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=================================================================
-- WOLFENSTEIN 3-D CONFERENCE TRANSCRIPT --
The Gamers' Forum -- CompuServe Information Service
May 23, 1992
=================================================================
Nightie/HOST: Welcome, everyone! Tonight's conference is intended as an
exchange between WOLFENSTEIN 3-D players and the game's designers. Hints,
strategy tips, technical help, etc. will be covered. Our special guests
include representatives of Id Software, designers of WOLF3-D as well as the
two COMMANDER KEEN series games. Id produces shareware games for
IBM/compatibles. Reps here tonight are: Jay Wilbur, business and online
support; John Carmack, software wizard of the group; John "Kill or be Killed"
Romero, software engineer and resident WOLF3D expert (his best time for a
game is 6:55); Tom Hall, creative director; and Kevin Cloud, artist/desktop
publishing. As a reminder, this is a formal conference. If you're not
familiar with the protocol, please read the FORMAL.CON file in Library 1
(General/Help). Now I'll begin by taking a list of questioners. Anyone
who'd like to ask a question, please signify now by entering a "?" on a line
by itself. GA
[At this point, a list of questioners was taken.]
Nightie/HOST: Okay, let's start with Brian. GA, Brian!
Brian Sauls: Are you planning to use this technology with any other games?
Id Software: This technology is already way surpassed. We'll be using a
modified version in the future for a gothic horror game -- VERY SCARY!
Brian Sauls: As a programmer, I can appreciate the work ya'll did. I look
forward to your next game.
Nightie/HOST: Mark Adams is up next. GA, Mark.
Mark Adams/SportSL: I am quite impressed with the new game Wolfenstein 3-D!
How do you see its use in other than "shoot-'em-up" type games? Specifically
adventure and RPG games? GA
Id Software: We could put viewscreens on the walls, computers, etc.
Anything that would model a real world with a story around it.
Nightie/HOST: Okay, GA David.
David E. Bork: 6:55? What level was that on? And what system was it on?
Id Software: The ENTIRE GAME was finished in 6:55 (Episode 1). On a 386/33.
GA
David E. Bork: I meant what setting? Can I play daddy? Or I am Death
Incarnate?
Id Software: That was on Bring 'Em On level using both mouse and keyboard. GA
Nightie/HOST: Okay, Mark Betz. GA, Mark.
Mark Betz/GD SL: Hi, guys. Thanks for coming. First off, ritual congrats on
an awesome piece of work.
Id Software: Thanks. GA
Mark Betz/GD SL: As you've noticed, I'm sure, the game got quite a reaction.
I'd like to know if the comments about the game's violence has impacted you
as designers? Umm..._have_ impacted <g>.
Id Software: We just saw Lethal Weapon 3 and Alien3. We have judged Wolf3d
as kinda wimpy compared to those modern-day entertainment vehicles.
Mark Betz/GD SL: I agree. Thanks for the response. GA
Nightie/HOST: I'd like to ask the guys from Id if they have a few comments
in response to various technical problems I've seen raised on the board here.
Since we're capturing a transcript of this conference, Id has an opportunity
now to memorialize <g> some responses that they're probably tired of typing.
GA
Id Software: Basically, all the tech problems have been fixed with version
1.1. We eliminated split-screen mode and got us a not-quite-compatible card
and figured out any remaining technical bugs. Thanks to everyone.
[At this point, Id lost connection.]
Nightie/HOST: Okay, Id may be having a comm problem at the moment. Let's
give 'em a minute or two to get back online. In the meantime, let's hear
some quick opinions from players about the game. Things you'd like Id to
know. Who's playing/finished, and what do you think? GA
Mark Betz/GD SL: Nightie...I've finished twice, and I think it's a heck of a
lot of fun.
Nightie/HOST: How fast, Mark? <g>
Mark Betz/GD SL: Nightie...umm, something on the order of 10:15:00 <g>.
(\)ight(\/)ask): Well, just thought I'd say that it definitely beats the
originals, which I had beaten on the Apple. My only complaint is that the
keyboard controls are way too touchy. That's it.
Id Software: CIM lost its mind. We're back. That 10:15 was most definitely
a bug if you had re-loaded the game while playing.
Nightie/HOST: Thanks! Okay, let's get back to formality. Next up with a
question is Dr. John. GA.
Dr John Linendoll: Comment: Murphy Brown vs. Arnold Schwarzenegger.
Question: Anything new on the German front? <g> GA
Id Software: We are in an information vacuum, just like everybody else. As
far as we know, it's not on the German-banned list. GA
Dr John Linendoll: Personally, do you feel the issue is one of sensitivity
to symbols or one of violence? GA
Id Software: Most likely, violence. GA
Dr John Linendoll: Thanks GA
Nightie/HOST: Okay, Mark Betz is up. GA
Mark Betz/GD SL: I liked the "hollow-sounding wall" on level 10. Is that
duplicated elsewhere in the game? GA
Id Software: What "hollow-sounding wall"? GA
Nightie/HOST: (Good one, Mark! <g>)
Mark Betz/GD SL: Oh, have I got a bug? On level 10, in the room with the
Knight, you can see an empty square behind the Knight. Pounding on the wall
in that vicinity you hear a definite change in tone. It sounds hollow <g>. I
later found that the part behind the Knight was accessible from another room.
GA
Id Software: That is a "pushable wall" that is not pushable from the
position you're in when you're in the room with the knight. It's a shortcut
back from where the key is! GA
Mark Betz/GD SL: Pretty cool! I'm wondering why level 10 is accessible from
level 1, and not from level 9. GA.
Id Software: Because we decided to make the Secret Level accessible from
Level 1. GA
Mark Betz/GD SL: What a great reason! <g>>
Id Software: We just pick arbitrary numbers. GA
Nightie/HOST: Okay, ChrisR is next. GA
ChrisR: From an engineering standpoint, how many man years did this take, do
you use some third party libraries for anything, what compiler are you using,
and you mentioned the technology for Wolf3d is old, how long have you been
working on the "new" tech? GA
Id Software: This project was started on Dec. 15 and will be finished
shortly. It took roughly 5 months with 4 full-time guys working on it. We
don't use ANY other libraries other than our own; we compiled with Borland
C++ 3.0. The technology took about 4 weeks to create. The New Tech took 4
weeks as well to develop. GA
Nightie/HOST: Okay, next up is Crusader. GA
Crusader: I find that the basic stategy (once discovered) doesn't change
much (lure guards to a doorway). Will there be any new "wrinkles" in the
other 5 games? GA
Id Software: The new actors (mutants, officers, new bosses) take new
strategies to conquer, but it's basically the same tactics. But -- you notice
that you don't seem to stand in doorways very much when you're really P***ED!
The other episodes are also incrementally tougher. GA
Crusader: WRT the speed you ran through the game (6:55) and the "par" for
each level, this CAN'T include getting ALL the guards, treasures, and
secrets, can it?
Id Software: No. This is getting to the elevator as FAST as you can! GA
Crusader: I ran lev 1 at "Daddy" and made it in 1:25 (going as fast as I
could)!! Right, what I thought. Thanks. GA
Id Software: It can be done in 25 seconds on Death Incarnate. GA
Nightie/HOST: Night Mask is up next. GA
(\)ight(\/)ask): This may have been asked, but will there be versions of
your games for the games systems, such as Genesis? GA
Id Software: Lynx! GA
(\)ight(\/)ask): Well...when you get a Genesis version, lemme know! :)
Thanx!
Id Software: Genesis and Super Nintendo are sprite-based systems that don't
handle texture-mapping very speedily. GA
Nightie/HOST: Okay, why don't we just go informal now since we're a small
group. Brian can start. If Id starts getting overwhelmed, I'll jump in <g>.
GA Brian.
Scott Miller: Never done this before!
Mark Betz/GD SL: Hi, Scott! Welcome aboard!
Brian Sauls: Does ID software actually work in Texas (Garland)?
Id Software: Big time! GA
Brian Sauls: Why did ya'll choose to use Apogee for distribution?
Id Software: We've been working with Apogee for 2 years now. We didn't
change anything! GA
Brian Sauls: I also am designing a game with a friend that was gonna compete
w/ Apogee (ID!).
Mark Betz/GD SL: Brian...you've got your work cut out for you! <g>
Mark Betz/GD SL: Carmack-people... I've been wondering, did you have the
artists produce wall segments at small detail, and scale them up, large
detail and scale them down, or somewhere in the middle?
David E. Bork: Id, do you have any other games that aren't marketed by
Apogee?
Nightie/HOST: Id has a couple of questions waiting, so others take your
time, please.
Id Software: They were drawn at 64x64 size then scaled up/down in the game.
By the way, our artist's last name is Carmack, too -- but no relation.
Scott Miller: Hi Kevin, can you read this, I have no idea what I'm doing! :)
Nightie/HOST: We see you, Scott. Just hang in there <g>.
Id Software: AND that's Id, as in "DID"...not eye-dee! GA
Mark Betz/GD SL: Id...thanks for the info! The persping algorithms are
beautiful! Did you do the rotations by mapping to a wire-frame?
Brian Sauls: No kidding! I thought about contacting ID to see if they needed
more help.
Id Software: We have written LOTS of games that in the past 2 years that
aren't marketed by Apogee! GFA
Brian Sauls: I also live/work in Carrolton, TX.
Nightie/HOST: Like what, Id? GA
Id Software: Short, quick games for Gamer's Edge that helped us develop our
tools and experience. They're published by Softdisk Publishing. Dangerous
Dave II and Rescue Rover are some of our favorites. You've probably seen them
on some pirate boards. GA
Crusader: Scott, you wanna drop a hint about the _one_ secret that won't be
in the hint book (that you hinted at a couple of weeks ago)?? :)
Scott Miller: Crusader, The secret that won't be in the Hint Book is about
a *major* contest within the game regarding a secret area!
Id Software: We didn't map to wire frames. The engine is image-based rather
than object-based. GA
Brian Sauls: When can we expect your next EXCITING game?
Id Software: Before Christmas, an awesome high-tech racing game -- a cross
between the SNES F-Zero and Spy Hunter! With modem and Novell support! ga
ChrisR: Just Novell support? Why not other LANS too?
Mark Betz/GD SL: Scott.. please _do_ go on! <g>.
Crusader: Scott, I just LOVE hints like that!! <GG>
Scott Miller: The secret area is in one of the registered episodes, the
first to discover it will get a ***BIG*** prize...that's all I can say now.
<g>
Crusader: Scott, well, you better change how the maps are stored, cause
otherwise it'll be a SHORT contest!
Id Software: RE: Novell -- working on other nets. GA
ChrisR: Hmmmm....
Id Software: WOW! GOOD POINT! Time to "xxxxxx" the maps! GA
Scott Miller: I bet it'll be months before anyone finds the secret. We made
it tough!!!
Nightie/HOST: Now that's a challenge, Scott! <g>
Id Software: Scott, there's a map printer OUT THERE! GA
Scott Miller: Jay, I know, what are we gonna do! <g>
Crusader: Not ONE map printer...TWO!!
David E. Bork: THREE
Mark Betz/GD SL: Cru... GAMERS has the best hackers, don't we <g>?
Id Software: What are they named? EAT HOT-SCRAMBLED MAPS! GA
Bill Holmes/Sports: Sold to David Bork for Three! <g>
Crusader: Gee, Scott, you don't sound too worried. <g>
Id Software: Hack the maps after we toy with them! GA
Crusader: Mark, Right on! :)
Mark Betz/GD SL: Id... and another challenge! <g>.
Scott Miller: Ya gotta be register to win, though. hehe
David E. Bork: Scott...check the messages. There are THREE versions in the
GAMERS files. GA
Id Software: NO ONE WILL DECODE ID'S NEW MAPS! HA HAH HA HA HA! GA
Crusader: Scott, taken care of <g>
Mark Betz/GD SL: Id... Ha! you think a 128 bit CRC is enough! <g>.
Nightie/HOST: As long as Id can hack it!
Crusader: Id - a challenge like THAT is irresistible... <GGGG>
Nightie/HOST: Okay, I'm going to gavel this meeting to an official close.
Anyone who'd like to receive SPOILERS via /SEN from Id can remain <g>.
Thanks again for coming!
Bill Holmes/Sports: <yay ID>
Dr John Linendoll: Thanks Jay, Scott, everyone. Nice meeting.
Id Software: HAVE FUN WITH THOSE MAPS! 64-BIT KEY!
Mark Betz/GD SL: Great CO, everyone! Have an excellent Memorial Day!
Nightie/HOST: <clap clap clap> And a safe one!
Crusader: Party! ;)
Bill Holmes/Sports: Don't drink and game.
Mark Betz/GD SL: GUTEN TAG!
Brian Sauls: (Hard disk crash)
Dr John Linendoll: Auf wiedersehen
ChrisR : Ciao Dudes!
Nightie/HOST: Yeah, stay home and play WOLF3D <g>.
Id Software: The Boss on level 9 is called "Hans"! GA
Nightie/HOST: Nightie night, all!
David E. Bork: Bye, Yalll!!
Crusader: <ouch>
Mark Betz/GD SL: Id.. Happy Hans, the Man with Two Guns. He's a poor shot at
a distance...but don't get close! <g>.
Mark Betz/GD SL: Seeya David!
Dr John Linendoll: Night all.
Id Software: He can be dealt with in 35 seconds! GA
Mark Betz/GD SL: Id... 35 seconds? I think I dropped him in less than that.
Bye guys! Thanks for coming!
Id Software: Bye everyone!
[End of File]