Hi, This is a FAQ for Wolfenstein-3D. A game by id Software. Any comments, suggestions & additions welcome. Please include appropriate mailer heading when replying to this article. If you have any flames make them constructive otherwise they'll end up in /dev/null. NOTE: This article is now also be available from ftp.uwp.edu via anonymous ftp. Look in /pub/msdos/games/id/home-brew/wolf3d or in /pub/incoming/id . Stanley. Any of the following addresses should be correct for e-mail. stasiak@tartarus.uwa.edu.au stasiak@lethe.uwa.edu.au stasiak@swanee.ee.uwa.oz.au stasiak@swanee.ee.uwa.edu.au stasiak@swanee.uwa.edu.au stasiak@ee.uwa.oz.au stasiak@ee.uwa.edu.au THE DISCLAIMER: #include ================================================================================ WOLFENSTEIN-3D FREQUENTLY ASKED QUESTIONS. by Stanley Stasiak (stasiak@tartarus.uwa.edu.au stasiak@swanee.ee.uwa.edu.au) [Version 2.16] Last Revised on: October 17 1993 21:27 WST ******************************************************************************** Note: 1) From here onwards 'Wolfenstein-3D' will be referred to as 'Wolfenstein' or 'Wolf3D' to avoid verbosity. 2) All specific names included herein are trademarks and are so acknowledged: id, Apogee, Wolfenstein-3D, Spear of Destiny, PkWare, Pkzip, SoundBlaster, etc. (forgive if any missed out) ******************************************************************************** TABLE OF CONTENTS 0.0 The Copyright Notice (it has to be here so people stop bugging me about it ;) 1.0 The Wolfenstein Novice Questions (The bunch that new users usually ask). 1.1 What is Wolfenstein? 1.2 What are the requirements to run Wolfenstein? 1.3 Where can I get it from? 1.4 How do I unpack it? 1.5 How do I install it to HD? 1.6 Can I play it from a floppy disk? 1.7 What's with the version numbers? 1.8 Are there map/graphics editors available, and where? What are they? And which files do they change? 1.9 Are there different sets of ready made maps/graphics files, and where? 1.10 How can I CHEAT in Wolfenstein? 1.11 How can I contact id Software? 1.12 How can I obtain the most recent version of the FAQ? 2.0 Map/Graphics Editors Section (If you messing around with map/graphics files then this section is for you). 2.1 Discussion of available map/graphics editors. 2.2 Rules to follow when editing. 2.3 Common editing errors (What not to do and what they'll produce). 2.4 Map/Graphics files version conversion. 2.5 Editors compatibility with the game and each other. 2.6 How to make a hardcopy (printout) of the maps. 3.0 Specific questions about the game. 3.1 What do all those guards say in game? (for those with SoundBlaster or compatible) 3.2 What's the difference between the difficulty levels of the game? 3.3 What are the secret rooms/doors in the game? How can I find one? 3.4 What are secret levels in Wolfenstein? How can I find one? 3.5 What is that funny object/sprite in the game? 3.6 What is the purpose of the codes listed at the end of game stats? 3.7 Are there ghosts in Wolfenstein? If so where? Can I kill them? 3.8 What do other objects apart from ammo, food, etc. do? 3.9 I've heard you can drink blood in Wolfenstein? Is that true? How? 3.10 What is 'Death Cam'? How is it activated? 3.11 Are there any more cheats/hints available? 3.12 The Statistics & Records Section (Numbers about the game). 4.0 The FLAMING Section. (You're annoyed with Wolfenstein because...) 4.1 It crashes. 4.2 The sounds are all screwed. 4.3 You are left with a gun and 8 bullets after you die. 4.4 It's too hard. 4.5 It's too easy. 4.6 You keep running into the walls and missing the doors. 4.7 You are feeling dizzy while you play it. 4.8 It never gives you 100% stats at the end of level/game. 4.9 You always run out of ammo/health. 4.10 You can never find any secret rooms. 4.11 You can never find a secret level. 5.0 Wolfenstein Add-On Section. (Discussion of extra levels/graphics you can get) 5.1 Extra levels. 5.2 Extra graphics. 5.3 Other Add-ons & Utilites. 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 Acknowledgements. 8.0 Revision History. 9.0 Future Additions To The FAQ END OF TABLE OF CONTENTS ------------------------------------------------------------------------------- 0.0 THE COPYRIGHT NOTICE ******************************************************************************* I the author of the Wolfenstein-3D FAQ hereby grant the right to anyone who wishes to freely reproduce WOLFENSTEIN-3D FAQ in part or in full in any electronic or written form provided that the author as well as the acknowledged people (Section 7.0) are given due credit. Stanley Stasiak - author of Wolfenstein-3D FAQ Date: Sep 11th, 1993. ******************************************************************************* 1.0 THE WOLFENSTEIN NOVICE QUESTIONS 1.1 WHAT IS WOLFENSTEIN? Wolfenstein-3D is a 3-dimensional action game from id Software. (distributed as shareware by Apogee) 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 (300x200x256), SB/SB-Pro/Adlib/Sound Src 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. STORY LINE: Basically you're a WWII allied spy imprisoned in Germany and you're trying to escape (full story included with the game). AVAILABILITY: First part is shareware. Extra parts can be ordered from the distributor (more later). STAGES: 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. WARNING: Some people have reported being sick after playing or watching others play (a kind of motion sickness if you like). --> See 4.7 1.2 WHAT ARE THE REQUIREMENTS TO RUN WOLFENSTEIN? HARDWARE REQUIREMENTS: Processor: 80286 or better. Graphics: 256Kb VGA or better. Memory: 600Kb Conventional. Also supports EMS, XMS. (Well, it reports it. Don't know about using it.) Hard Disk: Approximately 1.38Mb (Shareware version) OPERATING SYSTEM & COMPRESSION UTILITY COMPATIBILITY ----------------------------------------------------------------------- DOS : 5.0, 6.0 (Don't know about earlier versions) Other OS's : OS/2, Windows: (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) Windows NT: unknown. DR-DOS 6.0 Compatible with: Stacker: Yes (2.0 & 3.0) Superstor: Yes DOS 6.0's Double Space: Yes 1.3 WHERE CAN I GET IT FROM? You can ftp it from ftp.cc.umanitoba.ca (130.179.16.24), locating it in /pub/wolf3d . It is archived as a PkZip's ZIP file (wolf3d14.zip). Another ftp site is ftp.uwp.edu (131.210.1.4), look in /pub/msdos/games/id (note: ziped with PkZip v2.04g) It is up to you whether you get the .zip or .exe archive but You must have PkWare's PkUnzip software to unzip the .zip file. (You can obtain the pkzip software from garbo.uwasa.fi /pc/arcers filename = pkz204g.exe) 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. You can also get a full version from Apogee (id's Wolfenstein distributor). Info on ordering is included in the shareware version. 1.4 HOW DO I UNPACK IT? 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 (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. 1.6 CAN I PLAY IT FROM FLOPPY DISK? You can play the shareware version from floppy disk since it's only about 1.38Mb (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 version of Wolfenstein is much too big for a 1.44Mb (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. 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 1.1, etc.) Apart from that there is not much of a difference unless it comes to map/graphics editors. --> See 1.8, 1.9 & 2.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 year? ;) 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. v1.0 - First release (05/05/92) v1.1 - Fixed some secret doors map bugs (on level 7 & 8 in episode 1 there were secret doors left out) (06/10/92) v1.2 - Secret level elevator bug was fixed (introduced in 1.1 :( ) (06/22/92) v1.3 - Was never released. v1.4 - Fixed something but I forgot what. 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. (12/03/92) The dates next to versions are the file stamp dates of the game files. They are not the actual release game dates. There were other 'internal' changes between versions but they are only relevant to mapping programs. --> See 2.X 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 supported by them. Yes, they will be ok for your own use (for now anyway). READ THIS! IMPORTANT! READ! THIS! IMPORTANT! READ! THIS! IMPORTANT! **************************************************************************** id at the moment is in no position to endorse/condemn these utilities. The game distributor, Apogee, though has a different view on the matter. They claim that because of their existence their sales of the game may be potentially reduced. This is because there's tons of already existing free levels for the shareware episode which may withhold potential customers from registering the game for $. This is id Software's official word on this matter. [Quote on] August 5, 1993 id Software speaks on Apogee's restriction of WOLF3D add-ons. We have to bow out and allow Apogee to protect themselves in the marketplace. If they are threatened by these add-ons they have every right to follow the path that they feel will best protect their business. Jay Wilbur id Software [Quote off] If at some point in time Apogee take stronger action we may see these utilities 'outlawed'. Until such time though I will not reserve myself from including the information about these utilities and their products in this article. Nor have I seen any statement from Apogee advising the public it should abstain from usage and exchange of these software. ***************************************************************************** Ok, continuing on... You can even share with the world your own map/graphics creations for Wolfenstein by uploading it to ftp.uwp.edu in /pub/incoming/id . (--> See 1.9 for a complete list of id's directories for that site.) NOTE:!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! You are strictly not allowed to distribute the executable files from the game. i.e. any .exe or .com (I don't think there are .com files with it anyway). 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: maped41.zip map viewer/editor wolfed21.zip graphics viewer/editor wolfm160.arj map viewer/editor version convertor The last one will let you convert between different versions of Wolfenstein since the map encryption for 1.0 is not compatible with 1.1 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: 1.1 through to 1.4 are map/graphics compatible as known to date.) Also maped41/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 2.X The aforementioned editors change the following files: Map editors: MAPHEAD.XXX MAPTEMP.XXX GAMEMAPS.XXX where XXX is either .WL1 for the shareware version or .WL3 and .WL6 for the registered 3/6 episode versions respectively. Note that GAMEMAPS.XXX replaced MAPTEMP.XXX in versions of Wolfenstein 1.1 and higher, i.e. MAPTEMP.XXX is only present in v1.0. It doesn't really make any difference since the map editors will recognize that. Graphics editors: VSWAP.XXX where XXX is as before. 1.9 ARE THERE DIFFERENT SETS OF READY MADE MAPS/GRAPHICS FILES, AND WHERE? If you are looking for an alternative set of map or graphic files for your Wolfenstein game then the same sites mentioned above carry them as well in the same or sibling directories. For example ftp.cc.umanitoba.ca has the add-on maps/graphics/editors, etc. in the same directory as the game i.e. /pub/wolf3d . Make sure you look through an index file (normally 00index* or README to see what is what or --> See 5.1 & 5.2 for a short tour) Another site is: ftp.uwp.edu [131.210.1.4] id "Official" anonymous FTP site /pub/msdos/games/id id games /pub/msdos/games/id/home-brew id games' great add-ons /pub/incoming/id Upload dir 1.10 HOW CAN I CHEAT IN WOLFENSTEIN? There is a document on ftp.cc.umanitoba.ca in /pub/wolf3d called wolfdbug.txt that describes the various cheat options in Wolfenstein and how to access them. I have reproduced it here. ---------------------------------------------------------------------------- WARNING: SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! THE WOLFENSTEIN 3-D DEBUG MODE FILE (v1.0 means Wolf3D version 1.0 and v1.1 means Wolf3D version 1.1. The other versions are the same as v1.1 except as noted.) To enter the mode, do the following: 1. Invoke Wolfenstein 3-D with the "next" parameter (wolf3d -next) for v1.0, or the "goobers" parameter for v1.1. You can also use whatever other command-line parameters you want. 2. Begin or restore a game. While in the game, hold down the TAB, CONTROL, and ENTER keys simultaneously for v1.0, or the LEFT SHIFT, ALT, and BACKSPACE keys for v1.1. You should get a message stating that debugging keys are now available. That's it! To use debugging mode commands, hold down the TAB key and one of the letter keys listed below simultaneously: B Changes the screen border color. Don't ask me why it's here, but it's here. C Displays the number of statics, doors, and actors in the level. Statics are things like food, ammo, pools of blood, etc., and actors are the bad guys. Doors should be self-explanatory. E Moves you ahead two levels. That's right, not one level, but two. Unlike the W command (see below), this also takes you to the "level completed" screen and gives you percentages, bonuses, etc. F Displays your current position on the level (X,Y) and orientation (A). To convert the X and Y values to coordinates that can be used in MapEdit, divide them by 65,536 and round down. A is in degrees ranging counterclockwise from right. ("Right" refers to the top view as seen in MapEdit.) G Turns what id calls "GOD mode" on and off. Basically it just means that you're invincible. The screen still turns red when you would normally be hurt, though. This can get very annoying if you want to do something fun like kill the episode's boss with your knife. H Hurts you (-16% health). Not much use to us, but I guess id had to debug their damage code just like everything else. I "Free items." Ups your health, ammo, and score, and gives you the next most powerful weapon. (Machine gun if you didn't have it, Gatling gun if you did.) M Displays memory usage. Loads of fun. N Turns "No clipping" on or off. This lets you walk through walls. Wall-walking does STRANGE things to the graphics (try approaching a door from the side and opening it). It also does strange things to the bad guys. If you walk into a room through the wall, often they won't notice you at all, even if you walk right in front of them or fire your machine gun (in some direction besides at them, of course). This command is not available in the registered version of the game. (I guess we should be glad that ANY of the commands are available.) O Changes the main viewscreen to a map of the current level, which you can scroll through using the movement keys or the mouse. It's neat, but I wish that it weren't so ugly. Those numbers are from the internal level format. ESC will get you out. Unfortunately this command doesn't work in v1.1. P Pauses the game, without putting up the little "Paused" window. I guess this makes it nice for taking a screen shot, although in v1.1 it changes the screen border to an ugly bright white. Q Bombs the machine in v1.0. Exits the game in v1.1. Both of these functions are about equally useless. S Turns slow motion on or off. If you have a slow computer you don't need this. T Pops up a window which displays graphics and sounds from the game. Use the left and right arrow keys to page through the entries. If you come to a blank entry, keep going. You'll know when you've reached the end (500-something) because you won't be able to go any higher. ESC exits. v1.1 has some interesting graphics that v1.0 lacks, including two sprites which are particularly intriguing. Don't bother calling Apogee and making yourself look like a fool only to be told that you didn't win anything; I already did. (You'll understand what I mean when you've seen the sprite.) V Asks you how many extra VBLs you want. High values seem to make the game sluggish and not much else. W Warps to any level. Although it prompts for a value from 1 to 10, you can actually enter any number up to 20 in the registered version. Eleven through twenty correspond to levels one through ten in the episode following the one you're currently playing. X "Extra stuff." Doesn't appear to do anything. If you can amend this, let me know. Miscellaneous notes: TEDLEVEL - You can use the "-tedlevel" command-line parameter to quickly start Wolf3D and warp to any level. The parameter is followed by a two-digit number. The tens digit is the episode number minus one, and the ones digit is the level number minus one. For example, to go to level 10 of episode three, type: wolf3d -tedlevel 29 and to go to the first episode, level 2, type: wolf3d -tedlevel 1 By default, you will play the level on the "Don't hurt me" difficulty setting. To change this, use one of the command-line parameters "-baby" "-easy" "-normal" "-hard". They stand for the obvious difficulties. Using the "-tedlevel" parameter also gives you an infinite number of lives. Combine it with "-goobers" (or "-next") for even more fun. DEMO RECORDING MODE - This "debugging" feature is not accessed in the same way as the other commands, and it is available only in v1.0. To record a demo, follow step one from the beginning of this file, and then hold down TAB at the title screen (the one with B.J. hiding from a guard). Unfortunately, there doesn't seem to be any way to display these demos after they've been recorded, but if you've ever had a secret desire to play Wolfenstein 3-D with a big "DEMO" sign at the top of the screen, this is how to do it. SPEAR OF DESTINY - Strictly speaking, this file isn't about SOD, but SOD's debugging mode is quite similar to Wolf3D's. Just use the command-line parameter "-debugmode" and the same key combo as v1.1. Oh, and be sure to check out what happens to B.J. when you turn on God mode... -- Ben Rudiak-Gould AOL: BenjaminRG Internet: benrg@uclink.berkeley.edu -------------------------------------------------------------------------------- ...and then there's always the LIM cheat. What you do is press L, I and M all together and you get full health & ammo as well as the chain gun and both keys ;) 1.11 HOW CAN I CONTACT id Software? If you have some difficulties with Wolfenstein that are unresolved after reading this FAQ you can send e-mail to help@idsoftware.com . Note that this FAQ is not produced or in any way sponsored by id Software, so they are not responsible for the material included herein. I would discourage asking them about the add-on products for Wolfenstein. Mail only if you have a setup, installation or hardware conflict, etc. 1.12 HOW CAN I OBTAIN THE MOST RECENT VERSION OF THE FAQ? You can obtain this FAQ by contacting me directly via e-mail. My e-mail address is listed at the beginning of the FAQ. Also this article is reposted fortnightly on comp.sys.ibm.pc.games.action . Alternatively you can ftp the FAQ from ftp.uwp.edu via anonymous ftp. Look in /pub/msdos/games/id/home-brew/wolf3d or in /pub/incoming/id for a file named w3d-???.faq.Z where ??? is the version number of the FAQ. This is a much better source than the news post since I upload it there more frequently than posting it. 2.0 MAP/GRAPHICS EDITORS SECTION (IF YOU'RE MESSING AROUND WITH MAP/GRAPHICS FILES THEN THIS SECTION IS FOR YOU). 2.1 DISCUSSION OF AVAILABLE MAP/GRAPHICS EDITORS. There are 3 editors available as far as I know. Only the most recent versions are reviewed below. a) MAPEDIT v4.1 - Map editor. b) WOLFMAP v1.6 - Map editor/version convertor. c) WOLFEDIT v2.1 - Graphics editor/extractor. Mapedit - 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 recognise if your copy is shareware / 3 episode or 6 episode. Turbo Pascal source is included so you can make your own adjustments. Wolfmap - Written by Jan Peter Dijkstra (Sysma Automatisering). This one was based on 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. 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. 2.2 RULES TO FOLLOW WHEN EDITING. 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: - Elevator exits should be east/west (or left/right as shown on map editing display). Otherwise they won't work properly. This is because the elevator object is different from other objects in the maze which have all sides the same. - Secret elevator needs floor number 6B (hex) inside it to work properly. - Mobile guards 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. - Number of objects on one level is limited to approximately 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 approximately 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 include objects in shareware maps that are only available in non-shareware episodes. This will cause a problem when Wolfenstein tries to refer to these objects as parts of the graphics VSWAP.WL1 file. For example you can't have Hitler in the shareware version of the game unless you copy the bitmaps across from the graphics files. - It is wise to surround the level grid by a thin strip of walls. If you don't do it there's no telling what wall will you see at the edge of the map. - 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 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 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 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=6B; this should be annotated in either editor). 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Putting an object inside a wall allows you and other actors to walk through that wall. Now you know how that guard jumped you from the wall. - Directing moving actors (guards, dogs, etc.) into a wall of unity thickness makes that square wall panel permeable. That is you can walk through it in the same way as if you used the wall walking cheat. (--> See 1.10) - You must have a minimum of at least the following on any level you create: 1 enemy (guard, dog, etc...) 1 piece of treasure (cross, jewels, etc...) 1 secret door They are needed because Wolfenstein tries to calculate the % of each of that you have killed, opened, picked up, etc..., and if there are 0 items of any one of the above, Wolfenstein will crash trying to divide by zero. - Secret doors can pass over/through any object that you can (kitchen utensils, food, etc) EXCEPT Dead Guards. - Be careful not to set up secret doors that might go beyond the edge of either the bottom or left-hand sides. The top and right hand edges of the "world" are solid, but the left and bottom sides are permeable (no range checking), and weird things can happen. - Doors sould 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 panels 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! - 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 2.5 2.3 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' - 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. 2.4 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. 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. 2.5 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. 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 2.2 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 blank background. This is denoted by bright pink background colour in the Wolfedit editor. (Have a look at some standard objects that came with Wolfenstein.) 2.6 HOW TO MAKE A HARDCOPY (PRINTOUT) OF THE MAPS. I recall there are three ways. 1) Use printscreen key + graphics.com program under DOS to capture the screen of one of the map editors. 2) Use Wolfmap's ASCII map dump feature. Then print it as any file. There are also other utilities for that. --> See 5.3 3) Capture map screen under Windows and print it later (costly on ribbon or toner since in bitmap mode). NB: If you only want maps to original Wolfenstein then there are some already made. --> See 5.3 3.0 SPECIFIC QUESTIONS ABOUT THE GAME. 3.1 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 variety of ways. Blue SS Guard: He sees you Schutzstaffel! "Body Guard" (literal), or hears you "SS!" shoot He dies. Mein leben! "My life!" White Officer: He sees you Spion! "Spy!" or hears you shoot. He dies. Nein, so was! "Well, I never!" (colloquial) Undead (Zombies): He sees you - Nothing. Silence or hears you shoot. He dies Khaaarrghkhkh! (Really weird sound) Hans Huge Blue Guard, episode 1: He sees you. Guten Tag! "Good Day!" (strictly) "Good Morning!" He dies. Mutti! "Mommy!" Dr. Schabbs, episode 2: He sees you. Oohahahaha! (Laughs) He dies. Mein Gott in Himmel! "My God in Heaven!" Hitler's ghost, episode 3: He sees you. Todt hund! "Dead Dog!" He dies. Hahahahaha! (Laughs) Hitler, episode 3: He sees you. Die, Allied "Die, Allied Pigdog!" Schweinhund! You blow away Scheist! "Sh-t!" his armour. He dies. Eva, auf Wiedersehen! "Good-bye Eva!" (NB: Eva Braun was Hitler's wife) Otto Giftmacher (Otto Poison- maker), episode 4: He sees you. Eine kleine Amerikaner! "A little American!" He dies. Donner wetter! "Good heavens!" Greta Grosse (Big Greta), episode 5: She sees you. Kein Durchgang! "No Trespassing!" She dies. Mein Busse! "My repentance!" General Fettgesicht (General Fat-Face), episode 6: He sees you. Erlauben Sie, bitte! "Allow me, please!" He dies. Roseknospe.... "Rosebud..." (cf. film "Citizen Kane" for joke.) -------------------------------------------------------------------------------- 3.2 WHAT'S THE DIFFERENCE BETWEEN THE DIFFICULTY LEVELS OF THE GAME? There are three 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. NB: 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. 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 3.8 & 3.11 for more. 3.3 WHAT ARE THE SECRET ROOMS/DOORS IN THE GAME? HOW CAN I FIND ONE? The secret rooms are like any other room in Wolfenstein except they are accessed by a 'secret passage' (not really a door). There are certain wall panels which can be pushed (acted on) like a normal door. The wall will then slide back revealing a passage to another room. Secret rooms are usually used to store treasure, food, first aid and ammo packs and more powerful guns, i.e. the items of interest when survival is at stake (the treasure helps get more points which accumulate to extra lives, etc.). Sometimes they are used to store keys to locked doors, but not often (not in the shareware episode anyway). 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 has 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 4.10 for more. 3.4 WHAT ARE SECRET LEVELS IN WOLFENSTEIN? HOW CAN I FIND ONE? The secret levels are just another level which has been made a bit harder to find than others. To get to a secret level you must take a special elevator (well, they don't look special though, in fact in appearance they look like a normal elevator) from one of the normal (non-secret levels). Elevators like that are hidden. There's one secret level per episode (so there's one in the shareware version too ;). When you arrive at a secret level it will be marked 'level 10' on your status bar. 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 4.11 3.5 WHAT IS THAT FUNNY OBJECT/SPRITE IN THE GAME? That funny object only occurs in the registered 3 or 6 episode version of the game. It is a sign saying to call Apogee. See, it was going to be a part of a competition with the game, like you find it and then call the distributor (Apogee it was then) and you could win something (???). The competition idea was dropped fairly quickly though, after all the mappers and editors were unleashed only weeks after game's release. 3.6 WHAT IS THE PURPOSE OF THE CODES LISTED AT THE END OF GAME STATS? Same thing as in 3.3 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. NB: To my knowledge the codes only occur in v1.0 & 1.1 (maybe 1.2 not sure) 3.7 ARE THERE GHOSTS IN WOLFENSTEIN? IF SO WHERE? CAN I KILL THEM? There are two kinds of ghosts. 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) 3.8 WHAT DO OTHER OBJECTS APART FROM AMMO, FOOD ETC. DO? Umm, well ... nothing really. They're there 'cause they look nice. Here's a short list of all the usable objects: Ammo clip: gives you ammo (duh) Machine guns (Schmeisser & Gatling gun): increase your firepower. Chicken meal, Dog food, Blood pool, Bloody skeleton & First aid kit: extra health Cross, Chalace, Treasure chest, Crown: points Sphere with your face on it: extra life + health + ammo Doors: open and close these. Keys: access locked doors. 3.9 I'VE HEARD YOU CAN DRINK BLOOD IN WOLFENSTEIN? IS THAT TRUE? HOW? You can slurp up the blood pools and consume the bloody skeletons if your health falls below 11%. 3.10 WHAT IS 'DEATH CAM'? HOW IS IT ACTIVATED? Death Cam is a animation replay of the final few seconds of the killing sequence of some the games bosses (you know the huge guards). The only bosses subject to Death Cam are: Dr. Schabbs (episode 2) Hitler (episode 3) Otto Giftmacher (episode 4) General Fettgesicht (episode 6) The Death cam is activated after you kill one of these bosses. After the replay the current episode concludes regardless of whether you killed all other guards, etc. 3.11 ARE THERE ANY MORE CHEATS/HINTS AVAILABLE? Yes Siree! There's certainly that Wolfenstein hintbook you can obtain for some extra $ ($10 U.S. I last heard), when you order the full version of the game. It's supposed to be packed with hints about the game levels and how to cheat in the game (--> See 1.10). I don't know all the details 'cause I don't have it. (Er, the game's too easy anyway (No flames! --> See 4.X)) 3.12 THE STATISTICS & RECORDS SECTION (NUMBERS ABOUT THE GAME). Ok, at the risk of repeating myself here goes: This game has: 10 levels 6 episodes (full version) 4 difficulty levels 1 secret level per episode. Max ammo: 99 Ammo with guns: 6 Ammo with clips: 8 Ammo with guards' clips: 4 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 which level of difficulty. Health for X-tra life: 100% Score for brown guards: 100 Score for dogs: 200 Score for white officers: 400 Score for blue SS troopers: 500 Score for undead: 700 Score for Ghosts of Hitler: 2000 Score for bosses: 5000 Score for cross: 100 Score for chalace: 500 Score for treasure chest: 1000 Score for golden crown: 5000 Score for 100% completed: 10000 Score for 1 sec under par level time: 500 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! Average number of rounds required to kill: Dog: 1 Brown guard: 2 SS trooper: 5 White officer: 3 Undead: 3 Ghost of Hitler: 25 Hans: 40 Hitler: 70 to blast him out of his harness & another 70 to finish him off. Other Bosses: 80 4.0 THE FLAMING SECTION. (YOU'RE ANNOYED WITH WOLFENSTEIN BECAUSE...) 4.1 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. 4.2 THE SOUNDS ARE ALL SCREWED. Either your card is not fully Soundblaster compatible or you have IRQ or DMA conflict. --> See 6.1 4.3 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 4.10), there is plenty of ammo inside them. c) Save often. d) The SS blue troopers carry machine guns. Toast one with your gun and you can pick up his machine gun. 4.4 IT'S TOO HARD. --> See 4.3 & 4.10 Also start on 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 4.6 & 4.7 4.5 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. 4.6 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. 4.7 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) Play on your friend's/collegue's computer. See if it's better/worse. e) Have breaks while you play. Play in turns. Watch others play & then play yourself. f) 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. 4.8 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 4.10 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. 4.9 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 4.10 4.10 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?WWWWWWWWWWWWW Wo W ? W Wo [ W W W o o W WWWWWWWWWWWWWWWWW?WWWWWWWW 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 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. 4.11 YOU CAN NEVER FIND A SECRET LEVEL. Well, if you read section 3.4 you'd know that you need to find a secret level elevator to get to a secret level. These elevators are hidden inside secret rooms (that is behind pushwall passages). They can be pretty darn hard to find without a map. To get you going here's one from episode one. WARNING: SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! 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 5.0 WOLFENSTEIN ADD-ON SECTION. (DISCUSSION OF EXTRA LEVELS/GRAPHICS/OTHERS YOU CAN GET) All of the programs listed in this section can be found on the two ftp sites: ftp.cc.umanitoba.ca & ftp.uwp.edu . Note: Version number in square brackets indicates which version of Wolfenstein you will need with the specific programs listed. Also note that archive file extensions were omitted (.zip .arj etc.). For example: [1.1 S] means version 'The shareware version 1.1'. I have also included my own rating (number of *'s). This is merely a reflection of the maps/graphics originality/artwork & bloodbath factor. * = tame, ***** = suicidal! 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. Remember versions 1.1 to 1.4 are equivalent! Lastly 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) Lastly, if anyone knows of anymore maps etc. let me know eh? 5.1 EXTRA LEVELS. - map1 [1.0 S] * - Only level 1 was appreciably changed from original maps. - newwmap [1.0 S] ** - Maps are the same as original. Only more guards were added. - wlfnwmap [1.0 S] ** - All levels were changed. Levels 4,6,7 & 8 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. - nitemare [1.0 S] *** - Enigma's Nitemare I. Level 1 was greatly changed. Others redesigned from scratch. This one for really trigger happy! - enite-ii [1.1 S] **** - Enigma's Nitemare II. This archive contains maps + graphics replacements. All maps different from original. Graphics cool. Self-(de)installation. Intro + docs. - wolfmap [1.0 S] *** - All levels are different from original. Quite challenging. - enite3fx [1.1 S] ***** - This is the third installment of Enigma's Nitemare. In this package you'll find all 3 nitemare parts (many bugs corrected) plus the graphics file as well. This archive has a full intro/installation with it so you need not mess with renaming the files. Read the doc before you start. For Wolf3D experts that one... - enm3-v30 [1.1 S] ***** - This is the same as enite3fx but has some more bugfixes. You should really get this instead of any other Enigma maps. - wolf316 [1.1 R] ** - First 30 maps were redesigned. This one quite 'mazey'. This archive also includes new graphics file replacement. Guards have been replaced with men in shirts + ties. All nazi symbolism was replaced by 3:16 symbolism (3:16 is a drug of some sort - the game now has a drug cult worship of some kind). Food etc. replaced with the drug itself. Digitised sounds were also changed. Weapons changed to lasers now. - darkmap1 [1.0 S] *** 1/2 - DarkStar's Castle Wolfenstein-3D levels. All levels redesigned from scratch. Quite a toughie this one. 5.2 EXTRA GRAPHICS. - wolfnpac [1.0 S] ** - Replacement for the graphics file. The only change is that it replaces the brown guard with a 3D pacman sphere. Nice animation sequence though. - wlfnewgr [1.0 S] ** - Replacement for the graphics file. Replaces ordinary wall panels with ... x-rated images. This one not for the kiddies ... although not greatly explicit. [WARNING! this add-on may be offensive!] - wolfus [1.1 S] * - Wolf3D U.S. All nazi symbolism replaced with US symbolism. - w3dcool [1.1 S] *** - This is basically a package that has been thrown together by someone. Don't get me wrong, its nice but most of the graphics come from SOD or registered Wolfenstein or other games like X-Wing (a few tie bombers around) and some real-life people etc. Try it for really weird playing environment. For more graphics see enite-ii, enite3fx, enm3-v30, and wolf316 in section 5.1. 5.3 OTHER ADD-ONS & UTILITIES. - w3dpatch [1.0 S] - This is an official patch release of the game to upgrade from version 1.0 to 1.1. - w6patch [1.1 R] - This is the map upgrade for the full version (6 episode) to version 1.2. Note though that this is not an official patch that will fix your version to say 1.2. Only the corrected map files. - 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 versions] - Generates ASCII maps of any level you like. Suitable for dump to printer. - wmaps-60 [All Reg] - 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 Shareware] - ASCII maps for the 1st (shareware) episode. - wolfspk4.exe [All versions] - This little utility will redirect digitised sounds in the game to the PC speaker. (For all of you people with no soundcard!) Some sounds come out a bit dodgy but all the shooting & screaming is audible. This file also works with Spear of Destiny. Note: there are other files like this e.g. wolfspk3.exe, wolfspk.exe, wolf1spk.exe, but wolfspk4.exe supercedes them. - 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. 6.0 WOLFENSTEIN BUGS & PROBLEMS (KNOWN TO DATE), AND HOW TO FIX OR GET AROUND THEM. 6.1 HARDWARE PROBLEMS. Sorry folks. This section is currently pretty vacant. Not to worry though. I'm sure some of you nice folks out there will send me some info. - 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. 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. 6.2 SOFTWARE PROBLEMS. Sorry folks. This section is currently pretty vacant. Not to worry though. I'm sure some of you nice folks out there will send me some info. - Game hangs. Sound hangs on last note. Try getting rid of some TSRs. Also some EMM managers can cause the problem with older versions of Wolfenstein. v1.1 is notorious for hanging under EMM386.EXE . All versions are notorious for hanging under DOS6 with EMM386 with EMS enabled. If you have the /NOEMS switch they behave. - Game hangs or refuses to run with memory problems. If you have DR-DOS 6.0 + QEMM with stealth then disable stealth mode. Wolfenstein doesn't quite agree with it. - Game hangs at the 'Get Psyched' screen. Err, you probably mixed some version numbers and have a very messy directory with 999 add-on maps installed. Wolfenstein won't like that. - Game hangs with some horizontal stripes through the status bar. - Heisen-bug, a glitch. Mostly with the add-on maps. Reboot, probably won't happen again. - Also happens if you mixed versions of the VSWAP.??? file and of the game itself. Make sure you have the appropriate version of the game. - Game seems to run but all you can see is some weird graphics. - Must have got a slightly corrupt VSWAP.??? file. Hope you have a backup somewhere (Nya Nya Nya!) - You cheater! You tried to go above the last level 10 with the TAB-W cheat. Ha! - Err, if you edited that map then you forgot to place level entrance somewhere (duh). 6.3 GAME SPECIFIC PROBLEMS. - Disappearing bodies phenomenon. This occurs when there are so many enemies in your view at a time that the game stops displaying some. The game engine as it seems is limited to only so many "sprites". Anything beyond that and you won't be sure which guys will start disappearing. This only occurs on a couple of levels in Wolfenstein I think. Be aware if you are editing your own map! There is no fix. The engine is set and id won't rework it. - Pushwall moves too far phenomenon. This is when the pushwall (or secret door if you prefer) moves TOO FAR and blocks your further passage into the room full of goodies etc. I cannot recall if there is one in episode one, but apparently there are at least two places where this occurs in episode 6. Episode 6, level 2. This is the FIRST pushwall in the map. All others on this level are *behind* it. This is shown below: before pushing: WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWW W WWW ?* WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW after pushing: WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWW W WWW ? * WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW WWWWWWWWWWWWWWWWW WWW You are where the '*' is, and you push the pushwall '?'. 'W' is other parts of walls. It's supposed to move two grid locations and stop, so you can go around it. Instead, it moves three, and blocks everything. Note: This does not always happen. That is, sometimes the pushwall will move 2 grid locations, i.e. correctly. Also any interference from guards behind it is not connected with this since that would prevent pushwall moving at all or impede it to move only 1 grid location. Solution: Well, it looks like there isn't one at the moment. There was a suggestion of inserting "stacks 9, 256" in the config.sys file, but this doesn't seem to help. The only suggestion is to save frequently and if you experience the problem, to start over from the last saved position. Maybe the pushwall moves back correctly this time. 7.0 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 (fpdevries@hgl.signaal.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) ????? ????? mbd@ukc.ac.uk <<< ( Could not trace you people! ) ????? ????? brown@dgaust.oz.dg.com <<< Lastly id Software Inc. cannot be forgotten since without their efforts this FAQ would never have existed (Buhahahahahaha!) 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 ;) 8.0 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 3.2 part 3) Tony Lezard (tony@mantis.co.uk) Thank you. 2.02 - Added sounds of undead (section 3.1), scores for undead & white officers (section 3.12). Corrected tons of spelling & whitespace. fpdevries@hgl.signaal.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 3.12). Also some minor layout corrections. fpdevries@hgl.signaal.nl (Frans de Vries) Thank you. 2.02c - Added Section 8.0 Revision History. Also included 2nd reason for crash (section 6.2) with horizontal stripes. 2.03 - Added 'pushwall phenomenon' (section 6.3). fpdevries@hgl.signaal.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 0.0) Added object in wall bug & effect to section 2.2 Minute changes (Section 8.0 ;) Standardised sample map characters (Sections 6.3 & 4.10) 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 9.0 Added more info on how to get most recent version of FAQ. 2.11 - Some spelling stuffups all over the place. Added Section 3.4 (secret levels etc.), renamed sections above 3.4 Added Section 4.11 Added sound import/export utility to Section 5.3 2.12 - Fixed a number of bugs in Section 2.2 (6c should be 6b etc.) ab3588@stat.appstate.edu (Dov Sherman) Thank you. Also added more guidelines to Section 2.2 rrward@netcom.com (Richard Ward) Thank you. Section 2.6 .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 3.12 bonus for time is 500 not 1000. Other minor numeric errors in Section 3.12 bosses score. Some Grammar in Section 3.4 2.14 - Inserted Section 3.10 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. fpdevries@hgl.signaal.nl (Frans de Vries) Thank you. 2.16 - Removed references to self-extracting wolfenstein archive from Sections 1.3 & 1.4 (No longer valid) Added info to Section 1.3 about where to find PkUnzip software. Changed the woding of Section 0.0. 9.0 FUTURE ADDITIONS TO THE FAQ. On the agenda are: - Boss strategies. (call on info) - Expanding FAQ to include Spear of Destiny (call on info) ------------------------------------------------------------------------------ So there! Phew! That's the end. Now go and play the game! Stan. (the Wolfie man) ============================================================================== _/_/_/ _/_/_/ _/_/ _/_/ Stanley Stasiak _/ _/ _/ _/ _/ _/ (stasiak@swanee.ee.uwa.oz.au) _/_/_/ _/ _/_/_/ _/ _/ University of Western Australia, Perth _/ _/ _/ _/ _/ _/ "Velcome yung Skywoka, we been expecting ya" _/_/_/ _/ _/ _/ _/ _/ - Return of the Jedi (Jive version) ==============================================================================