============================================================================== ÜÜÜÜÜ Ü Ü ÜÜÜÜ Û ÛÜÜÜÛ ÛÜÜ Û Û Û ÛÜÜÜ Û Û Û ÛßßÛ Û Ûßßß Ûßßß ÛßÛ Û Ûßßß ßßÛßß Ûßßß ßÛß ÛßÛ Û Û Û Û Û Û Û Ûßß Ûßß Û Û Û ßßßÛ Û Ûßß Û Û Û Û ßßßßß ßßßß ßßßß ß ßßßß ß ßßß ßßßß ß ßßßß ßßß ß ßßß ÜÜÜÜ ÜÜÜÜÜ ÜÜÛ Ü Û Û ÜÜÜÛ ÛÜÜÛ Ûßßß ÛßßßÛ ÛßßßÛ Ûßß ÛÜ ÜÛ Û ÜÛ ß ß ß ßßßßßß ß ÜÜÜÜÜ ÜÜÜ Ü ÜÜÜÜÜ ÜÜÜÜ ÜÜÜÜ ÜÜÜÜ ÜÜÜÜÜ ÜÜÜÜÜ ÜÜÜÜ ÜÜÜÜ Û Û Û Û Û Û Û ÛÜÜÜ ÛÜÜÛ ÛÜÜ Û Û ÛÜÜÜÛ Û Û ÛÜÜ Ûß ßÛ Û ÛÜÛ ÛÜÜÛ ÜÜÜÛ Û ÛÜÜÜ Ûß ßÛ Ûß ßÜ ÛÜÜÛ Û ÜÜÜÜÜ ÜÜÜÜ ÜÜÜÜ ÜÜÜÜÜ ÜÜÜ ÜÜÜ Ü Ü Ü Û Û ÛÜÜ ÛÜÜÜ Û Û Û Û Û ÛÜÜÜÛ ÛÜÜÛ ÛÜÜÜ ÜÜÜÛ Û ÜÛÜ Û ÛÜÛ Û Ü ============================================================================== by The Bernt "Nova" Hansen (Bernt_e_hansen@yahoo.dk) Original author: Stanley Stasiak Previous maintainer: Adam Williamson [Version 5.25] Last Revised on: Tuesday 02 November 2003 ****************************************************************************** Note: 1) From here onwards 'Wolfenstein-3D' will be referred to as 'Wolfenstein 3D' or 'Wolf3D', and 'Spear of Destiny' will be referred to as 'Spear' or 'SoD', to avoid verbosity. Information about Wolfenstein applies to Spear as well, unless differences are noted. 2) All specific names included herein are trademarks and are so acknowledged: id, Apogee, FormGen, Wolfenstein-3D, Spear of Destiny, PkWare, PkUnzip, SoundBlaster, etc. (forgive if any missed out) ****************************************************************************** TABLE OF CONTENTS 0.0 About the FAQ. *+ 0.1 The Copyright Notice. *+ 0.2 Foreword. 0.3 Id, Apogee vs the FAQ. * 0.4 How can the Wolfenstein FAQ author be contacted? * 0.5 How can I obtain the most recent version of the Wolfenstein FAQ? *+ 0.6 The NEW INFO coding system within the FAQ. *+ 0.7 Faq update ratio. * 0.8 Wolfenstein & SoD related files availability via FTP. 1.0 The Wolfenstein Novice Questions (The bunch that new users usually ask). 1.1 What are Wolfenstein-3D and Spear of Destiny? 1.2 What are the requirements to run Wolfenstein? *+ 1.3 Where can I get Wolfenstein from? 1.4 How do I unpack shareware Wolfenstein? 1.5 How do I install it to HD? *+ 1.6 Can I play Wolfenstein from a floppy disk or cdrom ? *+ 1.7 What's with the game version numbers? 1.8 Are there map/graphics editors available, and where? What are they? And which files do they change? *+ 1.9 The Wolfenstein game files information. * 1.10 Are there different sets of ready made Wolfenstein maps/graphics files, and where? * 1.11 How can I CHEAT in Wolfenstein? *+ 1.12 Wolfenstein 3D command line parameters. * 1.13 How can I contact id Software? * 1.14 I think I found an error in the FAQ. *+ 1.15 Is Wolfenstein available on any other platform than an IBM compatible? 1.16 Where can I find version x.y of Wolfenstein? *+ 1.17 Where did id get the inspiration for Wolfenstein? *+ 1.18 Where did id get the inspiration for Spear of Destiny? *+ 1.19 Wolfenstein "cameo apperance". *+ 1.20 A Spear of Destiny "Secret". *+ 1.21 Spear of Destiny "More hidden secrets". - 1.22 Wolfenstein 3D & Spear of Destiny popquiz. *+ 1.23 Wolfenstein 3D AWARDS. *++ 1.24 Spear of Destiny CDROM extra levels. *++ 1.25 Wolfenstein 3D CDROM GAME. *+ 1.26 Wolfenstein 3D 2 Bogus or for real? *++ 1.27 Wolfenstein conversions made for other 3D games. *+ 1.28 Who is B.J Blazkowizc? *+ 1.29 What's B.J's relationship to Kommander Keen? 2.0 Specific questions about the game. * 2.1 What do all those guards say in game? (for those with SoundBlaster or compatible) * 2.2 How many hits do all those enemies take? * 2.3 What weapons do all those enemies carry? 2.4 What's the difference between the difficulty levels of the game? 2.5 What are the secret rooms/doors in the game? How can I find one? 2.6 What are secret levels in Wolfenstein? How can I find one? 2.7 What is that funny object/sprite in the game? 2.8 What is the purpose of the codes listed at the end of game stats? 2.9 Are there ghosts in Wolfenstein? If so where? Can I kill them? 2.10 What do other objects apart from ammo, food, etc. do? 2.11 I've heard you can drink blood in Wolfenstein? Is that true? How? 2.12 What is 'Death Cam'? How is it activated? 2.13 What is the Jukebox feature of Wolfenstein? How is it accessed? *+ 2.14 What are those music tunes in Wolfenstein? 2.15 What is that Morse code message in Wolfenstein? 2.16 Are there any more cheats/hints available? *+ 2.17 The Statistics & Records Section (Numbers about the game). 3.0 The FLAMING Section. (You're annoyed with Wolfenstein because...) 3.1 It crashes. 3.2 The sounds are all screwed. 3.3 You are left with a gun and 8 bullets after you die. 3.4 It's too hard. 3.5 It's too easy. 3.6 You keep running into the walls and missing the doors. 3.7 You are feeling dizzy while you play it. 3.8 It never gives you 100% stats at the end of level/game. 3.9 You always run out of ammo/health. 3.10 You can never find any secret rooms. 3.11 You can never find a secret level. *+ 3.12 You always get nuked by that big bad boss (guard) at the end. (The strategies for defeating the bosses). 4.0 Map/Graphics Editors Section (If you're messing around with map/graphics files then this section is for you). 4.1 Discussion of available map/graphics editors. 4.2 Rules to follow when editing. 4.3 Common editing errors (What not to do and what they'll produce). 4.4 Map/Graphics files version conversion. 4.5 Editors compatibility with the game and each other. 4.6 How to make a hardcopy (printout) of the maps. 5.0 Wolfenstein Add-On Section. (Discussion of extra levels/graphics you can get) 5.1 Old Extra levels. 5.2 Old Extra graphics. ** 5.3 The New Review Ratings. - 5.4 New Shareware levels. - 5.5 New Registered levels. - 5.6 Spear of Destiny levels. - 5.7 Total Conversions. - 5.8 New Graphics. - 5.9 Other Add-ons & Utilities. 6.0 Wolfenstein Bugs & Problems. (Known to date) ,and how to fix or get around them. 6.1 Hardware problems. 6.2 Software problems. 6.3 Game specific problems. 7.0 Wolfenstein Spin-offs. 7.01 Catacomb Abyss. 7.02 Blake Stone 3D. 7.03 Ken's Labyrinth. 7.04 Hugo's Nitemare 3D. 7.05 Terminator Rampage. 7.06 Corridor 7. 7.07 Operation Bodycount. 8.0 Wolfenstein the internet section. 8.01 The best Wolfenstein news & links homepage. 8.02 Wolf3dbunker the best homepage for help with changing the source code. 8.03 WolfenDoom new Wolfenstein scenarios made for Doom. 9.0 Wolfenstein 3D source code. *+ 10.0 How to make Wolf3d.exe changes without compiling. 11.0 Return to Wolfenstein what is that ? 12.0 Acknowledgements. 13.0 Revision History. 14.0 Future Additions To The FAQ. 15.0 Feedback requested. END OF TABLE OF CONTENTS ------------------------------------------------------------------------------ 0.0 ABOUT THE FAQ. 0.1 THE COPYRIGHT NOTICE. ****************************************************************************** Copyright 2003 Bernt Hansen. This document is copyright by Danish copyright laws. This FAQ is for personal use only. This FAQ may not be reprinted or reproduced, in part or in whole, in any form, including, but not limited to, electronic transmission and magazine publication, unless prior consent is given by the author. This FAQ may not be sold to anybody, commercial or otherwise. Referencing or altering of this FAQ is expressly forbidden. If you own or operate a website and wish to post this FAQ, THEN E-MAIL ME AT Bernt_e_hansen@yahoo.dk (--> For credits see (Section 12.0). Bernt Hansen - new maintainer of Wolfenstein-3D and Spear of Destiny FAQ Date: Nov 02th, 2003. ****************************************************************************** 0.2 FOREWORD. Well... i felt that this faq slowly grinded to a halt, with almost no new relevant information regarding Wolfenstein 3D. Still personally i think there are a lot of new info on Wolfenstein 3D, that's why i have gone to the extreme & written a lot of new information. Some of it will be implemented later as i will get it rewritten some of the info is still too rough text to get in now, i will get it in as soon as possible right now i am going out with this release to show that this FAQ is not completely dead but will keep moving on. I have put back the add-ons sections expect a real heavy update soon. I thought Wolf3D was dead, boy was i wrong people all over the internet is still supporting this tough surviving game, especially now that the source-code is being used. The "Wolf3D clones" section has been reduced a lot, only to contain Wolf3D alike games & not all the new "hitech" games. Please take a look at the new section 8.0 Wolfenstein the internet section it will contain news about Wolfenstein homepages. A special thanks to the former FAQ maintainers. Adam Williamson & the original Author Stanley Stansiak without them this FAQ would never have gotten this far. Hope you like the new FAQ ansi artwork i stole it from the catalog file that is in the wolf3d shareware zipfile. The A, Y, R, 3, D, & the Q are my own creations. I would like to thank all of the contributors to this FAQ. 0.3 Id, APOGEE VS THE FAQ. Now hear this! Apogee and id Software have nothing to do with this FAQ. They do not give me support with it (not counting some e-mail thanks from J. Wilbur at id Software). This is NOT an official publication of either id Software or Apogee. The information contained within this article is provided 'as is' as I collect it from various Usenet sources. I do make an effort to check whether the information is correct at the time of the post, but as usual no guarantees are provided. 0.4 HOW CAN THE WOLFENSTEIN FAQ AUTHOR BE CONTACTED? I can be contacted via Internet e-mail at the following address: Bernt@fyn13.dk 0.5 HOW CAN I OBTAIN THE MOST RECENT VERSION OF THE WOLFENSTEIN FAQ? 1) Drop me an e-mail (--> See Section 0.4). OR Try Games Domain: www.gamesdomain.com. No guarantees though. 0.6 THE NEW INFO CODING SYSTEM WINTHIN THE FAQ. * These are the new sections with newly added information. ** These are the sections that will be continiously updated. *+ These are the sections that are written. *++ These are the sections that are in writing and WILL BE implemented. (They should be finished in maximum 6 months). - These are the sections that will not be updated until further notice. 0.7 WOLFENSTEIN & SOD RELATED FILES AVAILABILITY VIA FTP. Throughout this FAQ I'll be referring to some Wolfenstein related files. These can be obtained through Internet FTP archives. ftp.3dgames.org directory: /pub/3daction/wolfenstein3d/ is the official wolf3d site. ****** <<<<<< (will be referred to as '3D Gamers' from now on) >>>>>> ****** I will not include any information on wolf3d related files unless they make their way to one of these sites. (Nope, wuarchive.wustl.edu won't do Sorry!) If you don't know how to get them there or don't want to do it yourself or don't have ftp access then send them to me. I'll be happy to upload them for you. 0.8 THE FAQ UPDATE RATIO. Due to some hardware conflicts with my pc, i'm now updating the faq on a floppy drive. So sections 5.4 - 5.9 are for obvious reasons not being updated until further notice. The rest of the faq will be updated but only as "small" updates. However i will only update them with new filenames. (Hooray for the library :-) ). It's not only bad news out there a friend of mine have offered me a free designed homepage, it should open in july from here the faq will be avaliable to download as a textfile or can be read online. 1.0 THE WOLFENSTEIN NOVICE QUESTIONS. ============================================================================== 1.1 WHAT ARE WOLFENSTEIN AND SPEAR OF DESTINY ? Wolfenstein-3D is a 3-dimensional action game from id Software. (distributed as shareware by Apogee). Spear of Destiny is the commercial sequel of the same game that includes some enhanced graphics. OBJECTIVE: Survival/Exploration TYPE: Action VIEW: First person 3-dimensional perspective. FEATURES: Smooth scrolling gameplay and character animation. Full 360 degrees view sweep at any angle. VGA graphics (320x200x256), SB/SB-Pro/Adlib/Sound Source support Mouse/Joystick/Gravis pad/Keyboard interface. DIFFICULTY LEVELS: 4 VIOLENCE RATING: PC-13 (profound carnage - analogous to the movies' PG-13) COMMENTS: Impacts visually. Highly addictive. Slighty violent. STORY LINE: In Wolf3D: Basically you're a WWII allied spy imprisoned in Germany and you're trying to escape (full story included with the game). In SoD: Capture the Spear of Destiny from a Nazi stronghold. AVAILABILITY: First part of Wolf3D is shareware. Extra parts can be ordered from the distributor (more later). For Spear there is a 2-level demo version and the full version can be obtained at your local software store. There are now SoD: Missions 2+3 available as well. STAGES: Wolf3D: 6 episodes (parts) each containing 10 levels. The shareware version only contains episode 1. The registered version (pay $$) contains either 3 or 6 episodes. Altogether there are 10, 30 & 60 levels in the shareware and two registered versions. SoD: 1 set with 21 levels of pulse-pounding action. The demo version only contains the first 2 levels. The registered version (pay $$) contains the full 21 levels. Also available, two extra SoD episodes, created by FormGen (NOT id or Apogee). These are very difficult to get hold of, Apogee do distribute them, neither do id. I don't think FormGen do any more either. (FormGen were the commercial distributors for SoD.) Wolf3D Super Upgrades Pack: An expansion pack for Wolf3D, compiled by Apogee. It contains about 500 extra levels, mostly taken from Compuserve or the Internet, of varying quality, the latest (1.4) version of Wolfenstein, the level editor MapEd and a random level generator (which isn't that bad). WARNING: Some people have reported being sick after playing or watching others play (a kind of motion sickness if you like). --> See 3.7 1.2 WHAT ARE THE REQUIREMENTS TO RUN WOLFENSTEIN? HARDWARE REQUIREMENTS: Processor: 80286 or better (Nope won't run on XT). Graphics: 256Kb VGA or better. Memory: 580Kb Conventional. Also supports EMS, XMS. If EMS/XMS are available the game will use them to preload some of the graphics data. Hard Disk: Wolf3D: Approx. 1.38Mb (Shareware version) Approx. 2.40Mb (Full 6 episodes version) SoD : Approx. 1.24Mb (Demo version) Approx. 3.06Mb (Full 21 levels version) (Support SB, SBPro, Adlib) OPERATING SYSTEM & COMPRESSION UTILITY COMPATIBILITY ------------------------------------------------------------------------------ DOS : 5.0, 6.0 (should be downward compatible to 3.3 but wasn't tested) Other OS's : OS/2, This is one of the most finicky games, and may require some experimentation to make it run well. According to net reports, this game uses a special split-screen mode of the video card, and thus its behavior tends to rely on a person's hardware peculiarities more than OS/2 itself. I find that I can run this game fine, but if I switch away from the game and then switch back to it the bottom portion of the screen will no longer display the statistics for my character. Sometimes the special effects sounds for this game (shots, doors opening, people talking, etc.) will get lost after a brief period of time. If this happens, create a batch file (wolf3d.bat) and have your program object point to the batch file. In the batch file put the following two lines: SET BLASTER=A220 I5 D1 WOLF3D.EXE The first line tells the wolf3d.exe program which address you are using, which IRQ you are using (in this case it's IRQ5), and which DMA you are using (in this case DMA1). That should solve the loss of special effects sounds. SB-Pro owners should add T2 or T3 to the end of the first line (check your docs for details). : Windows3X : (Note if you've got a SB device driver installed under Windows or a Windows TSR like an hour chime running it may interfere with some of Wolfenstein's digitized sounds) Running WOLF3d/SoD under Windows isn't really recommended. : Windows NT You can run it in a dos box but, with no sound. : Windows 95/98 Usually OK, but certainly not guaranteed. If it doesn't work, either do Start/Shut Down/ Restart in MS-DOS mode, or press F8 when booting and the screen says "Starting Windows 95" (or "Starting Windows 98") and select Command Prompt Only or Previous Version of MS-DOS. : Linux Redhat 6.1 Yes you can run it with Dosemu it looks strange, (you'll know if ya dare to try) no sound is emulated. Someone have converted the sourcecode so it can run under Linux. Hopefully more info on that later. : Dr-Dos (Formerly known as OpenDos). Yes it runs fine. : Acorn/Arcimedes somebody have rewritten the source code to these machines. Hopefully i will get more info on this later. Compatible with: Stacker: Yes (2.0 & 3.0) Superstor: Yes DOS 6.0's Double Space: Yes 1.3 WHERE CAN I GET WOLFENSTEIN FROM? You can ftp Wolf3D game from 3D Gamers. ftp://ftp.3dgames.org/pub/3daction/wolfenstein3d/releases/1wolf14.zip. If you get it as a file with a .zip extension, you'll need either PKUnzip (widely available) or WinZip (http://www.winzip.com) to decompress it. The archive size is approximately 750Kb. There is an unpacking installation with this latest version (v1.4) of Wolfenstein so there should be no problem with getting started. Apogee is no more distributing neither Wolfenstein 3D or Spear of Destiny. Now Activision have taken over, Wolf3D & SOD + the 2 SOD mission add-ons made by FormGen is now being sold as 1 package. www.activision.com Info on ordering is included in the shareware version. Update: Wolf is available on id's website www.idsoftware.com for $15. You can buy online and download (securely) or send an order. The Wolfenstein source code has now been made public. It's available at: ftp://ftp.3dgames.org/pub/3daction/wolfenstein3d/unsupported/ wolfsrc.zip. It's not of general interest, though, only to fairly advanced programmers. 1.4 HOW DO I UNPACK SHAREWARE WOLFENSTEIN? You'll need PkWare's PkUnzip software (version 2.04g) to 'unzip' the file. Create a spare directory, then copy the file you've obtained into it. Next use pkunzip to unarchive the file. Like so: pkunzip wolf3d14.zip pkunzip soddemo2.zip (Assuming your pkunzip.exe is on DOS's command path.) 1.5 HOW DO I INSTALL IT TO HD? Through unarching the program in 1.4 above, an INSTALLATION copy of the game was placed in the current directory. Just run INSTALL program supplied to install a runable copy on your HD. You can delete the INSTALLATION copy once a runable copy has been made (to save disk space of course). NOTE: Initially you'll need ~4Mb of HD space to unpack and install the game. For the SoD demo, unarching the program in 1.4 above will place a runable copy on your HD and you don't need to take any further installation steps. 1.6 CAN I PLAY IT FROM FLOPPY DISK OR CDROM ? You can play the shareware version of Wolf3D and the demo of SoD from floppy disk since it's only about 1.38/1.24Mb (we're talking 3.5" High Density disk here). You'll have to install it to a hard disk first and then copy it across to a floppy disk. The full registered versions of Wolfenstein and Spear are much too big for a 1.44Mb floppy (unless you have something like a 20Mb floptical disk drive :) on which it would easily fit). The performance of the game running from a floppy is much the same except when you first load it up it takes it about a minute to load up all the graphics/ map info, so just wait patiently. It's a bit slower between the levels as well. In the game itself there is usually no speed differential except in certain parts where it brings in a page of graphics for some wall panels. You can then notice a split second pause. Now a days you could play Wolf3D & SoD on a 120mb floppydisk or a cdrom, although you can't save your game on a cdrom. :) 1.7 WHAT'S WITH THE VERSION NUMBERS? The most current version of Wolfenstein 3D is 1.4. The newest version fixes all known bugs (as did 1.2 at the time, etc.) Apart from that there is not much of a difference unless it comes to map/graphics editors. --> See 1.8, 1.9 & 4.X A breakdown of the versions and what the differences are is below. (If you never played Wolfenstein this will sound meaningless, but then again if you NEVER played Wolfenstein then where were you this past two years? ;) NOTE: There may have been some other bugs fixed between the versions which I don't know about, so if you think you know e-mail me. v1.0S - First release (05/05/92) v1.1S - Fixed a lot of digitized effects, still it had a bad habit of loosing all sound (just exit to options & press back to game) It's the first version to have the secret sprite. Call Apogee say Snappity :) (05/20/92) v1.2S - Fixed most of the secret doors map bug (on level 7 & 8 in episode 1), and also some video problems. Fixed the problem with enemies that could kill you through walls & other dead points. Also fixed the game end sequence (where B.J. yells YEAHH). (01/10/92) v1.2R - Fixed the last secret door map bug (on level 8 in episode 1 there were a secret door left out) first registered release. (06/10/92) v1.3S - Secret level elevator bug was fixed (introduced in 1.2 :( ) (06/22/92) v1.4S pre - Well, There was a pre-release version which was leaked out early by Scott Miller of Apogee (11/92). The problem here is that there are actually TWO versions of Wolf 1.4 out there. They differ only in the address for Apogee (according to Jay Wilbur of ID) but also differ in the name of the main program file. The file is named W3D-E1.EXE for the pre-release and WOLF3D.EXE for the "official" release. v1.4S - Fixed the save option if you had saved a game, & reloaded it you would have a wrong end time when you ended a level. It also changed slightly the graphic backdrop on the opening screen and other menus, changed the interior elevator graphic and added a calibration routine in the joystick setup menu. still no sound blaster fix for the dogs yelp when dying. (12/03/92) v1.4R - (01/01/93) The dates next to versions are the file stamp dates of the game .exe file. They are not the actual market release game dates. There were other 'internal' changes between versions but they are only relevant to mapping programs. --> See 4.X The version numbering of Spear seems to have gone through the same routine, but currently I only have info on the initial release: v1.0 - First release (09/28/92) v1.1 - No information available (yet? call on info) v1.2 - " " " " " " v1.3 - " " " " " " v1.4 - Final release, changes from previous versions unknown (01/05/93) 1.8 ARE THERE MAP/GRAPHICS EDITORS AVAILABLE, AND WHERE? WHAT ARE THEY? AND WHICH FILES DO THEY CHANGE? Map/Graphics editors can be obtained from the same ftp site as the game. No, they are not written by id or Apogee nor supported by them. (Also --> See Section 4.2) READ THIS! IMPORTANT! READ! THIS! IMPORTANT! READ! THIS! IMPORTANT! ****************************************************************************** Apogee ask that you ONLY edit registered wolf3d. The latest level editors will ONLY work on registered versions. Will FTP sites PLEASE withdraw levels and graphics capable of running on shareware wolf3d. Anything that will work on registered wolf3d/SoD, and ONLY registered, is OK. ****************************************************************************** Ok, continuing on... NOTE:!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! You are strictly not allowed to distribute the executable files from the registered full version of the game, i.e. any .exe files. Nor anything from the game for $ unless selling the game to third party (Legitimate registration transfer). The editors have been obtained by reverse engineering the map/graphics files and producing programs that changed those files in a manner consistent with the game requirements of them. The editor archives are: fe1_inst.exe map viewer/editor maped41.zip map viewer/editor maped42.zip " " " maped6.zip " " " maped84.zip " " " wolfed21.zip graphics viewer/editor wolfm160.zip map viewer/editor version convertor wlfaud11.zip sound editor/player MapEd 8.4 will let you convert between different versions of Wolfenstein the map encryption for 1.0 is compatible with 1.1 but not with 1.2 and upwards. (and you may feel left out if you designed maps before with 1.0 and now have 1.1 or 1.4, etc. Not so! BTW: 1.2 through to 1.4 are map/graphics compatible as known to date.) Also maped41[42][6][84]/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 MapEd 8.4 is fully compatible with Wolf3d, SoD, and Blake Stone 3D. It also has limited support for other Wolf3D engine games (Corridor 7, for e.g.) 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 v1.0S & 1.1S. 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. 1.9 THE WOLFENSTEIN GAME FILES INFORMATION. AUDIOHED.WL1/WL6 - header info for AUDIOT.WL1/WL6 AUDIOT.WL1/WL6 - data for audio cards (eg soundblaster) MAPHEAD.WL1/WL6 - byte offsets into the GAMEMAPS.WL1/WL6, for the individual map levels. MAPTEMP/GAMEMAPS.WL1/WL6 - header info, followed by MAP LAYER & OBJECT LAYER pairs. VGADICT.WL1/WL6 - header info for font desciption in VGAGRAPH.WL1/WL6 VGAGRAPH.WL1/WL6 - opening promo graphics and graphic font description. VGAHEAD.WL1/WL6 - assumed header into VGAGRAPH.WL1/WL6 VSWAP.WL1/WL6 - graphics texture maps, walls, objects etc. 1.10 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. 3D Gamers has the add-on maps/graphics/editors, etc. in a sub-directory, ftp://ftp.gamers.org/pub/3daction/wolfenstein3d/add-ons 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) 1.11 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. THE WOLFENSTEIN 3-D DEBUG MODE FILE (v1.0 means Wolf3D version 1.0 and v1.2 means Wolf3D version 1.2S. Cheating with other versions is equivalent to v1.2S except as noted.) To enter the mode, do the following: 1. For v1.0, & 1.1 instead of typing "wolf3d" to start the game, type "wolf3d next". For v1.2, instead of "wolf3d", type "wolf3d goobers". 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 v1.2S. 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: TAB, B Change border color 0-15 0 - Black 8 - Dark Gray 1 - Blue 9 - Light Blue 2 - Green 10 - Yellow-Green 3 - Aqua 11 - Lighter Blue 4 - Red 12 - Light Red 5 - Violet 13 - Light Violet 6 - Orange 14 - Yellow 7 - Light Gray 15 - White TAB, C Displays the number of static's, doors, and actors in the level. Static's are things like food, ammo, pools of blood, etc., and actors are the bad guys. Doors should be self-explanatory. TAB, E Moves you ahead two levels. In Wolf3D 1.0S, 1.1S, 1.2S, 1.2R & 1.3S. Unlike the W command (see below), this also takes you to the "level completed" screen and gives you percentages, bonuses, etc. In Wolf3D v1.4S, 1.4R & SoD, it moves ahead just one level. If you have also used the "tedlevel" parameter (see below), this command exits the game. TAB, 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.) TAB, 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. TAB, H Hurts you (Can i play daddy ? -4% health). (I am death incarnate -16% health). Not much use to us, but I guess id had to debug their damage code just like everything else. TAB, I "Free items." Gives you 56 ammo rounds, and 1000 points it gives you the next most powerful weapon. (Machine gun if you didn't have it, Gatling gun if you did.) TAB, M Displays memory usage. Loads of fun. TAB, 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 & v1.1S, 1.2S but it is in SoD. (I guess we should be glad that ANY of the commands are available.) TAB, 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. TAB, P Pauses the game, without putting up the little "Paused" window. I guess this makes it nice for taking a screen shot, although it changes the screen border to an ugly bright white. Hit ENTER the screen border will stay there for short while & dump you back to your OS. TAB, Q Bombs the machine in v1.0 & v1.1. Exits the game in v1.2. Both of these functions are only useful if your boss comes in :). TAB, S Turns slow motion on or off. If you have a slow computer you don't need this. TAB, 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. v1.1S has some interesting graphics that v1.0 lacks, including one sprite which is 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.) Displays walls, sprites, and sound waveforms. Once in this mode you can press: ENTER -- displays item if not currently displayed. LEFT -- previous item. RIGHT -- next item. W -- goto first wall. S -- goto first sprite. D -- goto first sound. I -- goto sound info. L -- goto last hit. ? ESC -- exit. TAB, V Asks you how many extra VBLs you want. High values seem to make the game sluggish and not much else. TAB, 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. TAB, X "Extra stuff." Doesn't appear to do anything. If you can amend this, let me know. DEMO RECORDING MODE - This "debugging" feature is not accessed in the same way as the other commands, and it is available in all versions. /-------------------------------------------------------------------------\ | YOU NEED TO PUT THE COMMAND LINE WOLF3D.EXE GOOBERS ON TO MAKE IT WORK. | \-------------------------------------------------------------------------/ /----------------------------------------------------------------\ | IN SPEAR OF DESTINY IT IS SPEAR.EXE DEBUGMODE TO MAKE IT WORK. | \----------------------------------------------------------------/ To record a demo, follow step one from the beginning of this file. Hold down TAB at the title screen (the one with B.J. hiding from a guard). A messagebox will appear with the following text. "Demo which level(1-10):", the text is the same in both the shareware & the registered versions. You can go up to level 60 anyway in the registered version, don't try to demo level 0 this will only result in crashing the game. Going over level 10 in the shareware game will result in a black screen only with the music running, i had to reset my computer. Going over level 60 you will see a large nearly empty level you can't move or shoot. Recording time is limited to approximately 30 seconds after that wolf3d will exit with the following message, "demo buffer overflowed". There are 2 ways to make an succesfull demo. 1 : Die underways recording. 2 : Exit an level alive. After that an black screen will appear, hit enter exit the game & a file named by default demo0.wl* have appeared. ren demo0.wl* to e.g. demo1.wl* if you decide to record another demo. Unfortunately, there isn't no 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. There is unfortunately no way to play it. 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 v1.2S. 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). (Hold down the keys as you would hold control, alt and delete to reset the system). 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 (apparently 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. The version 1.4 included in the Super Upgrades Pack _does_ allow cheating. I don't know about the version Apogee sell online. 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.) Update: this seems to have gone out of the window quite fast :). Witness all the cheats available in Duke Nukem 3D, for example... 1.12 WOLFENSTEIN 3D COMMAND LINE PARAMETERS. NOWAIT - Automatically skips several screens at game start. BABY - Starts game at skill level 1 (Can I play daddy). EASY - Starts game at skill level 2 (Don't hurt me). NORMAL - Starts game at skill level 3 (Bring 'Em on). HARD - Starts game at skill level 4 (I am Death Incarnate). TEDLEVEL nn - Starts game at any episode and level. "nn" is episode & level numbers minus 1. 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. To go to level 13 of Sod, enter: tedlevel 12. Note: there is only one episode in SoD so double-digit numbers are used only for the level number. If you enter "-tedlevel 20" to get to the 21st level (Angel of Death), the floor number shown in the game will be number 18 as the level is really an extension of level 18. By default, unless you specify a level (see above), you will start the game at episode 1 level 1. By default, unless you specify a skill level (see above), you will start the game at skill level 2. HIDDENCARD - Disable checking for video card. NOJOYS - Disable checking for Joysticks. NOMOUSE - Disable checking for Mouse. NOMAIN - Disable checking for main memory. NOEMS - Disable checking for EMS memory. NOXMS - Disable checking for XMS memory. NOAL - Disable checking for Adlib sound card. NOSB - Disable checking for Sound Blaster. NOPRO - Disable checking for Sound Blaster Pro. NOSS - Disable checking for Sound Source. SST - Disable checking for Tandy Sound Source. SS1 - Disable checking for Sound Source on LPT1. SS2 - Disable checking for Sound Source on LPT2. SS3 - Disable checking for Sound Source on LPT3. COMP - Device order checking. NOCOMP - Device order checking. 1.13 HOW CAN I CONTACT id Software or Apogee? Both have websites. id Software are at: http://www.idsoftware.com. Apogee are at www.apogee1.com. These sites have information on tech support - email addresses, phone numbers. 1.14 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. Email me at this address. bernt@fyn13.dk 1.15 IS WOLFENSTEIN AVAILABLE ON ANY OTHER PLATFORM THAN AN IBM COMPATIBLE? There is a SNES version out in 1993 written by Imagineer software under license from id software & published by Nintendo. (blood changed to sweat, dogs changed to rats). Due to the Nintendo policy, if we compare the graphics to the pc version then let me put it this way. Have you ever tried to run Doom in low resolution, it looks a something like that. Ok when you gets closer to walls or guards the graphics gets better, the weapons looks really good compared to the pc version. Are there any other differences ? Yes in the Snes version you use the map, it's looking a lot like the one in Rise of The Triad. Different ammo types, up to 299 bullets. More & new weapons A flame-thrower, a bazooka, cutscenes when you have defeated a boss with debriefing on your next assignment. Also strafing is a bit different in the Snes version you have a left & right strafing keys. A Jaguar (uncensored, slightly altered graphics) version. Was released in august 1994 by Atari, it is the one with the best graphics which don't tend to get blocky when getting close to walls & other things. And uses the Jaguar graphics. Mac version was released by Macplay a division of Interplay in october 1994, as shareware. The Archimedes version has just come out. Apparently it uses the same graphics as the pc version. 1.16 WHERE CAN I FIND VERSION X.Y OF WOLFENSTEIN? Could be difficult. Only way to get old versions is to have registered v1.0 and use the patches available at 3D Gamers (in the /releases subdirectory). This will give you v1.1 and v1.2. The site doesn't have any old shareware releases, only v1.4. 1.17 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 guys liked. It was created by MUSE Software & was written by Silas Warner. It was made in the early "80's" & had digitized and had digitized voices. The story was that you were in a prison and an injured prisoner gives you a gun he's taken from a guard and tells you that he can't make it but maybe you can. The castle holds the plans for Operation Rheingold. You can search guards and shoot chests. I played it and I couldn't find out what to do. It isn't a 3D game or virtual reality but you do have a birds eye view of the room you are in. 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! Here is the story directly from id, here is an extract you can find the full interview in gamebytes nr 4. GB: "Were you the guys who wrote the Apple II version of Castle Wolfenstein?" ID: "No. Silas Warner from Muse systems. Muse wrote the original Castle Wolfenstein and Beyond Castle Wolfenstein." GB: "Did you have to get permission to use the name?" ID: "Actually, the copyright for the title Castle Wolfenstein lay dormant for so long no one cared about it. It ended up belonging to an old lady in Michigan who didn't care. The legal dudes got in there and did the legal dude thing and got it for us." 1.18 WHERE DID id GET THE INSPIRATION FOR SPEAR OF DESTINY? SOD got started by a DC Comic's special comic book called Justice Society. It probably gave id software the idea for the game Spear of Destiny. They used the storyline and created a game. 1.19 WOLFENSTEIN 3D "CAMEO APPEARANCE". In which movie does Wolfenstein 3D appear ? (here is line from the movie) (she says) "and Wolfenstein for the kids". The Net starring Sandra Bullock. 1.20 A SPEAR OF DESTINY "SECRET". To access the hidden picture of the ID crew then go to change view and change the view once. After you press ENTER then quickly hold down the "I" and the "D" keys. You will see a picture with weird music playing. Read the message for some laughs. Some music from the game is playing too. 1.21 MORE SPEAR OF DESTINY "SECRETS". 1.22 WOLFENSTEIN 3D & SPEAR OF DESTINY POPQUIZ. Now im proud to present the popquiz, it will contain 2 - 3 questions. The answers will appear in the next revision of this faq, some of the answers to the questions you will already be here somewhere in this faq. Some others will be here as new additions in future revisions. 1. Q. In which movie does Wolfenstein 3D appear ? (here is line from the movie) (she says) "and Wolfenstein for the kids". A. The Net starring Sandra Bullock. 2. Q. The secret sprite saying (call Apogee say Aardwolf) most of us know, but there was a secret sprite before the Aardwolf sprite. What did it say ? A. Call Apogee say Snappity. 1.23 Wolfenstein 3D AWARDS. Wolfenstein 3D have won the following awards. Wolfenstein 3D /-- Best Entertainment Software (1993) Wolfenstein 3D >-> <--- Best NEW Home, Hobby, Entertainment (1993) Wolfenstein 3D \-- Overall People's Choice (1993) WINNER OF THREE SHAREWARE INDUSTRY AWARDS, INCLUDING PEOPLE'S CHOICE AWARD! Wolfenstein 3-D has won these RETAIL industry awards in 1992: Best Arcade/Action Game -- Software Publishers Association Codie Award Best Arcade/Action Game -- Compute magazine Most Popular Game -- PC World magazine (reader's poll) Best Action Game -- Video Games & Computer Entertainment magazine Most Innovative Game -- Video Games & Computer Entertainment magazine Editor's Choice Award -- Shareware Magazine Best Entertainment Software (Finalist) -- PC/Computing 1.24 SPEAR OF DESTINY EXTRA LEVELS CDROM. 1.25 CASTLE WOLFENSTEIN 3D CDROM GAME. 1.26 WOLFENSTEIN 3D 2 BOGUS OR FOR REAL ? When Apogee was development with their new 3D game in 1994 it had the work title Wolfenstein II : Rise of The Triad, the Wolf3D references were removed & the game was released under the name we all know Rise of The Triad. 1.27 WOLFENSTEIN 3D CONVERSIONS MADE FOR OTHER 3D GAMES. 1.28 WHO IS B. J. BLAZKOWICZ ? B.J. was born on August 15, 1911 to Polish immigrants. He became a top spy for the Allies and the most durable soldier. He received the Congressional Medal of Honor. B.J was married after World War II, at the age of forty, to Julia Marie Peterson. They had a son named Arthur. 1.29 WHAT'S B. J. BlLAZKOWICZ'S RELATIONSHIP WITH COMMANDER KEEN ? Besides the fact that id Software created both the Commander Keen and Wolfenstein games, there is a further relationship between the two main characters. The following is an extract from the Official Hint Manual for Wolfenstein 3D which explains the relation: Their son, Arthur Kenneth Blazkowicz, became a television talk show personality in Milwaukee. For show biz purposes, Arthur changed his last name to Blaze. Arthur later married Susan Elizabeth McMichaels. They had one son (which they named after Arthur's father), William Joseph Blazkowicz II, or as he signs his grade school homework, B. Blaze.... 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 Blue SS He sees you Schutzstaffel! "Body Guard" (literal), Guard: or hears you "SS!" shoot. He dies. Mein leben! "My life!" White He sees you Spion! "Spy!" Officer: or hears you shoot. He dies. Nein, so was! "Well, I never!" Undead He sees you - Nothing. Silence (Zombies): or hears you shoot. He dies Khaaarrghkhkh! (Really weird sound) Hans He sees you. Guten Tag! "Good Day!" Huge Blue Guard, episode 1: He dies. Mutti! "Mommy!" Dr. Schabbs, He sees you. Oohahahaha! (Laughs) episode 2: He dies. Mein Gott in Himmel! "My God in Heaven!" Hitler's He sees you. Toter hund! "Dead Dog!" ghost, episode 3: He dies. Hahahahaha! (Laughs) Hitler, He sees you. Die, Allied "Die, Allied Bastard" episode 3: Schweinehund You blow away Scheisse! "Shit!" his armour. He dies. Eva, auf "Good-bye Eva!" Wiedersehen! (NB: Eva Braun was Hitler's wife) Otto He sees you. Eine kleine "A little American!" Giftmacher, Amerikaner! episode 4: He dies. Donnerwetter! "Good heavens!" Greta Grosse She sees you. Kein Durchgang! "No Trespassing!" (Big Greta), episode 5: She dies. Mein Busen! "My repentance!" General He sees you. Erlauben Sie, "Allow me, please!" Fettgesicht bitte! (General Fat-Face), He dies. Roseknospe... "Rosebud..." episode 6: (See "Citizen Kane") ------------------------------------------------------------------------------ Trans Grosse, He sees you. Einer "A Speech defect!" SoD floor 5: Sprachschnitzer! He dies. Es ist schade! "What a pity!" Barnacle He sees you. Ach so! "Oh, I see!" Wilhelm, SoD floor 10: He dies. Wenn schon! "So what!" UberMutant, He sees you. - Nothing. Silence SoD floor 16: He dies. Argh! (Weird scream) Death Knight, He sees you. Tod ist mein leben! "Death is my life!" SoD floor 18: He dies. Alles ist verloren! "All is lost!" Angel of Death, He sees you. -Prove your worth, human! SoD floor 21: He dies. -You may wield the Spear... ------------------------------------------------------------------------------ 2.2 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. 2.3 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). Also has cleavers at close range. 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 Rocket launcher 11. Gretel Grosse Two chainguns (more damaging than Hans', I think). 12. General Fettgesicht Two chainguns and rocket launcher 2.4 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. 2.4 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. 2.5 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 2.6 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. 2.7 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 occur in all Wolfenstein versions 1.0 - 1.4. 2.8 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. 2.9 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. 2.10 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%. 2.11 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. 2.12 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. 2.13 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). 2.14 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 2.15 ARE THERE ANY MORE CHEATS/HINTS AVAILABLE? There is a hint book for Wolfenstein 3D, and another for SoD. They're both actually well worth having. They map out every level (for Wolf, all 60, for SoD, all 21 of the first episode - I don't think FormGen made hint books for the two extra episodes), with help for getting through the level based on important points through the level. they show all secret areas and all secret levels, and also have a mine of trivia about the game's development and some of the characters. 2.16 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. (Each extra Spear episode has the same structure). 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% (tops up to 100% from wherever your health is) 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 chalice: 500 Score for treasure chest: 1000 Score for golden crown: 5000 Score for getting 100% of treasure, kills or secrets on a level: 10000 Score for secret level completed: 15000 Score for boss level completed (SoD): 15000 Score for each sec under par level time: 500 The following table shows the par level times for all Wolf3D episodes: Level 1 2 3 4 5 6 7 8 E 1 1:30 2:00 2:00 3:30 3:00 3:00 2:30 2:30 p 2 1:30 3:30 3:00 2:00 4:00 6:00 1:00 3:00 i 3 1:30 1:30 2:30 2:30 3:30 2:30 2:00 6:00 s 4 2:00 2:00 1:30 1:00 4:30 3:30 2:00 4:30 o 5 2:30 1:30 2:30 2:30 4:00 3:00 4:30 3:30 d 6 6:30 4:00 4:30 6:00 5:00 5:30 5:30 8:30 e 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: 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 WWWWWWWW#WWWWWWW#WWWWWWWW W ^ ^ W W W # < [ W W W W WWWWWWWWWWWWWWWWWWWWWWWWW b) Room corners. W?WWWWWWWWWWWWWWWWWWWWW?W ? W W W W [ W W ? W W?WWWWWWWWWWWWWWWWWWWWW?W c) Between objects and at midpoints of a wall. WWWWWWWWWWWW?WWWWWWWWWWWW Wo W ? W Wo [ W W 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. 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 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: Generally not a good strategy above "Don't Hurt Me" level. --- 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. SPECIFIC SOD BOSS STRATEGIES Trans Grosse- Trans Grosse guards the way to the Dungeons. He uses two chainguns. Get the chaingun in the secret passageway in the left passage way when you start the level. W= wall P= secret passageway C= chaingun O= you E= elevator wall W WWWWWWWWWWWWWWWWWWW W W W W W W W W W W EEEEEE W W E O E W W EEEEEE W W W W W W W W W W W WWWWWWWWWWWWWWWWWWW W W W WWWWWWWWWWWWWPPWWWW W WWWWWWWWWWWC WWWW W WWWWWWWWWWWWWWWWWWW When you enter the room inside the three doors be careful or the SS will shoot you in the back. Kill all the guards and SS and then enter the boss room where Trans Grosse lives. The boss will see you so go right until you come to a room with four SS. The room is NOT behind a door. Keep looking to see if the boss is coming towards you. Search the room until a secret passageway is revealed. Lure Trans Grosse in the passageway because there is health there. Blast him out of his socks as you move over the health. Keep doing this until he is dead. If you decide to explore the floor before you exit, then don't fall for deadly pink-brick wall death trap unless you have a chaingun, plenty of ammo to wipe out seven SS, or God Mode. Happy killing! Barnacle Wilhelm- Barnacle Wilhelm guards the way to the Main Castle. He uses a chaingun and a missile launcher. In order to defeat Barnacle Wilhelm, you first have to get the silver keys to enter his lair. After you have found the key and have gone into the Barnacle room, kill all of the guards, SS, and officers in the slots in the wall. Then you can finish Wilhelm off while hiding behind the wall blocks. Ubermutant- Ubermutant guards the way to the Ramparts. He has only one chaingun but is VERY fast. To defeat Ubermutant, you must find the key to get inside the Uber-chamber is. When you open the locked door push the secret passageway and then open the door on the left. Wipe out all of the guards and get some health and ammo before opening the door to the steel chamber. After you get the health and ammo only then you may open the door. Make sure that Ubermutant sees you and run, not walk, outside into the hallway where you started the level on and dodge between the walls and fire upon him. If he finds his way out of the chamber of you lead him out then you should try to get back into the chamber or take your chances and finish him off. Death Knight- Death Knight guards the way to the Spear and the Death Dimension. He uses two chainguns and two missile launchers. To defeat Death Knight then get the chaingun and ammo boxes when you are brave enough to get out of the elevator. Enter the Death Knight's lair and head to the left seeking the door (there's one less mutant on this side). Go out the door and toast the officers and the SS and go left for ammo and right for health. Now get rid of his helpers and chip away at him through an open door (the missiles will probably hit the side of the door). After you kill the Death Knight then open the locked door, touch the Spear and now you have just beaten the game!!!!! NOT! The Angel of Death- The Angel of Death is the guardsman of the Spear. He uses green spheres of holy fire. To defeat the Angel of Death you must first find the chaingun. Then if your duel with Death Knight lowered your health a little then GET SOME! As soon as the Angel sees you then wait until he shoots three spheres. As he rests blast him in the face. When you kill him then try to kill some ghosts before the five seconds you have left before the game is over run out. There this time you DID beat the game. Barnacle Wilhelm- This boss shoots a missile launcher and a chaingun. The combination of short and long range attack make Barnacle difficult to defeat. AVERAGE NUMBER OF SHOTS TO KILL- Eighty. Ubermutant- Ubermutant is Dr. Schabbs most prized creation. With four butcher knives in each of his four arms, nimble legs, and a chaingun in his chest make this the ultimate zombie. AVERAGE NUMBER OF SHOTS TO KILL- Eighty. Death Knight- Death Knight wields two chainguns and two missile launchers making him the toughest boss you have ever faced. His body armor covers all of his body except his face. This guy proves to you that a spoon full of sugar DOESN'T make the medicine go down! AVERAGE NUMBER OF SHOTS TO KILL- Eighty Angel of Death- To protect the Spear, Hitler made a blood pact with the Angel of Death telling the Angel that he could have the souls of his Nazi soldiers. In return the Angel guards the Spear for as long as Hitler is alive. AVERAGE NUMBER OF SHOTS-??? 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 v8.4 - Map editor. b) WOLFMAP v1.6 - Map editor/version convertor. a) SODEDIT v1.1 - Map editor. a) WOLFMAN2 v2.0 - Mapeditor. d) FLOEDEDIT v0.99b - Mapeditor/graphics editor/extractor. c) WOLFEDIT v2.1 - Graphics editor/extractor. a) WOLFENMAP v5.0 - Mapeditor. 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 v8.4 [*** Faq editor's choice ***] - Written by Warren Buss, David Huntoon and Bryan Baker - Blake Stone compatibility - Zap function - Loads of other useful stuff! Wolfmap v1.6 - Written by Jan Peter Dijkstra (Sysma Automatisering). This one was based on an 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. Wolfman2 v2.0 - Written by Digital Aasvogel Group. This editor is only compatible with wolf v1.0 & 1.1, supports editing, placing, & grabbing. Note: Not compatible with SoD. Sodedit v1.1 - I really can't tell you much about it until i get a hold of a copy of it. Wolfenmap v5.0 - I hope that you're not one of those who have paid 35$ for this shareware editor. Floedit v1.0 - Written by Florian St”hr. The text is taken from floedit.hlp. Welcome to FloEdit, world's best editing tool for the popular ID-Software games "Wolfenstein-3D" and "Spear Of Destiny". This is the only tool available that gives you the following functionality: Edit, print and import/export maps: Things made easier by FloEdit, giving you unlimited undo/redo support, multi-clipboarded cut & paste and auto-insertion of floor commands! images, walls and sprites (no size limits in your sprites!) import/export and ADD digitized sound. Please note that if you'd like to change the size of anything or if you want to add new sprites, images or sounds, you'll always have to recompile the game! (This is not necessary for adding new walls). Please note : Floedit is written for Windows 9X, It works fine under Windows NT 4.0 too. You will have to install DirectX, can't remember what version is needed. With version 6.0 it runs fine. You can download here : http://www.wolfnode.de this is the Official Floedit Homepage. This just shows that banning games will not stop people from getting them anyway :=} It fills 5.5 mb and when installed floedit.exe fills 2.1 mb. If you want to save some space use UPX to crunch down floedit.exe, i did it works fine with floedit.exe minimized to 210 kb. Have a look in section 11.0 for the UPX homepage. 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. That problem have been fixed in Wolf3d version 1.4. - 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. That problem have been fixed in Wolf3d version 1.4. 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 5.9 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 5.9 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 5.9 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: [1.2 S] means version 'The shareware version 1.2'. 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 1.2 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 OLD 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 [1.2 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 [1.2 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 [1.2 S] ***** - This is the same as enite3fx but has some more bugfixes. You should really get this instead of any other Enigma maps. - wolf316 [1.2 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 [1.2 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 [1.2 R] ***** - Temporary Insanity. By Nathaniel Rudiak-Gould. What can I say, these levels are truly insane. Enter 30 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 uncontrollably, '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 definitely 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 [1.2 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 [1.2 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 OLD 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 [1.2 S] *1/2 - Wolf3D U.S. All nazi symbolism replaced with US symbolism. - w3dcool [1.2 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 [1.0 S] ** - Bonkenstien3D. Some graphics changed to appear more 'appealing'. Treasure replaced with computer supplies. Elevators replaced with moongates. Guns replaced with ... joysticks (?!!) - wolfclwn [1.2 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 [1.2 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 [1.2 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 [1.2 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 THE NEW REVIEW RATINGS. First of all the shareware, registered, SOD levels & Total conversions projects will be reviewed separately. There will be 4 rating categories. As usual have all levels been played on the hardest difficulty setting & is reviewed out from that. 1. Level Design. 2. Difficulty. 3. Overall. 4. Graphics Design. The Graphics design character will not have any influence on the Overall judgement but will be rated separately. The ratings will be from 1 to 5 stars (no more any « stars). * = What a slimeball level. ** = OK levels no need to overheat that modem. *** = Good solid levels but no more than average. **** = Fine levels just missing the magic touch, definitely worth a download. ***** = OH a new MONA LISA. 5.4 NEW SHAREWARE LEVELS. - 10levels 1.2 1. Level design. These 10 levels are not so well designed some of them are large in design, they do have a feeling of the original s/w levels which definitely not is a bad thing. The secrets are some nasty traps though. ** 2. Difficulty. These levels are good defended by a large horde, let the chaingun loose. Not as hard as the Enigma levels but nearly. *** 3. Overall. If you like a tough game of wolf this is a must. ** 4. Graphics design. Only new walls from SoD. ** - Invasion 1.2 - Nazirds3 1.2 1. Level design. These 10 levels lacks identity, they mainly contains long corridors with small & large rooms on the sides. Also horizontal stripes occurred on level 3. ** 2. Difficulty. Definately easier than original wolf. ** 3. Overall. I find these levels boring, maybe newbies can find something here. ** 4. Graphics design. Just 2 or 3 walls an some new small obstacles. ** - Neowlf1 1.2 - Mrwolf01 - 08 1.2 - Cmapset1 1.2 - Wolfnpth 1.2 1. Level design. At least some of the levels are taken from the Enigma set, the levels are quite large & generally well designed. **** 2. Difficulty. These 10 levels are named "no place to hide", it fits allright save often & be prepared to very many enemies plus a lot of stiff resistance. ***** 3. Overall. Even hardened Wolf veterans will get a worthy challenge here, not for suited for newbies. **** 4. Graphics design. It includes a new guard, a new dog, & a new boss. Lots of new walls doors, e.t.c. It fits in good. *** - Wolfra 1.2 1. Level design. Wolf Red Alert these 6 levels are set in in the cold war 50'ties in Russia. These levels are good designed, if you know the s/w wolf levels you should be able to recognize parts of some of the levels. Apart from some "deaf" guards on level 1 that didn't react even when shot on, everything but that slightly nuisance i will say i enjoyed it to the end. **** 2. Difficulty. Don't spare the trigger on your gun, these levels are quite hard to complete. Good varied use of the enemies, i had to bite the dust several times. **** 3. Overall. Don't miss this one it seems that a lot of effort went into these levels, it can be seen this is a quality package. **** 4. Graphics design. Be prepared for a lot of red colors, some new russian samples have been added too. Don't ask me what they say, my Russian sucks :) just shoot the bastards. **** - Darkstar 1.2 This is the Darkstar levels upgraded to the wolf 1.2 level format. See Darkmap1 in the old levels section for more info. - Cst-v12 1.2 1. Level design. 2. Difficulty. 3. Overall. - Scr2000 1.2 1. Level design. 5 new levels who range from small to medium sized, ok designed but nothing special. *** 2. Difficulty. Not that hard. *** 3. Overall. Ok for a quick game. *** 4. Graphics design. I guess you'll have to be a fan of the scream movies to like this set, a new vgagraph file is included too. ** - Doomsday 1.2 - levels1 1.0 1. Level design. Level 1. Hm a lot of deaf guards, not much of fighting. Just some small secrets even easier than the shareware levels, fairly short too. Level 2. Bigger rooms & halls, introduction to the gatling gun & a small secret room filled up with health. Again not much resistance, a walk in the park. Level 3. Now were cooking get the big gun ready, lot's of SS guards, dogs & brown guards. Hey Hans is there too, i won't reveal too much only this use that save button. *** 2. Difficulty. As tame & boring the first 2 levels are they could really be a lot better if they were spiced up with some more enemies. Now it's level 3, that saves the day it's really filled with action + a nice ending. ** 3. Overall. It could be better but the 3 levels are enjoyable, so for a quick game this is an allright package to download. *** - Newolf11 1.2 1. Level design. Im happy that there are only 4 levels to play, it's in the same style as the graven levels. Wide levels with hordes of enemies crammed together in 2 or 3 places. ** 2. Difficulty. Talk about overkill, get godmode on fast or you'll be dead 5 times in 10 seconds. ***** 3. Overall. There is nothing positive to say about this package, oh 1 thing it's a pleasure to delete it. ** - W3dxlv11 1.2 1. Level design. Only 1 new level, it's loosely based on the first map but is quite extended with lots of new surprises. **** 2. Difficulty. Quite a tough level to complete, with sneaky placements of the different enemies. **** 3. Overall. What a nice surprise, if you have 10 minutes left dl this goodie. **** - Wolfmm14 1.2 1. Level design. These are 10 clever designed levels with lots of secrets, a big maze is there you may not find the solutions to get through to the exit on all the levels. I find a good challenge. *** Fixes & changes. On the first level i added a gold key, as there was no way to get out & explore the level. The other problem was the secret where the block moved too far & blocked the entrance, i solved this partially by placing a purple block with bloodstain next on the right to it. Fixed another secret so it wouldn't be stopped by a wall & block the entrance. Put in the chaingun & some ammo on the first floor plus some more health on level 1. Now you at least stand a chance against the 2 bosses. Changed the gold key on level 1 to an bloodpool. 2. Difficulty. If you liked the Enigma levels you will get a worthy competitor here. On a level there are 4 bosses, expect to see Hans a lot of times. ***** 3. Overall. Enjoy these very tough levels, which require both some thinking & quick reactions to avoid the bullets. Don't forget the save button. *** - Wolfv1 1.2 1. Level design. 2. Difficulty. 3. Overall. - Wolfnuke 1. level design. The 10 levels are based on schools, in theory this could work but in in practice a bad idea. Long corridors lot's of small rooms, sorry these levels needs much more variation. On the 1st level i saw a whole line of non reacting guards & dogs. ** 2. Difficulty. About the same as normal s/w wolf. *** 3. Overall. If you choose to dl this 1 do it for the graphics not for the levels. ** 4. Graphics design. The graphics are following a theme involving nuclear weapons, new doors, walls, items & lot's more. **** - Wolfplum 1. Level design. Here comes 10 classic or rather 8 designed levels. More on that later. Classic in that retrospect they follow the sw levels such as, heavely defended keys, boss only appears on boss level. Sometimes the maker of these levels cram about 30 guard in 1 room, luckily not too much. The levels themself are just too boring level 8 is just 1 short corridor with a few turns, level 10 is 2 rooms & an elevator. More different walls than the old dull gray wall would have lightened it up but no, yawn. ** 2. Difficulty. Tougher than normal wolf, lot's of ammo & health is thrown in. **** 3. Overall. Maybe i should have been nice in judgement, i won't a lousy boss level & level 8 & 10, plus clumsy placements of furnitures lack of variation doesn't help. ** - Wolfgottspear 1.2 1. Level design. These 6 levels are generally very big in design, exspect some small labyrinths good varied levels. **** 2. Difficulty. These levels are for the wolf hardasses, neatly placing of the enemies. **** 3. Overall. Good tough big levels what's more to say, just get it. **** 4. Graphics design. More in the gore category, some nice walls. ** - Trial 1.0 1. Level design. The designer of of these levels definetely wanted to be sure that you would get to the boss level, which is level 10. There are at least 3 entries on differents levels to it, this is by far the worst level with 1 large hall crammed with enemies which are resulting in the "disappering bodies" phenomenon. Luckily this ain't repeating on other levels, on some levels you will ocassionally meet big groups of enemies. The levels are big a bit too much of that boring gray wall, otherwise than that no complaints. *** 2. Difficulty. Nice tough levels with a sufficient supply of food & ammo. **** 3. Overall. On level 4 i had to remove 1 door to get a playable level & fix 2 floor codes. Good solid level design except for the boss level. *** - Cr1 1.0 1. Level design. It's the same designer who made the Trial level who is the mind behind these 10 levels. Ok the bad parts first, there are no enemies on level 6, level is caotic with rooms crammed up with enemies just standing until you fire the first shot &, disappearing bodies everywhere. The other levels contains large rooms & big corridors with lot of space. ** 2. Difficulty. More easy to complete than the Trial levels. *** 3. Overall. If it hadn't been for the 2 levels & the boring gray walls again they would have gotten 3 stars, but no. ** 4. Graphics design. Just a few boring walls. * - Cr2 1.0 1. Level design. As usual the tenth level is the boss level, they are in the same style as the sw levels. They change from small to big in size, yeah new wall colours apart from 1 place the overcrowding problem with enemies is over. *** 2. Difficulty. The same as Cr1. Exspect some nasty surprises on level 10. *** 3. Overall. It's the best levels out of the 3 sets the designer has made maybe a bit too easy access to the elevator on 1 or 2 floors. I had to remove some mudwalls on level 2 after upgrading it. *** 4. Graphics design. Just a few boring walls. * - Wolf1 1.2 1. Level design. The 9 levels are big levels, with lot's of big rooms & hall- ways. Level 4 was a nice surprise, an outdoor level. There is no new secret level. *** 2. Difficulty. Some tough battle with enough ammo & health. **** 3. Overall. Only on level 1 did i find some totally deaf guards, some more decorations in the rooms could have been nice. *** 4. Graphics design. Only minor changes on Hans Grosse, a new vgagraph file containing a intro picture. Don't enter the read this! menu or the game will crash. ** - Grosse 1.2 1. Level design. With the exception of the secret level are all the others an extended version of the sw set. The changes are nicely done, but tends to get a bit boring as you will recognize the levels. The secret level shows that the designer can make a good level from scratch. It is quite big & very well done, a penetrable door made by accident on the way to the silver key was the only very small nuisance. *** 2. Difficulty. A lot harder than the sw wolf set. **** 3. Overall. The secret level saves this set. *** - School 1.2 1. Level design. Schoolstein. The 1st level is an outdoor level with a few annoying invisible rooms &, lot's of free space. Level 1 - 4 are fairly short, the other levels are medium sized. Level 10 which is the boss level seems to be a lot inspired of e5l4, in design nothing new on the secret level which is level 9, apart from extra soldiers and a elevator. *** 2. Difficulty. As normal wolf. 3. Overall. Apart from a lot of def guards which i easely surprised, otherwise no complaints. *** 4. Graphics design. 2 new weapons, a lot of wall & images designed to look like a school & a new boss. **** 5.5 NEW REGISTERED LEVELS. - Gldeye 1.2 1. Level design. Enter 4 very well designed levels, with good hidden secrets. **** 2. Difficulty. With the absence of the chaingun (well i couldn't find it). There are plenty of enemies on level 4 i learned a new way to kill. Literally killing through columns. The are hard to complete & offers a good variety of enemies. **** 3. Overall. I can't wait to see more levels from this guy, it was without any expectations i downloaded the file. boy what a nice pleasance it turned out to be. **** - Wolfndie 1.2 1. Level design. Meet 10 good levels, they are quite big & some of them are a bit mazey. On level 4 the horizontal stripe bug appeared, a bit irritating otherwise than that expect good varying levels. *** 2. Difficulty. Some harder than the original wolf3d levels, with a hard showdown on level 10. **** 3. Overall. Good, big, varying levels with a good challenge. Well worth down- loading. **** - Wlf_3d 1.2 1. Level design. I have mixed feelings about these 7 levels, the levels ain't nothing special but the placement of secrets, same keys placed 2 different places on several the levels seems stupid. Level 6 could not be played the error message "too many static items" came out every time. ** 2. Difficulty. No harder than original wolf. *** 3. Overall. Maybe something for wolf newbies, there are plenty of ammo & health the keys will be easy to find. ** - Wolf3d2 1.2 1. Level design. Yuck these levels or i should rather say attempts. The guy who have tried to design seems to have played a bit around with an editor for fun but never finished the job. Just forget about playing them, only 1 level i found containing a huge maze was made acceptable. Various bugs as the Heisen-bug horizontal stripes were it was so bad that the game crashed. * 2. Difficulty. A bit harder than original wolf, with lost of disappearing bodies & objects. **** 3. Overall. I can't recommend these levels to anyone, just forget about them. * - Fuhrerhideout 1.2 Arrgh some people won't learn it, get maphead.wl6 in your packed file or the game won't run. Both Wolfmap & Mapedit couldn't read the gamemaps.wl6 David Lummis Wolfmap refused to print out a map, so i consider it to be corrupt. I am contacting the author about these problems & hope to could review it soon. - Bunker11 1.2 1. Level design. This 10 levels set have out since 94. Level 1 is very unlike any other level i have seen, it's made with outdoor scenery & seems to be an introduction to the castle you're about to enter. Another highlight is the secret level, which is a thinking man's level with plenty of action. All the levels are unique from another, great job. **** 2. Difficulty. Good hard action all the way. *** 3. Overall. Good levels, lot's of traps & a mystery level. **** 4. Graphics design. Just some SoD walls, & some new walls. ** - Barwolf 1.2 - Bjw60 1.2 - Bjw60ii 1.2 - Overkill 1.2 1. Level design. Wow 10 really good levels, if you liked the original wolf levels this is a pleasure to play. ***** 2. Difficulty. Hard battle all the way, use that save button on level 9 for a rockhard battle. **** 3. Overall. I wish there were a lot more levels like these. ***** - Beltran 1.2 - Clonewar 1.2 - Coolwolf 1.2 - Nuclear 1.2 - Nurnberg 1.2 - Rotzi 1.2 - Mortalk 1.2 - Graven 1.2 1. Level design. These levels reminds me of the ones in the wolf3d2.zip. Wide levels filled with enemies packed in big crowds 2 or 3 places, just waiting for the first shot to be fired. Lot's of disappearing bodies didn't make things any better. ** 2. Difficulty. No harder than original wolf. *** 3. Overall. Only the bit of level design saves this from the slimeball marking. I would rather play Minesweeper for 5 hours than playing these levels again. ** - Kw 1.2 1. Level design. Operation KnightWolf. These 5 levels are quite big, the author have made a great job of making them both different & interesting. Some long corridors, maybe a little mazey but not too much. **** 2. Difficulty. No harder than original wolf at it's hardest, a good challenge *** 3. Overall. What can i say just dl this baby. **** 4. Graphics design. A new slightly altered gun, new sounds, new walls yuck i dislike the green wall used in the secret level. There's new ghosts too. *** - Wolf_run 1.2 1. Level design. As stated in the file_id.diz, it's "run n' gun" in the castle it descripts the levels fairly good. Easy & not too complicated to find out of. A lot of squased images & walls, it looks downright ugly. There's a loop in one of the episodes when going to the secret level, also one of the endings let's you hang in a wall so no end stats. ** 2. Difficulty. Definetly harder than normal wolf. **** 3. Overall. Maybe something for the newbies but not for me. ** - Goren2 1.2 - Final 1.2 - Wolfms11 1.2 - Adam 1.2 1. Level design. There isn't much difference in these 6 levels, consisting mostly of long corridors with small rooms. *** 2. Difficulty. Not as hard as original wolf. ** 3. Overall. For a first attempt from 9 year old kid these levels are not bad. On level 2 the heisen-bug occurred not serious, ok levels if you have 20 minutes free time. *** 4. Graphics design. Not much new here appart from a bloodstained knife & a new machinepistol. *** - Tank 1.2 1. Level design. Let's take the bad parts first. On E1L2 when you open a locked door the heisen-bug will shortly occur, on E1L9 the exit needs to be longer as B.J. walks right through the wall, without being able to finish the game & let you get the endgame stats. Also dogs around in the elevators allowing you to walk through doors & switches. Some of the levels are big yet quite confusing, most of them are quite small also labyrinths will appear. With all these minor bugs i can only give the 6 episodes this rating. *** 2. Difficulty. If it hadn't been for the bosses where i choose to use hit'n run tactics, whack 1 boss get the key & head for the nearest locked door with up to 5 bosses i don't intend to commit suicide. **** 3. Overall. Some better levels some smoothing on the toughness in the gameplay still some solid design. *** 4. Graphics design. Oh yes much better a new SSguard, new bosses as tanks, a lot of new exiciting walls, items, from which a good part is taken from other sets such as the dog, the weapons, also a new vgagraph file. **** - Wolfmas 1.2 In order to review this compilation of sw/reg levels i have placed them under the registered levels, so all the different sets are placed here. 5.6 SPEAR OF DESTINY LEVELS. - Bismark 1.2 - Dmnt1 1.2 - 1st 1.2 - Sod 1.2 1. Level design. First off when about a 3rd of the levels of the set is ripped off from the original Wolf3D, it's ok to build on them but just putting more guards in there that's too cheap. ** 2. Difficulty. No harder than normal SoD. *** 3. Overall. ** 4. Graphics Design. Just some walls & bosses ripped from the Wolf3D Vswap file Try something new. * - Bnsodnew 1.2 1. Level design. Enter 5 very tough levels, that follows the spirit from SoD, the 5 levels are good designed. **** 2. Difficulty. On 1 level be prepared to meet 8 bosses. ***** 3. Overall. If pain is your name, you'll get IT. *** - Sodmet12 1.2 5.7 TOTAL CONVERSIONS. - Arm 1.2 - Totenp 1.2 1. Level design. Wow these 21 levels are definitely a masterpiece, i come to think about SoD. They build up a mood, i actually like them more than the original wolf levels. ***** 2. Difficulty. Well you asked for a very hard battle and you'll get it. ***** 3. Overall. This is brilliant work, i got the chills more than 1 time, sweating with with my heart pounding wild. DON'T miss this 1. 4. Graphics design. New guards, bosses walls, doors, new guns, & much more. ***** 5. Sc changes. New cheat codes, max health increased to 150% health. 47 brand new levels (27 in Phase 1, 20 in Phase 2). New art and sound effects from various sources and my own design. One massive episode with seamless level flow. Changed ceiling colors. Changed music order (and addition of several Spear of Destiny selections). Two new keys (the bronze key and the elevator keycard). with icons on the status bar. Chainguns that occasionally jam, requiring you to find a new one. Non game-terminating bosses. Lot's more. - Hr 1.2 - Tsdt 1.2 - 2nd 1.2 - Panzer16b 1.2 - Hitler12 1.2 - 2 1.2 - S2000 1.2 - Bomb 1.2 1. Level design. The 10 levels are loosely based on the original s/w levels although the secret level, is a rip-off from episode 2's boss level. Also level 6 is a ripoff from episode 5, level 2. A bit more originality could be wished for. *** 2. Difficulty. No harder than original wolf. *** 3. Overall. The levels are fairly short, but quite good, definitely worth a try. *** 4. Graphics design. A new weapon & some doors & walls are taken from Operation Panzershciff. A new mini boss is in there too. *** 5. Sc changes. Removal of deathcam, up to 115% health, up to 150, new opening scene. It is irritating that you can pick up all the health & ammo you want even when filled up, the game have a bad habit of loosing sound at least 1 time on each level i lost the sound. - Sr 1.2 1. Level design. If you liked the original set, you should enjoy these 55 levels. On e2l1 the game crashed several times in the room with the gold key, with the following message. SD_playSound() - Zero length sound. **** 2. Difficulty. No harder than normal wolf. *** 3. Overall. Various small bugs in the game screen, such when having more than 100% in health a small square with changing numbers would pop up at B.J.'s face. So only. *** 4. Graphics design. New soldier, new walls, items, bosses, great stuff. Except for the new double machinegun. **** 5. Sc changes. ability to get 199% health. Ability to get 999 bullets. Ability to pick up 2 machine guns and use them. More health power-ups. Officer and mutant drop 8 bullets. Ss always drop machine gun. Dr. Schabbs is tougher. Some cheats. Powerful new shotgun. - Srswolf - Srswolf2 - Srwolf - Chokage 1. Level design. Good varied levels they are made in style as the wolf s/w levels. **** 2. Difficulty. No harder than normal wolf. *** 3. Overall. If you like your game with lot's of humour this is a definitely must see. ***** 4. Graphics Design. Be prepared to meet Homer Simpson, the "electrifying dog" & lots of other surprises. Excellent use of new crazy sounds. ***** - B2wolfse 1.2 - Rtw 1.2 - Westwall 1.2 5.8 NEW GRAPHICS. - Alienwlf 1.2 1. Level design. As stated in the .txt file, it is sample levels indeed 1 of the maps will crash the game. The map design is average & no more. *** 2. Difficulty. No harder than Wolf3D. *** 3. Overall. *** 4. Graphics design. This is some of the best i have seen, making the game harder a must see. ***** - Pacnclwn 1.2 1. Level design. Good medium sized levels, with a few surprises which i won't reveal. If you like the big sw levels then these levels are ok. *** 2. Difficulty. No harder than Wolf3D. *** 3. Overall. Ok levels to dl, but i would get for the graphics. *** 4. Graphics design. Some new sounds added otherwise the 2 files wolfclwn & wolfnpac have been upgraded to version 1.4 then merged. Yikes that boss is ugly. **** - Hlloween 1.2 - Tsdt 1.2 - Lost-ep 1. Level design. This is a set i have been loking forward to review. The levels are very slick done, they generally big with lot's of traps, & a good feel. ***** 2. Difficulty. No harder than sw wolf, plenty of ammo & health. *** 3. Overall. I don't want to spoil anything for you just grab it. ***** 4. Graphics design. Everything is designed here i like it a lot. **** - Obcwolf 1.2 1. Graphics design. Actually there are 10 levels but it's omly the sw levels & they keeps crashing. The graphics are from the game Operation Bodycount, plus some sounds too. Nicely done. *** - Fon 1.2 1. Level design. This set only contains 1 level. It contains some consecutive rooms with some close combat near the end of the level, there are 2 large halls 1 of them reminded me of SoD level 10 with Wilhem Barnacle. **** 2. Difficulty. Maybe a tad harder than wolf. **** 3. Overall. I'm looking forward to the next levels if they are as good as this. **** 4. Graphics design. - Spacestn 1.2 1. Level design. This a project in work there are only 2 regular levels, the secret level & level 3 will end the game. The 2 levels are very big, some of the dogs are running on the same spot. There are many good surprises, just try to hide the secrets better once the pattern is found then it's too easy. *** 2. Difficulty. Stop polishing that chaingun NOW!! SHOOT. **** 3. Overall. Hopefully more levels will be added a nice surprice. *** 4. Graphics design. Some of the graphics are taken from Alienwolf, some good walls. I think there's more to come. *** - Megawolf 1.2 5.9 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 [1.2 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 S & R] - 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 supersedes them. To revert back to PC quicker 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. - map4wol3 Full Sod & Wolf3d all versions support, produces ascii maps i like it better than wmap. - wolfmp Full Sod & wolf3d support, It have the advantage that the maps can be fully viewed on the screen. Got a large variety of commandline options, my personal favorite when i want to make ascii maps. - wolfexe The file contained in this zip file is a new executable for Wolfenstein 3D. It makes it easier to cheat. It does not require you to use any special parameters when starting up nor do you have to use any special debug codes. All you have to do is get into actual gameplay where you can see your gun, and then press the letter of what ever cheat you want, you don't even have to press the tab key. Here is how to use it: Unzip wolfexe.zip to your Wolfenstein 3D folder so it overwrites your current wolf3d.exe. Start the new wolf3d.exe and open a new or saved game. Press one of the following keys: (please keep in mind that you no longer have to press the tab key with these.) K -- GET ALL KEYS. * N -- NO CLIPPING! NOW THAT I HAVE EDITED THE EXECUTABLE IT WORKS IN VERSION 1.4 * SIMULTANIOUSLY PRESS Z, N, and L AND YOU WILL GET 100% HEALTH, 99 AMMO, BOTH KEYS, AND 0 POINTS. * * Changed or added cheat. 6.0 WOLFENSTEIN SPECIFIC PROBLEMS & BUGS (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. v1.2 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. Sometimes the stripes will be there even after you have finished a level. Hit F5 shrink the screen 1 time, go back to the game hit F5 enlarge the screen 1 time now the stripes will almost every time be gone. - 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. - 'DISAPPEARING OBSTACLES' phenomenon. Basically like the disappearing bodies, this can happen e.g. colums. However it's rarely seen. - 'MISSING SOUND' phenomenon. Usually this happens when a fighting with a big horde of enemies, you will hear that the sound becomes sporadic most times it will come back when the enemies are dead. Fighting a boss will nearly trigger this every time, if you can't get the sound back go out in the game menu hit enter on the "go back to game". This will solve the problem. - '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 CLONES. ============================================================================== 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 - i.e. Shadowcaster - as these have taken their inspiration more from Ultima Underworld. Note: ARGH! This section could be one _huge_ mother with the huge expansion in 3D games. I'm adding the contemporary ones more or less from memory, so correct me if I miss any or get something wrong. This section will not include any Doom clones or any newer games. Look for Frans P DeVries All 3D Games faq. 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. Also it really marked the end for commercial EGA games. 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 VIRTUOSO. Some longhaired rockstar is trapped inside of his room because all of his female fans. To get the time going he is playing a game called Virtuoso. You will see the character from behind, shoot down all sorts of big insects collect treasures. If you can stand playing this game more than 5 minutes you have a badder taste than me. So what is wrong with this game ? First realising it in 1995, with uglier graphics than Wolfenstein 3D well beg for a disaster. Uninspiring levels, tame monsters. This is a slimeball game. (TM) 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. Just out of interest, the guy who wrote this was snapped up by Apogee (who obviously saw more in it than I did) and went on to make the build engine. is Ken Silverman. Note the full version of Ken's labyrinth have been released as freeware. 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). 7.07 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 opportunity. 7.10 OPERATION BODYCOUNT. See above. 8.0 WOLFENSTEIN 3D THE INTERNET SECTION. ============================================================================== 9.0 THE WOLFENSTEIN SOURCE CODE. ============================================================================== 10.0 HOW TO MAKE WOLF3D.EXE CHANGES WITHOUT COMPILING. ============================================================================== The Wolf3d.exe is compressed with lzexe v0.91 to make it more compact. I do not know where you can find this program, try a search engine. Once you have gotten this program decompress Wolf3d.exe, use a hex editor to view the Wolf3d.exe file try to search after these words, Get them!. This is 1 of the songs contained in the game. Now you could change the name to SoD. IMPORTANT. When editing the different items in the Wolf3d.exe file do not make the changes fill more than the original item. Exsample given : Get them! are 9 dots long, remember spaces between the words count too. So the changed item must NOT exceed the original size. Otherwise funny things can happen including crashing the game, or ugly messages completely out of size. Once you have changed the things you wanted, compress Wolf3d.exe with lzexe v0.91, or you could use the freeware program upx avaliable for Dos, W9X Linux visit their homepage here. www.nexus.hu/upx Here is a list of the different items which can be changed. 1. The songs titles. 2. The menu screens. 3. The episode titles. 4. The endscreen. 5. The shareware/registered screen. 6. The cheat messcages. 7. The quit yes/no messages. 8. The error messages. 9. The difficulty selection names. 10. The BAT, LIM messages. 11. The demo record message. 12. The deathcam message. Things you can't change. Exsample given : The par time is the time for ending a level fast, if you beat it bonus points will be given. Now if you change the par time 02:00 you will only change the text message not the par time selection itself, for that you will need to compile the Wolf3d.exe file. As you can see there are still many things that can be changed maybe only cosmethical, anyway you can still have some fun. Good luck. 11.0 RETURN TO WOLFENSTEIN WHAT IS THAT ?. ============================================================================== Wolfenstein 2000 is a new game under development by Xatrix games, (known for their 3D game Redneck Rampage). It is using the Quake III engine made by id software, they don't have anything else to do with the game as far as i know. Here is an extract from an edited chat with the 2 id employees Paul Steed & Tim Willits. To see the whole published chat go to this website. www.shugashack.com/onearticle.x/3433 how about doom 2000 & wolfenstein 3D updated any hints ? a version of wolfenstein using the Quake 3 is currently in development. ...but not by id software, under the DIRECTION of id software. So there you have it folks there is no release date but in a news article on the net december 2000 was mentioned, as id said about Quake II it's finished when it's finished. Well the rumours continues. So here is an edited interview with Ryan Feltrin the man behind Quake Rally, also known as Ridah. Now working for Xatrix. We understand that you are now working on the Return to Wolfenstein team ? Correct. Did id send you guys a message or the likes wishing you guys luck with the game ? id are involved with the design & the direction of the game. They obviously want to make sure it stays true to it's roots, and has that "id" touch to it. Can you tell us anything at all about the plans for Return to Wolfenstein ? Not really, i'm afraid. I can really only acknowledge that it is being developed, and it's progressing well. Will RTW be a conventional first person shooter in the normal sense, or will it bring new things to the genre, ala Duke, or Half-Life ? I would hope it would not be remembered for being a conventional shooter, we aren't interested in making that sort of a game. For the full interview, check this link. Http://users.senet.com.au/~tokyo3/int_ridah.htm 12.0 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 ) *David Demar 73404.2474 Ben Castricum for his excellent program UNP 4.11 The UPX mates for their excellent program The Ultimate Packer For eXecutables. http://www.nexus.hu/upx *Michael P. Hofmann GEnie: M.Hoffmann1 Brian Lowe for his excellent homepage. The Wolfman2 guys. Zaphod@godzilla.cgl.rmit.oz.au The Sun Solaris folks for the Freeware single-user Star Office 5.1 edition, an great alternative to the other commercial office products which i can't afford anyway :| Can't wait until your Danish version is released. 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 ;) 13.0 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. 4.16 - Added Dark Forces and Descent to the Wolfenstein Spin-offs section. modified ROTT's and Heretic's entry in same, due to them coming out. 4.20 - Changed format of some tables slightly. Best viewed with WordPad. Updated references to ftp sites, updated availability info and contact info. Removed add-ons section (possibly temporarily). Clarified debug mode cheats. Extensively updated spin-offs section. Changed iD back to id, because it's how it should be spelt, and iD hasn't actually ever been used anywhere :). 5.00 - Changed the format for the whole faq to be standardised with ms-dos Edit, for 78 characters max. Yes i'm an old DOS FREAK :=} Finally this faq have gotten it's own logo, maybe a bit large but i hope you'll like it anyway. Took some hours of swearing, sweating, nailbiting, stubbornness & finally the pleasure filled reward. Take it or leave it it's here to stay. Made a really heavy update on the versions numbers, now finally right in place for the first time in here. Subsection 1.7. Some updating on the cheats &, the demo recording mode. Subsection 1.11. New info on how to get hold of Wolfenstein 3D & SOD. Subsection 1.3. Some corrections made to different sections all over the faq. Removed a lot of games from Section 7.0 Wolfenstein Spin-offs renamed it to Wolfenstein clones. Made 2 corrections in section 2.1. Updated subsection 1.6. 5.05 - Got section 1.20 Wolfenstein 3D Awards written, scooped it from the Apogee 94 catalogue :). Updated Section 1.19 with new info on the demo recording mode. Added the new sections 1.24, 1.25. Updated sections 1.3, 1.10, 1.12, 1.13. Completed section 1.21. Reorganized section 5.0 & added 6 new subsections. 5.10 - Added & made it crystal clear how to access the SoD cheats, in section 1.10. Made a heavy update in section 3.12, specific on the SoD bosses. A BIG THANK YOU to *David Demar for this information, i hope you read this (i edited the text out from his Wolf3d/SoD faq). Updated sections 5.4 & 5.5. Did update section 1.13 with release dates & much much more. Again some small spelling correction, & other small corrections all over the faq. Updated section 1.2 about an independent Wolf3d Linux release. 5.15 - Reorganised the whole section 2.0 & the subsections, it really needed it. Added some tiny info to subsection 1.11, will it never stop :). Added the new section 1.9. Put some more info to subsection 1.16. New info to subsection 4.1. More new info section 10.0 Added new bits of information to subsection 4.2. Added new bits of information to subsection 4.3. Changed the headline of section 10.0 to return to wolfenstein as seems to be the new title. 5.20 - More typos fixed AGAIN :( Fixed the name of the packed Floedit install file. Finally i got Floedit dl'ed in order to review it & play around with some levels. Check section 4.0. Did a huge correction to section 1.11 on the tedlevel command. Added possible help on to hopefully get rid of the heisenbug. Lots of new info added to subsection 1.11, besides the tedlevel command. 5.21 - General maintenance release of the following subsections. 5.4, 5.5, 5.6, 5.7, 5.8. New levels are coming out as fast as breeding rabbits. Whoops moved fuhrerhideout to section 5,7. Spellchecked the whole faq with Sun Solaris Star Office 5.1. Corrected some pointers. Corrected some small errors in subsections 1.14, & 1.16. Made some minor adjustements to subsection 1.9. NOTE - Versions 5.00 to 5.21, were all internal releases and never got out to the public. 5.25 - Added the new section 10.0 How to make Wolf3d.exe changes without compiling. Subsection 1.19 completed. Whoops forgot to add subsection 1.25, also had to rearange nearly the whole section 1 to get the command line parameters subsection 1.13 showed in. Had to copy & paste a lot between subsections 1.12 & 1.13 in order to get the text in the right order. Some small changes in subsections 2.1 & 2.2. Tightened up & narrowed the faq. Corrected 1 pointer. Did a rewrite of subsection 0.1. Changed & corrected the faq logo a bit. Added the new subsection 0.7. Finished subsetion 0.6. Added and finished subsection 1.28. Added and finished subsection 1.29. Changed the headline of subsection 1.6. Changed the headlines of subsection 1.23 and 1.26. Ahem (cough) changed a lot of headlines to BIG capital letters which i had forgotten all about in the first place. A new tiny bit added in subsection (Otto Giftmacher) 2.3. 14.0 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) Don't count on it, i've been waiting for ages :| Too much to mention here. See subsection )--> 0.6 for more information. 15.0 FEEDBACK SUGGESTED. ============================================================================== About 3 months ago i was out zapping on the net, i was looking for the wolf3d faq i didn't really find it but more interestingly if found a huge homepage crammed up with wolfenstein & some Spear Of Destiny stuff. My jaw nearly felt down on the table lots of new maps, links, to other homepages & much more. Wolfenstein 3D have always had a big place in my heart, and seeing much to my surprise the wolf3d scene so vibrant and so much alive well (anyone got a handkerchief) then i knew i had to do this FAQ to give something back to the community. Of course i can't tell if any of the other maintainers of this FAQ had any contact to the wolf3d community, (it seems Stanley Stansiak had) but none of them couldn't find or maybe didn't have the time to check this out. The ADD-ON section will be changed a bit. The rating system will be the same but the rewievs will reflect & concentrate more on mentioning quality levels perhaps some more lengthy reviews and slimeball levels (some of them will even crash wolf3d) i hate downloading them and will be introducing TC'S, (short for Total Conversions). with lot's of new things in them. There will be a quality rating & a difficulty rating. However i don't have the time to review them all, i have a life to live :=) also other games like GTA, Age of Empires and Doom is taking some of the time. So if you would like to review a map or 2 email them to me. This also applies to new software like Floedit & Wolf 3D Patch launcher Swapper V2.0. Therefore if anyone got a link or even better a wolf3d homepage don't hesitate to email me, be sure to check if the homepage still exists before sending me the info. So there! Phew! That's the end. Now go and play the game! Nova, aka Bernt Hansen.