dies. You may wield the Spear...
|
|
--------------------------------------------------------------------------------
|
|
|
|
2.16 HOW MANY SHOTS DO ALL THOSE ENEMIES TAKE TO KILL?
|
|
|
|
Here is detailed roughly how many shots each normal enemy takes to kill.
|
|
|
|
1. Dog
|
|
1 shot, 1 knife hit.
|
|
|
|
2. Brown Guard
|
|
1 shot if close up and on target, or hit in back, and 2 if at a distance.
|
|
If your aim is out it can be 3. About 2/3 knife hits.
|
|
|
|
3. SS Man
|
|
About 8 shots or 12 knife hits.
|
|
|
|
4. Officer
|
|
About 4 shots or 6 knife hits.
|
|
|
|
5. Mutant
|
|
About 8 shots or twelve knife hits.
|
|
|
|
6. Hitler's Ghost
|
|
About 6 shots or 10 knife hits.
|
|
|
|
2.17 WHAT WEAPONS DO ALL THOSE ENEMIES CARRY?
|
|
|
|
1. Dog
|
|
Bite
|
|
|
|
2. Brown Guard
|
|
Pistol
|
|
|
|
3. SS Man
|
|
Machine gun (you get it if you kill him)
|
|
|
|
4. Officer
|
|
Pistol (does more damage and fires more rapidly than the guard's)
|
|
|
|
5. Mutant
|
|
Pistol (Faster than officer's)
|
|
|
|
6. Hitler's Ghost
|
|
Fireballs
|
|
|
|
7. Hans Grosse
|
|
Two chainguns
|
|
|
|
8. Dr Schabbs
|
|
Syringes
|
|
|
|
9. Hitler
|
|
Four chainguns in armour, two out of it
|
|
|
|
10. Otto Giftmacher
|
|
Can't remember (fill me in someone)
|
|
|
|
11. Gretel Grosse
|
|
Two chainguns
|
|
|
|
12. General Fettgesicht
|
|
Two chainguns and rocket launcher
|
|
|
|
2.2 WHAT'S THE DIFFERENCE BETWEEN THE DIFFICULTY LEVELS OF THE GAME?
|
|
|
|
There are four main differences:
|
|
1) There are more guards on harder difficulty levels.
|
|
2) They are harder to kill (can take more shots and you have to aim better)
|
|
on harder difficulty levels.
|
|
NOTE: on the lowest level 'Can I play Daddy?' you can generally pick off a
|
|
guard even at long distance with one shot in the general direction
|
|
(well, not every time but often). On the hardest level this usually
|
|
will not happen.
|
|
3) On harder levels you take more damage when shot.
|
|
4) NB: There are a certain number of guards on difficulty 1 (can I play
|
|
daddy), the same on difficulty 2 (don't hurt me), they just do more harm,
|
|
more on difficulty level 3 (bring 'em on) and a hell of a lot on difficulty
|
|
level 4 (I am death incarnate! meaning: I am death personified, made into
|
|
a person).
|
|
|
|
There is another minor difference. On the lowest level the 'first-aid kit'
|
|
sometimes bumps up your health more than on other harder levels.
|
|
--> See 2.8 & 2.15 for more.
|
|
|
|
2.3 WHAT ARE THE SECRET ROOMS/DOORS IN THE GAME? HOW CAN I FIND ONE?
|
|
|
|
The secret rooms are like any other room in Wolfenstein except they are
|
|
accessed by a 'secret passage' (not really a door). There are certain wall
|
|
panels which can be pushed (acted on) like a normal door. The wall will then
|
|
slide back revealing a passage to another room. Secret rooms are usually used
|
|
to store treasure, food, first aid and ammo packs and more powerful guns, i.e.
|
|
the items of interest when survival is at stake (the treasure helps get more
|
|
points which accumulate to extra lives, etc.). Sometimes they are used to store
|
|
keys to locked doors, but not often (not in the Wolf3D shareware episode
|
|
anyway).
|
|
|
|
NOTE: There is nowhere in the game that anything vital to completion is
|
|
hidden behind a secret wall. Keys are just to shortcut routes. iD thought
|
|
necessary secret rooms would be too hard to find. This is strictly untrue,
|
|
but the areas it is used (Episode 1, level 8 for example) are in tiny rooms
|
|
where it is dead easy to find the pushwall.
|
|
|
|
Although there are no strict guidelines to where a secret room might be, you
|
|
can get some slight hints on where one might be positioned. Since the maps in
|
|
Wolfenstein are true (i.e. they're not warped space) then if you see a block
|
|
of wall which is pretty thick and houses no standard rooms (operated by normal
|
|
sliding doors) it could potentially house a secret room. Try first the obvious
|
|
places on the walls e.g. Hitler's painting, nazi banner & other obvious wall
|
|
decorations. Some secret panels are in the corners of a room, others in the
|
|
middle of a wall (midpoint of a wall in a standard room). There are also a few
|
|
between two objects, like between two plants or two barrels positioned against
|
|
the walls. --> See 3.10 for more.
|
|
|
|
2.4 WHAT ARE SECRET LEVELS IN WOLFENSTEIN? HOW CAN I FIND ONE?
|
|
|
|
The secret levels are just another level which has been made a bit harder to
|
|
find than others. To get to a secret level you must take a special elevator
|
|
(well, they don't look special though, in fact in appearance they look like a
|
|
normal elevator) from one of the normal (non-secret levels). Elevators like
|
|
that are hidden. There's one secret level per episode (so there's one in the
|
|
shareware version too :).
|
|
When you arrive at a secret level it will be marked 'level 10' on your status
|
|
bar. In Spear there are two secret levels in total, marked 19 and 20.
|
|
After you finish the secret level the exit elevator will take you back to the
|
|
level that you should have gone were it not for the secret level. Say you got
|
|
to secret level from level 1, then after secret level (10) you'll end up on
|
|
level 2.
|
|
For a bit of a spoiler --> See 3.11
|
|
|
|
2.5 WHAT IS THAT FUNNY OBJECT/SPRITE IN THE GAME?
|
|
|
|
That funny object only occurs in the registered 3 or 6 episode version of the
|
|
game. It is a sign saying to call Apogee. See, it was going to be a part of a
|
|
competition with the game, like you find it and then call the distributor
|
|
(Apogee it was then) and you could win something (???).
|
|
The competition idea was dropped fairly quickly though, after all the mappers
|
|
and editors were unleashed only weeks after the game's release. OK, for all
|
|
those who haven't found it, the object is a wall saying "Phone Apogee Say
|
|
Aardwolf." It isn't very exciting, trust me.
|
|
|
|
2.6 WHAT IS THE PURPOSE OF THE CODES LISTED AT THE END OF GAME STATS?
|
|
|
|
Same thing as in 2.5 the code is the checksum for your score in game. It was
|
|
going to be a proof that you actually went through the game and obtain such and
|
|
such score.
|
|
NOTE: To my knowledge the codes only occur in Wolfenstein v1.0 & 1.1
|
|
(maybe 1.2, not sure)
|
|
|
|
2.7 ARE THERE GHOSTS IN WOLFENSTEIN? IF SO WHERE? CAN I KILL THEM?
|
|
|
|
There are two kinds of ghosts in Wolfenstein. The Hitler's ghosts which haunt
|
|
you in episode 3 level 9 (the boss level where you kill Hitler). You can
|
|
certainly kill those.
|
|
There are also some funny Pacman Ghosts in episode 3 level 10 (secret level).
|
|
You can't kill those but they can hurt you if you touch them. Just stay clear
|
|
and you'll be ok. (Or cheat with GOD MODE --> See 1.10)
|
|
In Spear there are ghosts in the final floor (21). These white ghosts can be
|
|
shot, but after a short while they reappear. They can also hurt you if you
|
|
touch them.
|
|
|
|
2.8 WHAT DO OTHER OBJECTS APART FROM AMMO, FOOD ETC. DO?
|
|
|
|
Umm, well ... nothing really. They're there 'cause they look nice.
|
|
|
|
Here's a short list of all the usable objects:
|
|
Ammo clip: gives you ammo (duh)
|
|
Ammo box (SoD only): gives you loads of ammo :)
|
|
Machine guns (Schmeisser (some people call it PM-40) & Gatling gun): increase
|
|
your firepower. NOTE: They do not actually take more powerful bullets, but
|
|
the machine gun has rapid-fire and the chain-gun has 2 bullets at a time
|
|
rapid-fire. Two bullets from a pistol will kill a guard, so will two from
|
|
a pistol - it is just easier to fire from a chain-gun.
|
|
Chicken meal, Dog food, Blood pool, Bloody skeleton & First aid kit:
|
|
extra health
|
|
Cross, Chalice, Treasure chest, Crown: points
|
|
Sphere with your face on it: extra life + health + ammo
|
|
|
|
Doors: open and close these.
|
|
Keys: access locked doors.
|
|
Elevator: use it to progress to next level.
|
|
|
|
2.9 I'VE HEARD YOU CAN DRINK BLOOD IN WOLFENSTEIN? IS THAT TRUE? HOW?
|
|
|
|
You can slurp up the blood pools and consume the bloody skeletons if your
|
|
health falls below 11%.
|
|
|
|
2.10 WHAT IS 'DEATH CAM'? HOW IS IT ACTIVATED?
|
|
|
|
Death Cam is a animation replay of the final few seconds of the killing
|
|
sequence of some the games bosses (you know, the huge guards). The only bosses
|
|
subject to Death Cam are:
|
|
Dr. Schabbs (episode 2)
|
|
Hitler (episode 3)
|
|
Otto Giftmacher (episode 4)
|
|
General Fettgesicht (episode 6)
|
|
The Death Cam is activated after you kill one of these bosses. After the replay
|
|
the current episode concludes regardless of whether you killed all other
|
|
guards, etc.
|
|
There is no Death Cam in Spear. It has a nice set of end screens though.
|
|
|
|
NOTE: Deathcam does not replay your killing, from your viewpoint - it just
|
|
shows all the guy's dying frames from close up, so it is always the same.
|
|
|
|
2.11 WHAT IS THE JUKEBOX FEATURE OF WOLFENSTEIN? HOW IS IT ACCESSED?
|
|
|
|
The JukeBox feature of Wolfenstein is just a menu of different music
|
|
scores that normally play through the different levels of Wolfenstein.
|
|
To access it press and hold 'm' while Wolfenstein starts (after you started
|
|
it from DOS).
|
|
Now you can listen to that favourite tune from the game.
|
|
The Jukebox is present in all versions as I understand (shareware/registered
|
|
1.0 through to 1.4). The menu of music scores may be different between
|
|
the versions but it nevertheless is there.
|
|
|
|
2.12 WHAT ARE THOSE MUSIC TUNES IN WOLFENSTEIN?
|
|
|
|
What is the theme music for Wolfenstein 3-D?
|
|
|
|
The tune that opens Wolf 3-D is known as the "Horst Wessel Lied" (Horst
|
|
Wessel's Song), which was the official Nazi party anthem. Here are the
|
|
first couple of bars to the lyrics, though further research will follow:
|
|
|
|
(translated from the original German)
|
|
|
|
Raise high the flags! Stand rank-on-rank together.... SA will march with
|
|
steady, quiet tread....
|
|
|
|
Historical background: Horst Wessel was an average SA (Sturmabteilung --
|
|
literally, Storm Detachment; which was the Nazi goon squad) trooper and
|
|
local party leader in Berlin. He was killed in a street brawl with
|
|
Communists in 1930, but not before leaving the words and music to the tune
|
|
that became the Nazi anthem. It was played along with the official German
|
|
national anthem, whose tune is still used today, although with different
|
|
lyrics than what was played in Nazi Germany.
|
|
|
|
Other musical trivia: a few bars of the U.S. Army, Navy, Air Force, and
|
|
Marine Corps anthems are played throughout the game. In one of the music
|
|
pieces, a Morse-code message is played in the background...
|
|
|
|
The music on episode 1, mission 9 is vaguely reminiscent of the British
|
|
National Anthem, God Save The Queen/King (depending on who is the monarch
|
|
at the time).
|
|
|
|
2.13 WHAT IS THAT MORSE CODE MESSAGE IN WOLFENSTEIN?
|
|
|
|
In Episodes 3 & 6 of the registered version the music seems to
|
|
include a Morse code beeping in the background.
|
|
|
|
I have scooped the following from UseNet's comp.sys.ibm.pc.games.action
|
|
(I don't know the originator, you know who you are)
|
|
|
|
Here it is:
|
|
|
|
TO BIG BAD WOLF DE ["de" means "from" in amateur radio Morse code jargon]
|
|
LITTLE RED RIDING HOOD
|
|
ELIMINATE HITLER
|
|
IMPERATIVE COMPLETE MISSION WITHIN 24 HOURS
|
|
OUT
|
|
|
|
2.14 ARE THERE ANY MORE CHEATS/HINTS AVAILABLE?
|
|
|
|
Yes Siree! There's certainly that Wolfenstein hintbook you can obtain for some
|
|
extra $ (US$ 10 I last heard), when you order the full version of the game.
|
|
It's supposed to be packed with hints about the game levels and how to cheat in
|
|
the game (--> See 1.10). I don't know all the details 'cause I don't have it.
|
|
(Er, the game's too easy anyway (No flames! --> See 3.X))
|
|
There's also the Spear of Destiny hintbook to be obtained for US$ 15.
|
|
It has lots of background info on the game, the storyline, its development
|
|
history and the guys at iD Software, plus hints for playing, the full set of
|
|
printed maps and how to access a few hidden features in the program.
|
|
|
|
2.15 THE STATISTICS & RECORDS SECTION (NUMBERS ABOUT THE GAME).
|
|
|
|
Ok, at the risk of repeating myself here goes:
|
|
|
|
The Wolfenstein game has:
|
|
10 levels per episode
|
|
6 episodes (full version)
|
|
1 secret level per episode.
|
|
|
|
The Spear of Destiny game has:
|
|
21 levels (full version)
|
|
2 secret levels and a special end level.
|
|
|
|
Both games have:
|
|
4 difficulty levels
|
|
4 weapon types: knife, pistol, machine gun & chain gun
|
|
2 key types: gold & silver.
|
|
|
|
Max ammo: 99
|
|
Ammo with guns: 6
|
|
Ammo with clips: 8
|
|
Ammo with guards' clips: 4
|
|
Ammo with ammo box (SoD only): 25
|
|
Ammo with X-tra life: 25
|
|
|
|
Max health: 100 %
|
|
Health for blood/bones: 1% (Note: health must be <11% for this to work)
|
|
Health for dog food: 4%
|
|
Health for chicken meal: 10%
|
|
Health for first aid: 25% or 35% depending on which level of difficulty
|
|
Health for X-tra life: 100%
|
|
|
|
Score for brown guards: 100
|
|
Score for dogs: 200
|
|
Score for white ghosts (SoD): 200
|
|
Score for white officers: 400
|
|
Score for blue SS troopers: 500
|
|
Score for undead: 700
|
|
Score for ghosts of Hitler: 2000
|
|
Score for bosses: 5000
|
|
Score for cross: 100
|
|
Score for chalace: 500
|
|
Score for treasure chest: 1000
|
|
Score for golden crown: 5000
|
|
Score for 100% completed: 10000
|
|
Score for secret level completed: 15000
|
|
Score for boss level completed (SoD): 15000
|
|
Score for 1 sec under par level time: 500
|
|
|
|
The following table shows the par level times for all Wolf3D episodes:
|
|
Level
|
|
Episode 1 2 3 4 5 6 7 8
|
|
1 1:30 2:00 2:00 3:30 3:00 3:00 2:30 2:30
|
|
2 1:30 3:30 3:00 2:00 4:00 6:00 1:00 3:00
|
|
3 1:30 1:30 2:30 2:30 3:30 2:30 2:00 6:00
|
|
4 2:00 2:00 1:30 1:00 4:30 3:30 2:00 4:30
|
|
5 2:30 1:30 2:30 2:30 4:00 3:00 4:30 3:30
|
|
6 6:30 4:00 4:30 6:00 5:00 5:30 5:30 8:30
|
|
The boss and secret levels have no par level time.
|
|
|
|
The following table shows the par level times for all SoD levels:
|
|
Level 1 2 3 4 6 7 8
|
|
1:30 3:30 2:45 3:30 4:30 3:15 2:45
|
|
Level 9 11 12 13 14 15 17
|
|
4:45 6:30 4:30 2:45 4:30 6:00 6:00
|
|
Once again, the boss and secret levels have no par level time.
|
|
|
|
Extra life: every 40000 points or if you find the icon.
|
|
NOTE: extra life icon counts as treasure! If you forget one --> no 100%
|
|
treasure statistic!
|
|
|
|
NOTE: Par times cannot be edited with any edit programs I know - anyone
|
|
seen one?
|
|
|
|
Average number of rounds (on 'Death Incarnate' difficulty) required to kill:
|
|
Dog: 1
|
|
White ghost (SoD): 1
|
|
Brown guard: 2
|
|
SS trooper: 5
|
|
White officer: 3
|
|
Undead: 3
|
|
|
|
Minimum number of rounds required to kill:
|
|
Ghost of Hitler: 25
|
|
Hans: 40
|
|
Hitler: 70 to blast him out of his harness &
|
|
another 70 to finish him off.
|
|
Other Bosses: 80
|
|
|
|
|
|
3.0 THE FLAMING SECTION. (YOU'RE ANNOYED WITH WOLFENSTEIN BECAUSE...)
|
|
===============================================================================
|
|
|
|
3.1 IT CRASHES.
|
|
|
|
Usually the reasons for Wolfenstein bombing out are these:
|
|
|
|
1) You have a hardware conflict with your soundcard.
|
|
2) You have a software configuration problem.
|
|
3) You have more than one version of Wolfenstein and some game files from the
|
|
versions are mixed.
|
|
|
|
1 & 2 are discussed later --> See 6.1 & 6.2
|
|
|
|
If you mixed Wolfenstein versions or put different home-brew add-on maps in the
|
|
same directory then Wolfenstein might hang since map and graphics file formats
|
|
are different from version 1.1 onwards.
|
|
|
|
3.2 THE SOUNDS ARE ALL SCREWED.
|
|
|
|
Either your card is not fully Soundblaster compatible or you have IRQ or DMA
|
|
conflict. --> See 6.1
|
|
|
|
3.3 YOU ARE LEFT WITH A GUN AND 8 BULLETS AFTER YOU DIE.
|
|
|
|
Solution
|
|
a) Cheat (--> See 1.10)
|
|
b) Learn about secret rooms and how to find them (--> See 3.10), there is
|
|
plenty of ammo/food inside them.
|
|
c) Save often.
|
|
d) The blue SS troopers carry machine guns. Toast one with your gun and you can
|
|
pick up his machine gun. If you have the machine gun already, he just drops
|
|
an ammo pouch.
|
|
|
|
3.4 IT'S TOO HARD.
|
|
|
|
--> See 3.3 & 3.10
|
|
Also start on an easy difficulty level. Don't despair, you'll get better. One
|
|
of the advantages of veteran players is that they know the layout of the maze.
|
|
They know where to find ammo, food, etc.
|
|
As you get familiar with the game you'll also be able to judge how many shots to
|
|
fire and where to aim. Thus you can conserve your ammo.
|
|
To preserve health learn how to use the strafe function (useful when ducking
|
|
around corners).
|
|
Also don't just plunge into rooms. Hang back and see if any guards come running
|
|
out. Then ... Pang!
|
|
Some difficulty can also be attributed to disorientation of new players.
|
|
Several corridors or rooms may look alike. Try look for dead bodies (i.e. the
|
|
trail that you've left behind) or other characteristic objects.
|
|
If you're having trouble with movement then --> See 3.6 & 3.7
|
|
One nice hint I've received is about slowing the game a little. If you have
|
|
turned on debugging keys then holding TAB slows the game down a bit (not as
|
|
slow as slow motion from the debugging options). This means that you can let
|
|
off a couple of accurate shots before the targets (guards etc.) have time
|
|
to react. Great for some tight rooms and conserves ammo as well.
|
|
|
|
3.5 IT'S TOO EASY.
|
|
|
|
Like a challenge eh? Check out some home-brew maps. --> See 5.1
|
|
You might also try to reduce your health with the cheat mode (--> See 1.10)
|
|
or decide to play without machine guns. Take that for a challenge.
|
|
|
|
3.6 YOU KEEP RUNNING INTO THE WALLS AND MISSING THE DOORS.
|
|
|
|
Sounds like a major new user disorientation syndrome to me, but could also be
|
|
attributed to a slow computer. See, slower machines sacrifice the frame rate to
|
|
keep the gameplay speed constant. Thus you might miss a few frames here and
|
|
there and that will fool you into overshooting your targets (doors, guards when
|
|
you're aiming your pistol at them, etc.) Strafe function helps here sometimes.
|
|
You can also try experimenting with various input devices. Mouse is more
|
|
accurate on position but slower when it comes to movement. Joystick is rather
|
|
inaccurate but easy to handle and still slow. Especially your rotation speed.
|
|
If you have a Thrustmaster or other joystick + configurable buttons you can
|
|
program these for strafe & run functions. That should make it a little easier.
|
|
|
|
3.7 YOU ARE FEELING DIZZY WHILE YOU PLAY IT.
|
|
|
|
There have been a lot of discussion about this phenomenon. In short some people
|
|
experience dizziness attributed to the game movement. There were many theories,
|
|
most along the line of motion sickness.
|
|
Some also said that the animation is too smooth so it fools your brain into
|
|
believing it to be real. Others said its too jerky and it makes you vomit like
|
|
being sea sick. Another popular theory is that lack of proper acceleration
|
|
(like on-off high speed) attribute to the nausea.
|
|
I will not go into discussion of why. Rather I'll post some steps people
|
|
suggested. Remedies are not guaranteed to work. There are many, all are
|
|
experimental and some will have opposite effects on different people. This, it
|
|
seems, is a very individual problem.
|
|
|
|
a) Try different display sizes. Either different size monitors or use the F5
|
|
function to vary the display window.
|
|
b) Try sitting closer/further from the display (but don't stick your nose in
|
|
it, I don't want you to get radiation sick). Combine with focusing/
|
|
defocusing on the display or surroundings (your room, etc.) This is to see
|
|
if you're being aware that you're looking at the monitor (by seeing other
|
|
objects around it) and hopefully it may convince your brain that what you
|
|
play is not really real.
|
|
c) Try different machine speeds. If you have a turbo switch try playing with
|
|
it on/off. See what the difference is.
|
|
d) Try different input devices (--> See 3.6) With a mouse you can control
|
|
acceleration more accurately than with a joystick or the keyboard.
|
|
e) Play on your friend's/collegue's computer. See if it's better/worse.
|
|
f) Have breaks while you play. Play in turns. Watch others play & then play
|
|
yourself.
|
|
g) If you have Soundblaster try playing with/without the sound. If your
|
|
soundcard is stereo try playing with headphones on. Reverse the headphones
|
|
so that left becomes right. Does it confuse you more. (It has no difference
|
|
on me if you want to know ;) This one is not meant as a torture (Hehe) only
|
|
to see if you're generally well adaptive.
|
|
|
|
After I switched machines from 386SX-25Mhz to 486DX-33Mhz I had problem
|
|
adjusting too. Everything seemed "too smooth". Now when I see it on the 386 it
|
|
makes me want to vomit. Sometimes you'll have to give it time to adjust.
|
|
|
|
3.8 IT NEVER GIVES YOU 100% STATS AT THE END OF LEVEL/GAME.
|
|
|
|
Hmm, must have missed some treasure/secret room/enemies.
|
|
|
|
Solution:
|
|
1) Improving secret room ratio --> See 3.10
|
|
2) Improving treasure ratio = Improving secret ratio since most remaining
|
|
treasure you missed is probably hidden.
|
|
3) Improving kill ratio.
|
|
A few dogs running wild may be the cause.
|
|
There's also a few places in the maze where the guards can follow you in
|
|
circles. Back up your tracks, you might smash into one around the corner.
|
|
|
|
3.9 YOU ALWAYS RUN OUT OF AMMO/HEALTH.
|
|
|
|
There's plenty of ammo/food/first aid around to last to twice the fun. Problem
|
|
is knowing where to find it. Be careful to not leave behind ammo clips dropped
|
|
by guards after you kill them. Its only 4 rounds but it adds up. Sometimes
|
|
ammo/food/first aid is concentrated in a couple of rooms on a level. If you
|
|
find that cache you'll have no problems. Some levels have relatively little
|
|
food/first aid but lots of ammo. It may be wise to plan ahead and stay healthy
|
|
for that level. You can also plainly waste ammo and overshoot ensuring you'll
|
|
be hit as little as possible. Other levels may have little ammo and lots of
|
|
food/first aid. Adopt ammo saving strategy there.
|
|
Remember that extra-life sphere boosts both your health and ammo.
|
|
Also --> See 3.10
|
|
|
|
3.10 YOU CAN NEVER FIND ANY SECRET ROOMS.
|
|
|
|
Secret rooms usually house most of the treasure, ammo and health bonuses as
|
|
well as machine guns and extra lives.
|
|
|
|
Some "obvious" places where a secret room may be located are shown below:
|
|
|
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NOTE: W = wall, o = static object like: barrel, drum, plant, etc.
|
|
# = different wall panel like: Hitler's painting, Nazi banner, etc.
|
|
[ = Sliding door.
|
|
Possible secret doors are pointed to by < ^ and > or shown as ?
|
|
|
|
a) Different wall panels
|
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WWWWWWWW#WWWWWWW#WWWWWWWW
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W ^ ^ W
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W W
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# < [
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W W
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|
W W
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WWWWWWWWWWWWWWWWWWWWWWWWW
|
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|
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b) Room corners.
|
|
|
|
W?WWWWWWWWWWWWWWWWWWWWW?W
|
|
? W
|
|
W W
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|
W [
|
|
W W
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|
? W
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|
W?WWWWWWWWWWWWWWWWWWWWW?W
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|
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c) Between objects and at midpoints of a wall.
|
|
|
|
WWWWWWWWWWWW?WWWWWWWWWWWW
|
|
Wo W
|
|
? W
|
|
Wo [
|
|
W W
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|
W o o W
|
|
WWWWWWWWWWWWWWWWW?WWWWWWW
|
|
|
|
d) In narrow alcoves
|
|
|
|
W?W
|
|
? ?
|
|
? ?
|
|
WWWWWWWWW WWWWWWWWWW
|
|
W W
|
|
[ [
|
|
W W
|
|
WWWWWWWWWWWWWWWWWWWW
|
|
|
|
e) On wall panel in straight line extending from an object
|
|
(classic object in this example is an overhead lamp!)
|
|
|
|
WWWWWWW?WWWWWWWWWWW
|
|
W
|
|
W
|
|
[ o <-- A corridor
|
|
W
|
|
W
|
|
WWWWWWW?WWWWW
|
|
|
|
NOTE: Some secret rooms have secret rooms within them. Sometimes secret
|
|
movable panels can be moved to block each other. Be careful not to
|
|
block yourself in. This is also why sometimes you cannot get 100%
|
|
secret ratio for some levels.
|
|
|
|
3.11 YOU CAN NEVER FIND A SECRET LEVEL.
|
|
|
|
Well, if you read Section 2.4 you'd know that you need to find a secret level
|
|
elevator to get to a secret level. These elevators are hidden inside secret
|
|
rooms (that is, behind pushwall passages). They can be pretty darn hard to find
|
|
without a map. To get you going here's one from episode one.
|
|
|
|
WARNING: SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!!
|
|
|
|
|
|
|
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|
|
|
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|
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|
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|
|
|
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|
|
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|
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|
|
Here we go. The secret level elevator for episode 1 is on level 1! It is
|
|
accessible by a series of secret doors (pushwalls) in the last room of that
|
|
level (the room with the normal elevator). I've drawn the room out below.
|
|
|
|
|
|
WWWWWWWWWWWWWWWW L = the room with the normal
|
|
WWWWWWWeWWWWWWWW elevator to level 2
|
|
WWWWWWWDWWWWWWWW e = elevator to level 2
|
|
WWWWW WWWWWW E = elevator to level 10
|
|
WWWWW WWWWWW + = first aid kit :)
|
|
WWWWW WWWWWW [ = Sliding door
|
|
WWWWW L W WWWW ? = secret door (aka pushwall)
|
|
WWWWW W+WWWW ^ = direction you face when you
|
|
WWWWW ? WWW are about to enter the last room L
|
|
WWWWWWB[BWW?WWWW D = Elevator door
|
|
WWWWW W WWW B = Nazi banner wall
|
|
WWWWW W WW H = Hitler's portrait wall.
|
|
WWWWW ^ WW WW
|
|
WWWWW WW WW
|
|
WWWWW WW WW
|
|
WWWWW WW WW
|
|
WWWWW W WW
|
|
W WW
|
|
HBDBWW
|
|
WWEWWW
|
|
WWWWW WWWWWW
|
|
WWWWW WWWWWW
|
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|
|
3.12 YOU ALWAYS GET NUKED BY THAT BIG BAD BOSS (GUARD) AT THE END.
|
|
(THE STRATEGIES FOR DEFEATING THE BOSSES).
|
|
|
|
Note: This section is *far* from complete. Why not send in your hints
|
|
for wiping those tough guys at the end.
|
|
|
|
---
|
|
Well, here's a general guide submitted by Douglas Bottoms
|
|
(BOTTOMS_DOGLAS_J@Lilly.com)
|
|
|
|
"Usually, I try to get as close to the boss as possible, then back STRAIGHT
|
|
away from the boss while firing. Then strafing left or right to hide behind
|
|
a wall (or get out of the way)."
|
|
---
|
|
|
|
Note: You will find that most boss scenarios conveniently include blocks
|
|
of wall behind which you can hide while the boss fires its 'salvo'.
|
|
|
|
Here is a specific one pertaining the Mad Doc at end of Episode 2.
|
|
|
|
---
|
|
Episode 2: This is the Mad Doctor who is creating all the Zombies. If you go
|
|
at him straight on he'll just zap you with his syringes and you'll go all
|
|
red-eyed and die. If you go to the corridor to the left of the room where
|
|
he's hiding and wait for him to come out you can zap him with the old chain
|
|
gun from the side. There's also a first-aid kit in there which helps. Once
|
|
he's retired back to the room rush out to the beginning of the level where
|
|
there is a secret room (which you will already have opened up) full of ammo
|
|
clips and restock on ammo. Now you can go back in for a frontal assault and
|
|
finish him off. This guy doesn't fire much - I hit him a bit, get out of
|
|
the way, hit him a bit, get out of the way...
|
|
---
|
|
|
|
.and here is one specific one for Hitler at the end of Episode 3.
|
|
---
|
|
Episode 3: Hitler is to the left of the entrance to the final room in the
|
|
final level. Hit him with the chain gun until his armor drops away. Then
|
|
rush down to the end and turn right, knock off the 2 white guards in there
|
|
and you'll find lots of extra ammo and some first aid. If you lurk here
|
|
Hitler may come after you - in which case blast him, or if you wait long
|
|
enough he'll seem to go away. If this happens go right back to the beginning
|
|
of the level where there is a secret room full of ammo and stock up because
|
|
you'll find he's trailed you. So turn round fast and give him everything
|
|
you've got.
|
|
|
|
|
|
4.0 MAP/GRAPHICS EDITORS SECTION
|
|
===============================================================================
|
|
|
|
4.1 DISCUSSION OF AVAILABLE MAP/GRAPHICS EDITORS.
|
|
|
|
There are 6 map/graphics editors available as far as I know.
|
|
|
|
a) MAPEDIT v4.1 - Map editor.
|
|
|
|
a) MAPEDIT v4.2 - Map editor.
|
|
|
|
a) MAPEDIT v6.0 - Map editor.
|
|
|
|
a) MAPEDIT v8.0 - Map editor.
|
|
|
|
b) WOLFMAP v1.6 - Map editor/version convertor.
|
|
|
|
c) WOLFEDIT v2.1 - Graphics editor/extractor.
|
|
|
|
Mapedit v4.1
|
|
- Written by Bill Kirby (who incidentally retired from working on his
|
|
creation).
|
|
This software will let you edit Wolfenstein's maps for any version
|
|
released to date (1.0 through to 1.4). It will recognize if your copy
|
|
is shareware, or registered (3 episode or 6 episode).
|
|
Turbo Pascal source is included so you can make your own adjustments.
|
|
NOTE: Not compatible with SoD.
|
|
|
|
This is the 'vanilla' version of this editor. Many have changed this
|
|
version to produce their custom 'enhanced' editors with more features
|
|
etc. (Thus this version is where the version tree splits).
|
|
The following two are the most popular.
|
|
|
|
Mapedit v4.2
|
|
- Written by Ralf Seider (rauh@wrcd1.uni-wcppertal.de)
|
|
Some new functions were added to v4.1
|
|
- Item selection memory while editing.
|
|
- Can select items from map (pick up using mouse)
|
|
- Fill & rectangle functions for easier level construction.
|
|
NOTE: Not compatible with SoD.
|
|
|
|
Mapedit v6.0
|
|
- Written by Dave Huntoon & Brian Baker
|
|
Some bugs of v4.1 fixed.
|
|
Some new functionality added
|
|
- Copy, Paste
|
|
- Exchange (maps)
|
|
- Help (ah, user friendly)
|
|
- Write / Read individual levels to / from disk
|
|
- Statistics display (# of actors on level etc.)
|
|
- Compatibility with SoD.
|
|
|
|
Mapedit v8.0 [*** FAQ editor's choice ***]
|
|
|
|
- Written by Warren Buss, David Huntoon and Bryan Baker
|
|
- Blake Stone compatibility
|
|
- Zap function
|
|
- Loads of other useful stuff!
|
|
|
|
Wolfmap - Written by Jan Peter Dijkstra (Sysma Automatisering).
|
|
This one was based on v old version of Mapedit but then evolved into
|
|
an editor of its own.
|
|
It's really more of a Wolfenstein map processor with functions such
|
|
as: version conversion, level map export into intermediate file
|
|
(allows moving and copying of levels), level ASCII dump for printing
|
|
purposes, etc. The editor is really based on Mapedit visually with
|
|
slightly more functionality. C++ source included.
|
|
NOTE: Not compatible with SoD.
|
|
|
|
Wolfedit - Written by Bill Kirby (again!). This is a must if you want to change
|
|
Wolfenstein's graphics. Not only does it let you edit the wall
|
|
panels as well as images of guards and various objects. You can also
|
|
export/import images as GIF files. This makes editing with your
|
|
favorite paintbrush tool easy. The picture size is limited to 64x64
|
|
pixels but for importing images you can position a square on a
|
|
larger image and snap it into the editor.
|
|
Wolfedit will not read SoD graphics file as such (VSWAP.SOD file).
|
|
If you're trying to edit SoD graphics then just rename your
|
|
VSWAP.SOD file to VSWAP.WL6 before editing. Rename it back after
|
|
you finished.
|
|
|
|
4.2 RULES TO FOLLOW WHEN EDITING.
|
|
|
|
IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT!
|
|
********************************************************************************
|
|
First of all I would like to stress that iD Software and Apogee are not
|
|
responsible for the home-brew add-ons floating around. They will offer
|
|
you no support whatsoever if you encounter problems with them so
|
|
DO NOT CALL Apogee about them!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
Even when Wolfenstein bombs out with an error message giving you the
|
|
1-800 number of Apogee DO NOT CALL if you were playing the non-original
|
|
maps/graphics. Apogee especially DOES NOT appreciate it.
|
|
If you want to get help about it read the rest of this section. If you find
|
|
no clues post to comp.sys.ibm.pc.games.action for help.
|
|
********************************************************************************
|
|
|
|
Ok, Here's a few guidelines if you're just starting to play around with the
|
|
editors. I thought I'd put something down that might save you from screaming
|
|
ARGHHH!! after a few hours of editing. Most of these are just a few pointers.
|
|
|
|
- First of all save your work often. This one needs no explanation.
|
|
- Also test it often. Some editing quirks will produce game bugs that are just
|
|
plain hard to get rid off. That might mean you'll have to start editing that
|
|
level from scratch.
|
|
|
|
Mapping hints:
|
|
- When placing elevators, put them like this:
|
|
|
|
********************
|
|
* *E
|
|
[ D E
|
|
* *E
|
|
********************
|
|
|
|
[ = Normal door
|
|
D = Elevator door
|
|
E = Elevator segment.
|
|
|
|
Landscape objects are similar in that they are displayed as landscape
|
|
when aligned east/west and as starry skies when aligned north/south.
|
|
If you REALLY want to have elevators north/south then the elevator
|
|
lever would have to be one of the side panel (as you enter the
|
|
elevator).
|
|
- Secret elevator needs floor number 6B (hex) inside it to work
|
|
properly.
|
|
- Mobile guards and dogs can have arrows (turning points) to direct
|
|
them. Place these on the path you want them to move. When they notice
|
|
you they'll obviously break from that pattern, otherwise they'll
|
|
follow it. If no turning points are set, they will keep on walking in
|
|
the direction you set them off in, walking through walls and everything.
|
|
In other words, SET TURNING POINTS!
|
|
- Note that when placing guards and dogs on the same arrowed path
|
|
you might screw up the pattern since dogs are faster than the guards
|
|
and will finally 'bunch up' behind them.
|
|
See map of episode 1 level 2 for an example of this.
|
|
- Number of objects on one level is limited to 399.
|
|
Secret doors and guard guiding arrows are NOT objects.
|
|
Actors are not objects either.
|
|
- Number of actors (guards/dogs, etc.) on one level is limited to 149.
|
|
Note that dead guards are considered actors too.
|
|
- Number of doors (sliding doors, NOT secret doors) on one level is
|
|
limited to 64. This includes unlocked, locked and elevator doors.
|
|
- Don't forget you need an entrance to a level.
|
|
- You also should have an exit or game end trigger (see level 9 of the
|
|
shareware version to see how it's done.)
|
|
- The exit must be the elevator icon unless you changed the graphic.
|
|
- Exit from level 9 leads to level 10. Thus you can have 10 straight
|
|
levels with no secret level.
|
|
- Secret doors can "collapse" onto one another. Thus if you have many
|
|
secret doors in a row with only the first secret door positioned over
|
|
a wall you can repeatedly push the same wall panel.
|
|
- Too many guards in one room or area will result in the disappearing
|
|
bodies phenomenon. --> See 6.3
|
|
- Only guards over the same floor as you will hear you shoot your gun.
|
|
Since this concept is quite important to game strategy here's a
|
|
little explanation:
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
If you fire your weapon (this does include the knife but only if you actually
|
|
poke someone) in a room then all the non-deaf guys in the same room who
|
|
stand/walk over the same floor values will hear you. That is they will become
|
|
active and try hunt you down.
|
|
Also guys in other rooms which are not connected to your present room at the
|
|
moment (What I mean is the doors between that room and your current room where
|
|
you are are closed) will also hear you if they stand/move over the same floor
|
|
value.
|
|
This allows for a variety of dynamic effects, e.g. see below:
|
|
|
|
1 2 3
|
|
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
|
|
G1 G2 W G4 W G5
|
|
W W
|
|
[ G3 [
|
|
Y W W
|
|
W W
|
|
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
|
|
^^^^^^ ^^^^^^^^ ^^^^^^^^^^^
|
|
room room room
|
|
with with with
|
|
floor floor floor
|
|
A B A
|
|
|
|
Here's a quick sketch of 3 rooms (walls=W) connected by sliding doors [.
|
|
You (Y) are in room 1. Rooms 1 & 3 have the same type of floor. Room 2 has
|
|
a different type of floor. G1-G5 are guards.
|
|
If you shoot your weapon in room 1 then guards G1, G2 as well as G5 will
|
|
become aware of your presence (G1 & G2 probably are already aware of you if
|
|
they saw you). G5 will run from room 3 to room 2 (tracking your position in
|
|
straight line). Eventually he would get to room 1. If you fire your weapon
|
|
while either of the doors are open then G3 & G4 will will become aware of you
|
|
too.
|
|
NOTE: You didn't open either doors (I'm assuming G5 or G3 or G4 does that)
|
|
unless you ran for it ;)
|
|
|
|
The first floor value in the Mapedit/Wolfmap editor index is the DEAF floor
|
|
(hex value=6A; this should be annotated in map editors).
|
|
The guards standing on deaf floors will react only if you pass within their
|
|
sight (that seems to span slightly less than 180 degrees (~90 either side of
|
|
their face)).
|
|
|
|
Note that if you mix floors in one room (other than the DEAF floor) then only
|
|
the floor which connects to the door through which you entered will become
|
|
active. Guards standing on other floors will be oblivious to you unless you
|
|
shoot at them (not sure if you can run through them).
|
|
|
|
In a way when you enter through the sliding doors a change of active floor
|
|
takes place (after the door shuts --> while it's open both floor values are
|
|
active).
|
|
|
|
A classic example is when you enter a room through a secret door. If the
|
|
floor in that room is different then no guard in that room will respond to
|
|
you shooting.
|
|
|
|
If you're still unclear about this here's an explanation by iD's
|
|
J. Romero (straight from the horse's mouth so to speak):
|
|
|
|
"Wolfenstein 3-D is basically made up of a lot of closed
|
|
rooms. When you open a door, the guards get a chance to
|
|
see you and opening the door connects your sound area to
|
|
the revealed room's sound area, so a gunshot will be heard
|
|
in both places. Guards in both places will respond to this
|
|
kind of action".
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
- Putting an object inside a wall allows you and other actors to walk
|
|
through that wall. Now you know how that guard jumped you from the
|
|
wall.
|
|
- Directing moving actors (guards, dogs, etc.) into a wall of unity
|
|
thickness makes that square wall panel permeable. That is you can
|
|
walk through it in the same way as if you used the wall walking
|
|
cheat. (--> See 1.10)
|
|
- You must have a minimum of at least the following on any level you
|
|
create:
|
|
1 enemy (guard, dog, etc...)
|
|
1 piece of treasure (cross, jewels, etc...)
|
|
1 secret door
|
|
They are needed because Wolfenstein tries to calculate the % of each
|
|
of that you have killed, opened, picked up, etc..., and if there are
|
|
0 items of any one of the above, Wolfenstein will crash trying to
|
|
divide by zero.
|
|
- Secret doors can pass over/through any object that you can (kitchen
|
|
utensils, food, etc.) EXCEPT Dead Guards.
|
|
- Be careful not to set up secret doors that might go beyond the edge
|
|
of either the bottom or left-hand sides. The top and right hand edges
|
|
of the "world" are solid, but the left and bottom sides are permeable
|
|
(no range checking), and weird things can happen.
|
|
- Be careful not to set up secret doors such that a small passage
|
|
behind them is blocked when the 'pushwall moves too far' phenomenon
|
|
occurs. Either insure that the pushwall can move only 2 grid
|
|
locations or enlarge the passage. --> See 6.3
|
|
- Doors should be parallel to the walls you are inserting them in, as
|
|
you will get phantom blocks of grey stone otherwise.
|
|
Try placing a door all by itself without any walls and you will see
|
|
that it is accompanied by two phantom walls on either side. This has
|
|
presumably something to do with the opening act of a door (???). You
|
|
can go through these blocks, and even open the doors within them.
|
|
To clarify that here's a sketch of a door just by itself with no
|
|
walls around:
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
P[P
|
|
|
|
^
|
|
|
|
[ - Door
|
|
P - Phantom wall block
|
|
^ - Direction you face when opening the door.
|
|
|
|
|
|
Now, if you place the door perpendicular to the wall its embedded in
|
|
here's what you'll end up with:
|
|
|
|
P
|
|
WWWWWWWW[WWWWWW
|
|
P
|
|
|
|
Obviously you can't see the door until you pass through the P wall.
|
|
BTW: The phantom walls P look like the regular stone wall (or the
|
|
first wall in the graphics file for that matter).
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
- Deaf Guard floors directly in front or behind a sliding door result
|
|
in the door being invisible. The floor seems to be replaced with a
|
|
"force field" (it becomes an invisible wall).
|
|
Of course, if what you want is an invisible barrier, then this is how
|
|
to do it.
|
|
Note that if you put a Deaf Guard in an elevator, you will not be
|
|
able to get in! (I think this only occurs in v1.0 of Wolfenstein,
|
|
later versions allow you to have deaf elevator floors)
|
|
- If you make regular sliding doors into secret doors, they behave
|
|
rather strangely, when you "open" them. They move away and transform
|
|
into a random wall panel.
|
|
- Placing two or more doors side-by-side will produce a bizarre "picket
|
|
fence" wall of crazed wall panels, and will not allow you to pass
|
|
through them (except the last door on the right side) but will let
|
|
the bad guys through.
|
|
|
|
Editing the graphics, hints:
|
|
--> See later part of 4.5
|
|
|
|
4.3 COMMON EDITING ERRORS (WHAT NOT TO DO AND WHAT THEY'LL PRODUCE).
|
|
|
|
- You forgot to put an entry position into a level.
|
|
When you start that level you'll find that you can't move around and
|
|
you see walls in all directions.
|
|
- You put too many guards in one level.
|
|
Wolfenstein will terminate with the following error when entering
|
|
that level:
|
|
'GetNewActor: No free spots in objlist!'
|
|
- You put too many objects in one level.
|
|
Wolfenstein will terminate with the following error when entering
|
|
that level:
|
|
'Too many static objects'
|
|
- You put too many doors in one level.
|
|
Wolfenstein will terminate with the following error when entering
|
|
that level:
|
|
'64+ doors on level'
|
|
- You included in your shareware episode map some objects used in
|
|
non-shareware episodes only.
|
|
Wolfenstein will terminate with the following error when that
|
|
object/wall comes into your view:
|
|
'Tried to load sparse page'
|
|
If you patch the map and try to continue from the last saved position
|
|
within the same level, you'll still get this error as Wolfenstein
|
|
stores the map as loaded on level entry in the save-game file. You
|
|
must restart from a saved position in the previous level.
|
|
Hint: always save before taking up the exit elevator of a level.
|
|
- You have mixed versions of Wolfenstein maps or have corrupted
|
|
map files.
|
|
Wolfenstein will terminate with the following error when you start
|
|
the play:
|
|
'Map not 64x64'
|
|
Usually this is due to the fact that you might have only one
|
|
MAPHEAD.??? file in the editor's directory and many
|
|
MAPTEMP.???/GAMEMAPS.??? files. In short you're confusing the program.
|
|
Determine which map files are the ones you want to play and clean up
|
|
the directory.
|
|
- One more error which I cannot attribute to anything I know can occur.
|
|
It happens when you die for the first time on a level. Wolfenstein
|
|
kicks out with this message:
|
|
'MM_GetPtr: Out of Memory!'
|
|
This can occur in spite of the fact that the level has few actors or
|
|
objects and there's plenty of RAM around.
|
|
If you know how to fix it or what the cause is let me know.
|
|
|
|
4.4 MAP/GRAPHICS FILES VERSION CONVERSION.
|
|
|
|
Map files version conversion:
|
|
Wolfmap 1.6 can convert between any version of Wolfenstein map files.
|
|
Maps for versions 1.1 and higher are considered equivalent.
|
|
Note though that not all wall panels map directly to the same panels
|
|
through this conversion. In particular the false door of v1.0 has been
|
|
removed and after conversion to v1.1 will appear as a mud-wall which
|
|
will cause you problems if the maps were only the 1-episode shareware
|
|
which doesn't have the graphic for that wall.
|
|
In short: don't trust the conversion. Look through the maps carefully
|
|
to see if something has gone wrong. I suspect some objects are
|
|
converted to 'unknown' objects as described by the editors.
|
|
Also by using Mapedit 6.0 you can convert between versions of
|
|
Wolfenstein 'by hand' using the individual map import / export
|
|
facility. Just load up maps of one version, export all the levels
|
|
to disk (one at a time). Quit the editor, restart with map files
|
|
of a different version and import those individual levels in.
|
|
Note: This does mean you have to have the destination version map
|
|
file available (as a place holder for the imported maps).
|
|
|
|
Graphic files version conversion:
|
|
No known convertors exist. If you know one let me know.
|
|
Yes, that does mean you'll have to import all the walls etc. as GIFs
|
|
into the version of the file you want.
|
|
|
|
4.5 EDITORS COMPATIBILITY WITH THE GAME AND EACH OTHER.
|
|
Mapedit, Wolfmap and Wolfedit are compatible with all versions of Wolfenstein
|
|
from 1.0 to 1.4 shareware and both of the registered releases.
|
|
Mapedit 6.0 and 8.0 will also read/write SoD files. For Wolfmap you'll need
|
|
new definition files. --> See 5.3
|
|
|
|
Wolfmap is compatible with Mapedit, but Mapedit is NOT compatible with Wolfmap.
|
|
That is, files processed by Wolfmap are not readable by Mapedit.
|
|
|
|
Sometimes the objects edited do not always appear as they should. An example is
|
|
missing sliding doors when they were placed in the map. The door vacancy is
|
|
present instead but you cannot move through it. Someone suggested that this
|
|
can by fixed by changing floor values next to the object/door in question.
|
|
You can also move the door to another place on the wall.
|
|
I know it may stuffup your design but it should help.
|
|
NOTE: Placing a deaf-floor by the door will always make it invisible. For some
|
|
reason v1.0 of Wolfenstein experiences more of these problems (?).
|
|
Also --> See 4.2
|
|
|
|
Wolfedit has no major problems with wall panel graphics. There are some
|
|
problems when it comes to objects such as lamps, dog food, guards, etc. It
|
|
seems each object has a 'size' parameter. Editing the object may overrun that
|
|
limit. Wolfedit won't let you save the file if any objects are at fault.
|
|
Curiously even editing the colour (shade) of an object may adversely affect it.
|
|
Most importantly though objects need to have a blank background. This is
|
|
denoted by the bright pink background colour in the Wolfedit editor. (Have a
|
|
look at some standard objects that came with Wolfenstein.)
|
|
|
|
4.6 HOW TO MAKE A HARDCOPY (PRINTOUT) OF THE MAPS.
|
|
|
|
I recall there are four ways.
|
|
1) Use printscreen key + graphics.com program under DOS to capture the screen
|
|
of one of the map editors.
|
|
2) Use Wolfmap's ASCII map dump feature. Then print it as any file. There are
|
|
also other utilities for that. --> See 5.3
|
|
3) Capture map screen under Windows and print it later (costly on ribbon or
|
|
toner since in bitmap mode).
|
|
4) Use a TSR screen shot utility such as PCX-Dump to dump a screen from one
|
|
of the editors. Then print it as you would a graphics file.
|
|
NOTE: If you only want maps to original Wolfenstein then there are some already
|
|
made. --> See 5.3
|
|
|
|
|
|
5.0 WOLFENSTEIN ADD-ON SECTION.
|
|
===============================================================================
|
|
|
|
All of the programs listed in this section can be found on the two ftp sites
|
|
mentioned in Section 0.7
|
|
I will not include anything herein until it finds its way to either of these
|
|
two sites.
|
|
|
|
Version number in square brackets indicates which version of Wolfenstein you
|
|
will need with the specific programs listed. Also archive file extensions were
|
|
omitted (.zip .arj etc.) unless they differentiate two different add-ons
|
|
with otherwise same archive name.
|
|
For example: [1.1 S] means version 'The shareware version 1.1'.
|
|
|
|
I have also included my own rating (number of *'s). This is merely my opinion
|
|
of the maps/graphics originality/artwork & bloodbath factor.
|
|
* = tame/yawn, ***** = suicidal!/wicked!
|
|
|
|
Note: The shareware version of Wolf3D has been ranked '*' for bloodbath
|
|
factor at Death incarnate level to compare with ratings given to other maps
|
|
at the same level. This is in no way to hint at its playability and is just
|
|
for comparison purposes.
|
|
Remember versions 1.1 to 1.4 are equivalent!
|
|
|
|
To install any of the maps/graphics sets, just ensure you have the correct
|
|
version of Wolf3D and copy the files that came with the archive into your
|
|
Wolf3D directory (unless specifically stated otherwise. See below or
|
|
documentation that came with the add-on if any.)
|
|
|
|
Lastly if anyone knows of anymore maps etc. let me know eh?
|
|
|
|
5.1 EXTRA LEVELS.
|
|
|
|
- map1 [1.0 S] * - Only level 1 was appreciably changed from
|
|
original maps.
|
|
- newwmap [1.0 S] ** - Maps are the same as original. Only more
|
|
guards were added.
|
|
- wlfnwmap [1.0 S] ** - All levels were changed. Levels 4,6,7 & 8
|
|
are very short & differ only in wall color.
|
|
- wlfset11 [1.0 S] *** - Extension Set One v1.1. All levels apart
|
|
from 1, 4 & 10 were designed from scratch.
|
|
Docs included.
|
|
- wolfmap [1.0 S] *** - All levels are different from original.
|
|
Quite challenging.
|
|
- nitemare [1.0 S] *** - Enigma's Nitemare I. Level 1 was greatly
|
|
changed. Others redesigned from scratch.
|
|
This one for really trigger happy!
|
|
- enite-ii [1.1 S] **** - Enigma's Nitemare II. This archive contains
|
|
maps + graphics replacements. All maps
|
|
different from original. Graphics cool.
|
|
Self-(de)installation (but you can bypass it
|
|
if you're paranoid about viruses etc.).
|
|
Intro + docs.
|
|
- enite3fx [1.1 S] ***** - This is the third installment of Enigma's
|
|
Nitemare. In this package you'll find all 3
|
|
nitemare parts (many bugs corrected) plus the
|
|
graphics file as well.
|
|
This archive has a full intro/installation
|
|
with it so you need not mess with renaming
|
|
the files. Read the doc before you start.
|
|
For Wolf3D experts that one...
|
|
- enm3-v30 [1.1 S] ***** - This is the same as enite3fx but has some
|
|
more bugfixes. You should really get this
|
|
instead of any other Enigma maps.
|
|
- wolf316 [1.1 R] ** - First 30 maps were redesigned. This one quite
|
|
'mazey'. This archive also includes new
|
|
graphics file replacement. Guards have been
|
|
replaced with men in shirts + ties. All nazi
|
|
symbolism was replaced by 3:16 symbolism
|
|
(3:16 is a drug of some sort - the game now
|
|
has a drug cult worship of some kind).
|
|
Food etc. replaced with the drug itself.
|
|
Digitised sounds were also changed.
|
|
Weapons changed to lasers now.
|
|
- darkmap1 [1.0 S] *** 1/2 - DarkStar's Castle Wolfenstein-3D levels.
|
|
All levels redesigned from scratch.
|
|
Quite a toughie this one.
|
|
- w3d_cc1 [1.1 R] **** - A total of 58 new maps (2 secret levels were
|
|
left unchanged). Not as hard as the Nitemare
|
|
series but nevertheless very enjoyable.
|
|
- sodblst2 [SoD R] ??? - Blast Brothers' Spear of Destiny levels.
|
|
Level 1 greatly extended and all others
|
|
redesigned from scratch.
|
|
- sod_cc1 [SoD R] **** - All 21 levels either partially or completely
|
|
redesigned. Does a great job in keeping up
|
|
the 'spirit' of the original levels.
|
|
- insanity [1.1 R] ***** - Temporary Insanity. By Nathaniel Rudiak-Gould.
|
|
What can I say, these levels are truly insane.
|
|
Enter 60 levels of mystery where pushing the
|
|
wrong wall or firing a shot can spell ...
|
|
Doom (no pun intended :).
|
|
These maps use various undocumented features
|
|
of Wolfenstein's engine to come up with a
|
|
variety of effects such as:
|
|
walk through walls/objects, self-moving wall
|
|
blocks, invisible enemies, areas where you
|
|
move uncontrolably, 'insanity areas' which
|
|
make you lose your m/gun, red hot walls,
|
|
unopenable doors, force fields, areas only
|
|
accessible on certain difficulty levels etc.
|
|
et al.
|
|
So if you love solving riddles this one is
|
|
definitely for you. It has a large (120K)
|
|
hint file with it if you get frustrated.
|
|
WARNING: This is definitelly not for all
|
|
you "wham! bam! thank you 'mam" type action
|
|
hero folks who like getting 100% stats every
|
|
time. This one will require some brain power.
|
|
- xmasswlf [1.1 S] ****1/2 - The maps themselves will remind you of the
|
|
originals. The characters, however, have
|
|
been replaced with crazy Santas and Snowball
|
|
throwing snowman. Sounds have changed too.
|
|
Great Stuff.
|
|
- wolfen60 [1.1 R] **** - This is basically a collection of various
|
|
levels floating around all rolled into
|
|
one 6 episode package. You'll recognise
|
|
a few of the levels from other add-ons.
|
|
- wolflev1 [1.1 R] (can't really rate it - I did it!) - This is my set
|
|
of levels - still in progress. So far, 17 levels done.
|
|
- warwolf [1.1 R] (I did it, and still early stages) - This is the
|
|
all-new Warhammer Wolfenstein. All graphics will be changed
|
|
(at the moment, a few wall panels and some of the guns are
|
|
done) and it will be a full 60 levels. Looking BRILLIANT!
|
|
|
|
5.2 EXTRA GRAPHICS.
|
|
|
|
- wolfnpac [1.0 S] ** - Replacement for the graphics file. The only
|
|
change is that it replaces the brown guard
|
|
with a 3D pacman sphere. Nice animation
|
|
sequence though.
|
|
- wlfnewgr [1.0 S] ** - Replacement for the graphics file. Replaces
|
|
ordinary wall panels with ... x-rated images.
|
|
This one not for the kiddies ... although not
|
|
greatly explicit.
|
|
[WARNING! this add-on may be offensive!]
|
|
- wolfus [1.1 S] *1/2 - Wolf3D U.S. All nazi symbolism replaced with
|
|
US symbolism.
|
|
- w3dcool [1.1 S] *** - This is basically a package that has been
|
|
thrown together by someone. Don't get me
|
|
wrong, its nice but most of the graphics come
|
|
from SoD or registered Wolfenstein or other
|
|
games like X-Wing (a few tie bombers around)
|
|
and some real-life people etc. Try it for
|
|
really weird playing environment.
|
|
- wolfbonk [?.? S] ** - Bonkenstien3D. Some graphics changed to
|
|
appear more 'appealing'. Treasure replaced
|
|
with computer supplies. Elevators replaced
|
|
with moongates. Guns replaced with ...
|
|
joysticks (?!!)
|
|
- wolfclwn [1.1 S] **1/2 - Wolfenstein meets the Demon Clowns of Death.
|
|
The boring old brown SA guard replaced with
|
|
a colorful clown.
|
|
- wolfstf [1.0 S] **1/2 - Wolfenstein-3d Street Fighter 2.
|
|
All characters have been replaced with Ryu,
|
|
Ken, and E. Honda. For SF2 die hard fans only.
|
|
- wlfkosh1 [1.1 S] ** - Wolfenstein 3-D kosher. By: Peter Ringering
|
|
Make your Wolfenstein 3-D a kosher game.
|
|
Instead of shooting at people, you shoot at
|
|
objects which will shoot at you. All the gory
|
|
stuff was removed as well. PG-rated if you
|
|
like.
|
|
- 3dbusse [?.? S] *1/2 - Some minor touches to the graphics. SS guard's
|
|
m/guns now eject shells. Swastikas were
|
|
removed. Soldiers now wear camouflage helmets
|
|
& boots. Guns have targeting laser dots.
|
|
- barney10 [1.0 S] *** - This the the famous Barney patch.
|
|
Barney is the end of episode boss. The guards
|
|
are replaced by Beavis & Butthead. The sounds
|
|
are replaced also.
|
|
- barney14 [1.1 S] *** - This the the same Barney patch for v1.1/1.4
|
|
of Wolf3d.
|
|
|
|
For more graphics see enm3-v30, and wolf316 in Section 5.1.
|
|
|
|
5.3 OTHER ADD-ONS & UTILITIES.
|
|
|
|
- w3dpatch [1.0 S] - This is an official patch release of the
|
|
game to upgrade from version 1.0 to 1.1.
|
|
- w6patch [1.1 R] - This is the map upgrade for the full version
|
|
(6 episode) to version 1.2. Note though that
|
|
this is not an official patch that will fix
|
|
your version to say 1.2. Only the corrected
|
|
map files (since this is an only difference
|
|
between v1.1 & 1.2 anyway).
|
|
- wcheat [1.0 S] - Edit Wolf3D save game files. Add ammo,
|
|
health, guns, etc.
|
|
- winwolf [N/A] - Some BMP files of graphics from the game.
|
|
Great for Windows backdrop.
|
|
- wmap41 [All] - Generates ASCII maps of any level you like.
|
|
Suitable for dump to printer.
|
|
- wmaps-60 [All R] - ASCII maps of all 6 episodes of the game.
|
|
- wolf3d1.nfo [1.0 S] - Instructions on how to patch Wolfenstein
|
|
for infinite ammo, health, etc.
|
|
- wolfmaps [All S] - ASCII maps for the 1st (shareware) episode.
|
|
- wolfspk4.exe [All versions] - This little utility will redirect digitised
|
|
sounds in the game to the PC speaker.
|
|
(For all of you people with no soundcard!)
|
|
Some sounds come out a bit dodgy but all the
|
|
shooting & screaming is audible. This file
|
|
also works with Spear of Destiny. Note: there
|
|
are other files like this e.g. wolfspk3.exe,
|
|
wolfspk.exe, wolf1spk.exe, but wolfspk4.exe
|
|
supercedes them.
|
|
To revert back to PC squicker sounds
|
|
delete CONFIG.WL? file.
|
|
- wolfsnd [1.1 Reg(6)] - This is a little utility for exporting &
|
|
importing digitised sounds from the VSWAP.WL6
|
|
file. Reads/writes VOC files.
|
|
Must have the full 6 episode version.
|
|
- wfgrchrt [All versions] - A conversion chart showing the numbers (in
|
|
decimal) for all objects contained in the
|
|
various graphics files.
|
|
- wlfaud11 [All S] - Audio Editor v1.1
|
|
Utility by Bill Neisius to export/import
|
|
digitised samples from/to shareware versions
|
|
of Wolfenstein. Will accept many formats
|
|
(.AU, .VOC, .WAV, .SND etc.)
|
|
Doesn't seem to handle ALL the sounds found in
|
|
the VSWAP.WL1 file (first 20 I think).
|
|
- allwolfsodmaps - All Wolf3D and SoD maps (by Frans de Vries)
|
|
Contains a small Unix routine to print them
|
|
on separate pages. These WILL work on UNIX
|
|
& DOS boxes. Created using wmap41 and the
|
|
following add-on:
|
|
- allwolfsodmapdefs - New definition files for the Wolfmap editor
|
|
(works with Mapedit v4.1 & v6.0 too :) and
|
|
the wmap41 ASCII dump utility. Standardizes
|
|
the legends, adds Spear definitions, improves
|
|
a few colors and adds missing objects/walls.
|
|
- ultwlf13 [?.? ?] - Patches wolf for GUS support. Digitised
|
|
sounds will be redirected to your GUS in
|
|
native mode (No SBOS). Additionally some nice
|
|
MOD soundtracks will play in the background.
|
|
|
|
|
|
6.0 WOLFENSTEIN BUGS & PROBLEMS (KNOWN TO DATE),
|
|
AND HOW TO FIX OR GET AROUND THEM.
|
|
===============================================================================
|
|
|
|
6.1 HARDWARE PROBLEMS.
|
|
|
|
- Sound FX all screwed or cut out (SB + compat only).
|
|
If your sounds are short or hang the machine shortly into the game
|
|
then most likely you have an IRQ mismatch on your soundcard. Try
|
|
changing it. Good values are 5 & 7.
|
|
Also try DMA channel change, although #1 (default) should be ok.
|
|
... and don't forget to set your BLASTER variable in DOS like this:
|
|
(Best to put this in AUTOEXEC.BAT)
|
|
|
|
SET BLASTER=A220 I5 D1 T4
|
|
^^^ ^ ^ ^
|
|
|
|
A=??? port number for your soundcard.
|
|
I=? interrupt number for your soundcard.
|
|
D=? DMA channel number for your soundcard.
|
|
T=? Type of your sound card (must consult manual).
|
|
99% of the time you'll only need to fiddle around with I & T.
|
|
NOTE: the values pointed at may be different for you.
|
|
Consult your SB & Computer manual.
|
|
As far as I know T4=SB Pro & T3=Regular Sb.
|
|
Dunno About others (anyone?).
|
|
|
|
- You get some weird graphics on the screen then later the games hangs.
|
|
a) Change your SB IRQ number. Some graphics cards will clash with
|
|
it (Don't ask me why, it could help...)
|
|
b) If your system is VLB you might try a newer Wolfenstein version.
|
|
Try version 1.4 (since version 1.0 has a video problem)
|
|
|
|
6.2 SOFTWARE PROBLEMS.
|
|
|
|
- Game hangs. Sound hangs on last note.
|
|
Try getting rid of some TSRs.
|
|
Also some EMM managers can cause the problem with older versions of
|
|
Wolfenstein.
|
|
v1.1 is notorious for hanging under EMM386.EXE. The problem is
|
|
apparently related to VGA card compatibility. It seems some of the
|
|
earlier HiColor cards (15/16 bit RAMDACs) do not coexist peacefully
|
|
with Creative Labs. SB products. Some of the early SB chips are posing
|
|
some problems too.
|
|
If Wolfenstein hangs with EMM386 with EMS enabled (/RAM option) then
|
|
try the /NOEMS switch. If still no joy then try only HIMEM.SYS with
|
|
no EMM386 (extended memory only).
|
|
|
|
- Game hangs or refuses to run with memory problems.
|
|
If you have DR-DOS 6.0 + QEMM with stealth then disable stealth mode.
|
|
Wolfenstein doesn't quite agree with it.
|
|
|
|
- Game hangs at the 'Get Psyched' screen.
|
|
Err, you probably mixed some version numbers and have a very messy
|
|
directory with 999 add-on maps installed. Wolfenstein won't like that.
|
|
|
|
- Game hangs with some horizontal stripes through the status bar.
|
|
- Heisen-bug, a glitch. Mostly with the add-on maps.
|
|
Reboot, probably won't happen again.
|
|
- Also happens if you mixed versions of the VSWAP.??? file and of the
|
|
game itself. Make sure you have the appropriate version of the game.
|
|
|
|
- Game seems to run but all you can see is some weird graphics.
|
|
- Must have got a slightly corrupt VSWAP.??? file. Hope you have
|
|
a backup somewhere (Nya Nya Nya!)
|
|
- You cheater! You tried to go above the last level 10 with the TAB-W
|
|
cheat. Ha! (Yes this IS possible with some versions).
|
|
- Err, if you edited that map then you forgot to place level entrance
|
|
somewhere (duh).
|
|
|
|
6.3 GAME SPECIFIC PROBLEMS.
|
|
|
|
- 'DISAPPEARING BODIES' phenomenon. This occurs when there are so many enemies
|
|
in your view at a time that the game stops displaying some. The game engine as
|
|
it seems is limited to only so many "sprites". Anything beyond that and you
|
|
won't be sure which guys will start disappearing. This only occurs on a
|
|
couple of levels in Wolfenstein I think. Be aware if you are editing your own
|
|
map! There is no fix. The engine is set and iD won't rework it.
|
|
|
|
- 'PUSHWALL MOVES TOO FAR' phenomenon. This is when the pushwall (or secret door
|
|
if you prefer) moves TOO FAR and blocks your further passage into the room
|
|
full of goodies etc. I cannot recall if there is one in episode one, but
|
|
apparently there are at least two places where this occurs in episode 6.
|
|
|
|
Episode 6, level 2. This is the FIRST pushwall in the map. All others on
|
|
this level are *behind* it.
|
|
|
|
This is shown below:
|
|
|
|
before pushing:
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWW W WWW
|
|
?* WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
|
|
after pushing:
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWW W WWW
|
|
? * WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
WWWWWWWWWWWWWWWWW WWW
|
|
|
|
You are where the '*' is, and you push the pushwall '?'.
|
|
'W' is other parts of walls.
|
|
It's supposed to move two grid locations and stop, so you can go around it.
|
|
Instead, it moves three, and blocks everything.
|
|
|
|
NOTE: This does not always happen. That is, sometimes the pushwall will move
|
|
2 grid locations, i.e. correctly.
|
|
Also any interference from guards behind it is not connected with this
|
|
since that would prevent pushwall moving at all or impede it to move
|
|
only 1 grid location.
|
|
|
|
Solution: Well, it looks like there isn't one at the moment.
|
|
There was a suggestion of inserting "stacks 9, 256" in the config.sys file,
|
|
but this doesn't seem to help.
|
|
The only suggestion is to save frequently and if you experience the problem,
|
|
to start over from the last saved position. Maybe the pushwall moves back
|
|
correctly this time.
|
|
|
|
7.0 WOLFENSTEIN SPIN-OFFS.
|
|
===============================================================================
|
|
|
|
In this section of the FAQ, I will detail the many games which Wolfenstein
|
|
has inspired. If you can't get enough Wolfenstein, get some of these! NB:
|
|
I am not including RPG type games - ie Shadowcaster - as these have taken
|
|
their inspiration more from Ultima Underworld.
|
|
|
|
7.01 CATACOMB ABYSS.
|
|
|
|
This was an iD game for those with EGA monitors, loosely based on the
|
|
Wolfenstein engine. It was released by Gamer's Edge, who put nowhere near the
|
|
same standard of presentation on it as Apogee would have. The sound was bad -
|
|
no SB music! However, all this aside, Catacomb Abyss is a very good game. It
|
|
introduced some new features. You fire fireballs, of which you have an
|
|
unlimited number, at the undead enemies. Ha! Undead? DEAD! You can pick up
|
|
spells, such as the machine-gun effect spell, which streams off a line of
|
|
fireballs at the enemy. The graphics are nothing to write home about -
|
|
"functional" is as far as it gets. However, this is highly recommended to
|
|
Wolfenstein fans.
|
|
|
|
7.02 BLAKE STONE 3D.
|
|
|
|
This was the real sequel to Wolfenstein 3D. Released around the same time as
|
|
Doom (oops), it was set in a futuristic setting. Very similar to Wolfenstein,
|
|
although with more enemies, and some other new features, like food units,
|
|
"intelligent" enemies, floor mounted enemies, remote-linked doors and a cool
|
|
gun, the Plasma discharger. Basically a grenade launcher with a different
|
|
name. This is a very atmospheric game which did not get the attention it
|
|
deserved at the time, due to the release of...
|
|
|
|
7.03 DOOM.
|
|
|
|
Wow. What else can I say. This was (and still is) the ultimate 3D game. The
|
|
major differences between this and Wolfenstein were:
|
|
-Non-orthagonal walls (they can be at any angle to each other, not just
|
|
90 degrees)
|
|
-Different height levels
|
|
-Different lighting levels (ie: it's bloody dark)
|
|
-Weapons with different strengths (ie: the shotgun is more powerful than the
|
|
chaingun, but it's not rapid-fire)
|
|
-Real heavy-duty weapons (rocket-launcher? BFG-9000 (also known as the
|
|
Antichrist)
|
|
-Network, serial and modem multiplayer support
|
|
-Armour (yes, i'm British)
|
|
This is an absolute landmark of a game. If it isn't in your collection (and
|
|
you've got a VGA 386 with 4MB of ram or better), go get it now.
|
|
|
|
7.04 KEN'S LABYRINTH.
|
|
|
|
This was knocked up by one guy after playing Wolfenstein, and it shows. Crap.
|
|
Crap to the nth degree. Utter dog-poo. Don't waste the download time.
|
|
|
|
7.05 HUGO'S NITEMARE 3D.
|
|
|
|
This is an interesting game, firmly in the Wolfenstein mode. It puts a more
|
|
"puzzly" face onto things. Certain guns are more effective against certain
|
|
enemies. Try it if you liked Enigma for Wolfenstein (See Wolfenstein add-ons
|
|
section).
|
|
|
|
7.06 DOOM 2.
|
|
|
|
The new sequel to Doom, sub-titled Hell On Earth. This added a few new enemies
|
|
and a double-barreled shotgun. It is also insanely hard. You get about 50
|
|
enemies in one room attacking you...on level 3! The general opinion is that
|
|
it didn't add enough to Doom.
|
|
|
|
7.07 TERMINATOR: RAMPAGE.
|
|
|
|
A commercial Wolfenstein look-alike by Bethesda Softworks. This isn't very
|
|
good, the main criticisms being that it is:
|
|
a) Too slow
|
|
b) Too complicated.
|
|
It does have a good variety of weapons, though.
|
|
|
|
7.08 CORRIDOR 7.
|
|
|
|
This is another commercial offering, by Gametek. They licensed the Wolfenstein
|
|
engine, and proceeded to totally mess it up, and produce a boring, slow,
|
|
repetitive game. Oh dear...what a wasted oppurtunity.
|
|
|
|
7.09 THE FORTRESS OF DR RADIAKI.
|
|
|
|
This is yet another commercial offering, and has exactly the same criticisms
|
|
as the others.
|
|
|
|
7.10 OPERATION BODYCOUNT.
|
|
|
|
See above.
|
|
|
|
7.11 RISE OF THE TRIAD.
|
|
|
|
This is Apogee's new stunner. It should be released around December
|
|
(hopefully), and will feature digitised enemies, trillions of weapons, massive
|
|
maps, different heights, look up/down, different lighting, shoot everything
|
|
(windows, doors, walls, hamsters...)God power up (you become massive, and
|
|
walk on enemy soldiers), Dog power-up (God backwards) where you become
|
|
small (enabling you to go through small passages) and invincible, and bite
|
|
enemies. It still has those orthoganal (at 90 degrees to each other) walls,
|
|
though. Damn.
|
|
|
|
7.12 HERETIC.
|
|
|
|
This is a new game, by Raven Software, using the Doom engine. It should be
|
|
coming out the same time as ROtT, and little is known about it other than
|
|
the fact that it will be a fantasy setting (swords and sorcerors).
|
|
|
|
7.13 DUKE NUKEM 3: 3D.
|
|
|
|
Another new 3D game by Apogee's new offshoot, 3D Realms. You get the chance
|
|
to fly a jetpack. Should be out first quarter 95.
|
|
|
|
7.14 SHADOW WARRIOR 3D.
|
|
|
|
Another 3D Realms release. Should introduce some interesting concepts, like
|
|
throwing stars. First quarter 95.
|
|
|
|
7.15 RUINS 3D.
|
|
|
|
ANOTHER 3D Realms release. Set in a roughly Egyptian style. First quarter 95.
|
|
|
|
7.16 QUAKE.
|
|
|
|
This is the one iD are really into at the moment. This is going to go so far
|
|
ahead on technology - one of the iD guys said that it would be sort of like
|
|
"Doom = Pong". Among other things, it will have:
|
|
-Proper gravity.
|
|
-Character interaction.
|
|
-Programmed on a client/server basis (READ: LOADS of people over a network).
|
|
-Vehicles.
|
|
-Look up and down.
|
|
-Full world "hierarchy".
|
|
-Totally modular (READ: Easily hackable...add-ons galore).
|
|
-Maps made in 3D, not "forced" 3D (ie: 2D maps made 3D by the engine).
|
|
We won't see it before 96, though.
|
|
|
|
|
|
|
|
8.0 ACKNOWLEDGEMENTS.
|
|
===============================================================================
|
|
|
|
Lastly I would like to thank all who contributed to this FAQ.
|
|
In no particular order, thanks go to:
|
|
|
|
Ben Rudiak-Gould (benrg@ocf.Berkeley.EDU)
|
|
Jay Wilbur (jayw@idcube.idsoftware.com)
|
|
Brian D Milner (Brian.Milner@brunel.ac.uk)
|
|
Fred Brown (brown@dgaust.oz.dg.com)
|
|
Nancy Rabinowitz (nrabinow@itsmail1.hamilton.edu)
|
|
Greg Cohen (rn.3332@rose.com)
|
|
Stephen Schimpf (stephen@eggneb.astro.ucla.edu)
|
|
Don Campbell (donc@cognos.com)
|
|
Andrew Baker Glazier (glazier@isr.harvard.edu)
|
|
Tony Lezard (tony@mantis.co.uk)
|
|
Frans P. de Vries (fpv@xymph.iaf.nl)
|
|
John Edwards (edwards@tincup.enet.dec.com)
|
|
*Bob O'Bob (obrien@netcom.com)
|
|
Richard Ward (rrward@netcom.com)
|
|
Dov Sherman (ab3588@stat.appstate.edu)
|
|
Ben Castricum (media03@relay.nluug.nl)
|
|
Mark Deplyn (mbd@ukc.ac.uk)
|
|
Joe Siegler (apogee@delphi.com)
|
|
Elias Papavassilopoulos (ep104@cus.cam.ac.uk)
|
|
*John Romero (romero@idcube.idsoftware.com)
|
|
Iain Noble (100020.2125@CompuServe.COM)
|
|
Douglas Bottoms (BOTTOMS_DOGLAS_J@Lilly.com)
|
|
Charles E. Corway (72672.1553@CompuServe.COM)
|
|
Stanley Stasiak (ooops...forgotten your e-mail address...apologies)
|
|
|
|
????? ????? brown@dgaust.oz.dg.com <<< ( Could not trace this address )
|
|
|
|
Lastly iD Software Inc. cannot be forgotten since without their efforts this
|
|
FAQ would never have existed (Buhahahahahaha!)
|
|
Oh, and did I mention Apogee, the friendly shareware distributors ;)
|
|
|
|
If I forgot your name here then e-mail me a whinge and I'll fix that.
|
|
|
|
* - means grabbed from News posts rather than e-mail
|
|
so you may not even know you helped with the FAQ ;)
|
|
|
|
Last, last note from the keeper (Adam):
|
|
Can someone PLEASE write/tell me where there is an editor for the power
|
|
of the weapons/guards. Then Warhammer Wolfenstein will REALLY rock!
|
|
Oh, for anyone who knows anything about Warhammer, Hitler will be turned
|
|
into a big Orc, and you will kill him (apparently). BUT, his body will
|
|
die, and the head will live on! Cool, eh?
|
|
|
|
9.0 REVISION HISTORY.
|
|
===============================================================================
|
|
|
|
Changes to the FAQ - for anyone interested and my beta testers (Thank you ;)
|
|
|
|
2.0 - Initial upgrade. Subdivided the whole FAQ into many sections.
|
|
Extensive help on map editors, extra maps, trivia, etc.
|
|
Officially started stamping version numbers on the FAQ.
|
|
2.01 - Added Section 2.2 part 3) Tony Lezard (tony@mantis.co.uk) Thank you.
|
|
2.02 - Added sounds of undead (Section 2.1), scores for undead & white
|
|
officers (Section 2.15). Corrected tons of spelling & whitespace.
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
Corrected some of the email info in preamble upfront.
|
|
2.02b - Filled paragraphs to at least 75 characters. Added Hitler's Ghost
|
|
score plus kill averages (Section 2.15).
|
|
Also some minor layout corrections.
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
2.02c - Added Section 9.0 Revision History. Also included 2nd reason for crash
|
|
(Section 6.2) with horizontal stripes.
|
|
2.03 - Added 'pushwall phenomenon' (Section 6.3).
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
2.10 - Removed word 'castle' from Wolfenstein's title.
|
|
Standardised name of iD Software throughout (thx Jay).
|
|
(remember to rescan DEBUG file after each update)
|
|
Added my e-mail address to the FAQ header proper.
|
|
Added a copyright notice blurb (Section 0.1)
|
|
Added object in wall bug & effect to Section 4.2
|
|
Minute changes Section 9.0
|
|
Standardised sample map characters (Sections 6.3 & 3.10)
|
|
More help with SB setting (Section 6.1)
|
|
Weird graphics cause added (Section 6.2)
|
|
More maps/graphics add-ons info added (Sections 5.1 & 5.2)
|
|
Added my sig to EOF.
|
|
2.10 - Added iD's help e-mail address (Section 1.11)
|
|
Added Section 1.12
|
|
Added Section 10.0
|
|
Added more info on how to get most recent version of FAQ.
|
|
2.11 - Some spelling stuffups all over the place.
|
|
Added Section 2.4 (secret levels etc.), renamed sections above 2.4
|
|
Added Section 3.11
|
|
Added sound import/export utility to Section 5.3
|
|
2.12 - Fixed a number of bugs in Section 4.2 (6c should be 6b etc.)
|
|
ab3588@stat.appstate.edu (Dov Sherman) Thank you.
|
|
Also added more guidelines to Section 4.2
|
|
rrward@netcom.com (Richard Ward) Thank you.
|
|
Section 4.6 .exe should be .com
|
|
Added LIM Cheat to Section 1.10
|
|
media03@relay.nluug.nl (Ben Castricum) Thanks for reminder.
|
|
Added enm3-v30 and darkmap1 to Section 5.1
|
|
More typos fixed (ARRGGGHH!)
|
|
Added w3dcool to Section 5.2
|
|
2.13 - Section 2.15 bonus for time is 500 not 1000.
|
|
Other minor numeric errors in Section 2.15 bosses score.
|
|
Some Grammar in Section 2.4
|
|
2.14 - Inserted Section 2.10 Death Cam Question. Renumbered subsequent
|
|
sections and pointers.
|
|
Ran spell-checker again (!!!)
|
|
2.15 - More paragraphing and whitespace corrections.
|
|
Included suggestion to Section 6.3.
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
2.16 - Removed references to self-extracting Wolfenstein archive from
|
|
Sections 1.3 & 1.4 (No longer valid)
|
|
and forgot to thank someone for it (hmm who was it?)
|
|
Added info to Section 1.3 about where to find PkUnzip software.
|
|
Changed the wording of Section 0.0
|
|
Changed ftp FAQ upload compression from compress (.Z) to pkzip (.zip)
|
|
Changed Section 1.12 to reflect the change.
|
|
2.17 - Removed one more reference to self-extracting archive (Section 1.3)
|
|
Added another mapping hint for secret doors and fixed deaf floor
|
|
value (Section 4.2). Elaborated on 'sparse page' problem (Section 4.3)
|
|
Added secret level completion score and par level time table to
|
|
Section 2.15 fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
2.17b - Removed e-mail addresses which will seize to be valid soon.
|
|
More stuff for (Section 9.0)
|
|
Added AUTOEXEC.BAT reference to Section 6.1.
|
|
Identified 'mbd' in Section 9.0 and added Apogee ack (duh).
|
|
3.0 - Major upgrade to include info on Spear of Destiny.
|
|
edwards@tincup.enet.dec.com (John Edwards) and
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
3.01 - More minor fixes all over the place (does this guy ever give up? :)
|
|
Clarified debugging mode keys functionality for different versions of
|
|
the games and added 'score lost' warning to LIM cheat (Section 1.10).
|
|
Added 'landscape' mapping hint (Section 4.2) and 'input device' hint to
|
|
dizziness phenomenon (Section 3.7). Added 'w3d_cc1' and 'sod_cc1' maps
|
|
(Section 5.1) and 'wfgrchrt' add-on (Section 5.3)
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
3.10 - Small fixes all over the place apogee@delphi.com (Joe Siegler)
|
|
Thank you.
|
|
Game slowdown hint included in Section 3.4 ep104@cus.cam.ac.uk
|
|
(Elias 'CaveMan' Papavassilopoulos) Thank you.
|
|
Section 1.7 elaborated for SoD.
|
|
Added SoD Boss sounds to Section 2.1
|
|
Sections 2.8,2.15 'ammo chest' is now 'ammo box'.
|
|
Added 'PM-40' and Elevator use to section 2.8
|
|
Added SoD related info to Section 2.11
|
|
Added number of weapons/keys to section 2.15
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
Moved major section 2.X behind section 4.X and renamed the Sections
|
|
accordingly. (section 2.X=4.X, 3.X=2.X, 4.X=3.X) Realigned all pointers
|
|
(hopefully).
|
|
Added 'map not 64x64' error to Section 4.3
|
|
Added VLB suggestion (hopefully it works...) in Section 6.1
|
|
Included both Unix & DOS versions in uploads.
|
|
3.11 - Basically a bugfix release.
|
|
Some more hints for Section 4.2.
|
|
(wolf sound area explanation J. Romero (romero@idcube.idsoftware.com))
|
|
Some more stuff in sections 4.3,4.4,4.5.
|
|
Forgot to renumber section 9.0 consistent with section reshuffle
|
|
in version 3.10. Fixed.
|
|
Removed beta-testing remark in section 2.1
|
|
3.12 - Added 'cheat mode disabled' notice to Section 1.10
|
|
Added '=' main section underlines.
|
|
Changed 1.12 repost frequency info to 4 weeks.
|
|
Changed 2.15 rounds/boss quoted as 'minimum' not 'average'.
|
|
Added more editors info to Section 4.1
|
|
3.20 - Greatly expanded Section 0.
|
|
Slightly changed Sections 1.3, 1.8 & 1.9 to comply with expansion
|
|
of Section 0.
|
|
Section 1.12 info moved to Section 0.5
|
|
Section 1.12 replaced with info on bug finding within FAQ.
|
|
Added non-existance of cheat modes in subsequent Apogee games
|
|
notice to Section 1.10
|
|
Added 'Death Incarnate' remark to Section 2.15
|
|
Added info for 'by-hand' map version conversion with Mapedit 6.0
|
|
to Section 4.4
|
|
Added PCX-Dump option to Section 4.6
|
|
Clarified EMM/RAMDAC related sound problems in Section 6.2
|
|
Inserted new Section 2.11 (Jukebox feature) & moved up Sections
|
|
above 2.11
|
|
Added Section 1.13 Availability for other platforms.
|
|
Added Section 3.12 Boss strategy BOTTOMS_DOGLAS_J@Lilly.com
|
|
(Douglas Bottoms) Thank you.
|
|
Added note about not calling Apogee about add-ons to Section 4.2
|
|
Added 'music trivia' Section 2.12 & moved up Sections above 2.12
|
|
72672.1553@CompuServe.COM (Charles E. Corway) Thank you.
|
|
Added 'Morse code message' Section 2.13 & moved up Sections above 2.13
|
|
(originator unknown)
|
|
Added Wolf3D commercialisation note to Section 1.3
|
|
Added info on finding different versions of Wolfenstein as Section 1.14
|
|
Added 'wlfaud11' & 'morewolf3dmaps' to Section 5.3
|
|
Added 'wolfbonk', 'wolfclwn' & 'wolfstf' to Section 5.2
|
|
Added 'insanity' levels to Section 5.1
|
|
Added '3dbusse' & 'wlfkosh1' to Section 5.2
|
|
Added T4 & T3 to Section 6.1
|
|
3.21 - YABRE: Yet Another Bugfix ReleasE :) (Yep, he does it one more time ;)
|
|
Spelling, spacing and filling changes not tagged.
|
|
Corrected pointer to Section 2.15 in Section 2.2, and numbering of
|
|
Sections 2.14 & 2.15
|
|
Added remark about Wolfmap definition files to Section 4.5
|
|
Added rating & comment for 'sod_cc1' to Section 5.1
|
|
Replaced 'morewolf3dmaps' with 'allwolfsodmaps' and added
|
|
'allwolfsodmapdefs' to Section 5.3
|
|
fpv@xymph.iaf.nl (Frans de Vries) Thank you.
|
|
3.30 - Added more boss strategies to Section 3.12
|
|
100020.2125@CompuServe.COM (Ian Noble) Thank you.
|
|
Fixed some of that German in Section 2.1
|
|
Added 'xmasswlf' & 'wolfen60' to Section 5.1
|
|
Added 'barney10' & 'barney14' to Section 5.2
|
|
Added 'ultwlf13' to Section 5.3
|
|
|
|
4.00 - General update of information.
|
|
|
|
4.10 - Table 2.1 narrowed. "Where did iD Get the idea for Wolfenstein?"
|
|
added. All occurences of id changed to iD (cos its the logo they used for
|
|
the old Keen games and it looks cool). Added "Wolfenstein Spin-offs"
|
|
section.
|
|
|
|
4.15 - Added "How many hits do all those enemies take?" and "What weapons
|
|
all those enemies carry?" sections.
|
|
|
|
10.0 FUTURE ADDITIONS TO THE FAQ.
|
|
===============================================================================
|
|
|
|
On the agenda are:
|
|
|
|
- More specific Boss strategies (call on info)
|
|
- Include pointer to detailed map/graphics filespecs (if and when they arrive)
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
So there! Phew!
|
|
That's the end.
|
|
Now go and play the game!
|
|
|
|
Adam (The demon Wolf3d editor!)
|
|
|
|
--------------------------------------------
|
|
-Doom is a load of rubbish. -
|
|
-ARRRGGGHHL! -
|
|
-Put the chainsaw down...I was only joking.-
|
|
--------------------------------------------
|
|
-Adam Williamson -
|
|
--------------------------------------------
|
|
-adam@scss.demon.co.uk -
|
|
--------------------------------------------
|
|
|
|
|