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- Hi,
-
- This is a FAQ for Wolfenstein-3D and Spear of Destiny, games 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,
- /pub/msdos/games/temp 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
-
- THE DISCLAIMER:
- #include <all_kind_of_crap_about_me_only_supplying_this_info_and_no_guarantees_
- against_(insert_your_favourite_stuffup_or_natural_disaster_like_flood_
- earthquake_alignment_of_all_solar_planets_or_invasion_of_inter_dimensional_
- monsters_(aka_DOOM)_)_and_no_responsibility_liability_for_any_multi_million_$$$
- _damage_and_stress_related_loss_of_hair_while_you_are_reaching_for_the_reset_
- button_and_your_boss_walks_in___blah_blah_blah____.h>
-
- ===============================================================================
- WOLFENSTEIN-3D and SPEAR of DESTINY
- FREQUENTLY ASKED QUESTIONS.
- by
- Stanley Stasiak
- (stasiak@tartarus.uwa.edu.au
- stasiak@lethe.uwa.edu.au)
- [Version 3.30]
- Last Revised on: February 22 1994 23:07 WST
-
- ********************************************************************************
- Note: 1) From here onwards 'Wolfenstein-3D' will be referred to as
- 'Wolfenstein' 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 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?
- 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 Are there different sets of ready made Wolfenstein maps/graphics files,
- and where?
- 1.10 How can I CHEAT in Wolfenstein?
- 1.11 How can I contact id Software?
- 1.12 I think I found an error in the FAQ.
- 1.13 Is Wolfenstein available on any other platform than an IBM compatible?
- 1.14 Where can I find version x.y of Wolfenstein?
-
- 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 What's the difference between the difficulty levels of the game?
- 2.3 What are the secret rooms/doors in the game? How can I find one?
- 2.4 What are secret levels in Wolfenstein? How can I find one?
- 2.5 What is that funny object/sprite in the game?
- 2.6 What is the purpose of the codes listed at the end of game stats?
- 2.7 Are there ghosts in Wolfenstein? If so where? Can I kill them?
- 2.8 What do other objects apart from ammo, food, etc. do?
- 2.9 I've heard you can drink blood in Wolfenstein? Is that true? How?
- 2.10 What is 'Death Cam'? How is it activated?
- 2.11 What is the Jukebox feature of Wolfenstein? How is it accessed?
- 2.12 What are those music tunes in Wolfenstein?
- 2.13 What is that Morse code message in Wolfenstein?
- 2.14 Are there any more cheats/hints available?
- 2.15 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 Extra levels.
- 5.2 Extra graphics.
- 5.3 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 Acknowledgements.
-
- 8.0 Revision History.
-
- 9.0 Future Additions To The FAQ.
-
- END OF TABLE OF CONTENTS
- -------------------------------------------------------------------------------
-
- 0.0 ABOUT THE FAQ.
-
- 0.1 THE COPYRIGHT NOTICE.
-
- *******************************************************************************
- I the author of the Wolfenstein-3D and Spear of Destiny FAQ hereby grant the
- right to anyone who wishes to freely reproduce WOLFENSTEIN-3D and SPEAR of
- DESTINY 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 and Spear of Destiny FAQ
-
- Date: Nov 3rd, 1993.
- *******************************************************************************
-
- 0.2 FOREWORD.
-
- Ok, It's been a year now since the first release of this FAQ.
- Wolfenstein-3d has been out and available as shareware for over 18 months.
- Originally I wrote the FAQ to stem the very large number of posts and questions
- on Usenet's comp.sys.ibm.pc.games about this game.
- I must say that I think I've been successful in conserving some bandwidth by
- provision of this regular (most of the time) article.
- Lately 'market substitutes' such as Doom (tm) and Agent Blakestone (tm) have
- taken place of Wolfenstein's popularity. For that reason I have reduced the
- posting frequency of this FAQ on comp.sys.ibm.pc.games.action to four weeks.
- I hope you enjoy reading this article. I've tried to make it as informative
- and true in content as possible.
-
- I would like to thank all of the contributors to this FAQ.
- I extend special thanks to Frans P. de Vries, the de facto beta tester for
- this FAQ and Iain Noble, the CompuServe contact.
-
- 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: stasiak@tartarus.uwa.edu.au
- You can also try FidoNet: Stanley Stasiak 3:690/658
- Or if you're local to Perth metro area in WA you can ring 3218858
- (Enterprise 2025) and leave me a message.
-
- 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
- 2) Find it at the UWP Internet FTP site (--> see Section 0.7).
- Look in /pub/msdos/games/id/home-brew/wolf3d or in /pub/incoming/id for
- a file named w3d-???.zip where ??? is the version number of the FAQ.
- OR
- 3) This article is also reposted every four weeks on
- comp.sys.ibm.pc.games.action.
-
- 0.6 THE NEW INFO CODING SYSTEM WITHIN THE FAQ.
-
- Simple. All new or significantly changed info within an updated version
- of this FAQ is tagged with a '|' (pipe) symbol at its Section number.
-
- 0.7 WOLFENSTEIN & SOD RELATED FILES AVAILABILITY VIA FTP.
-
- Throughout this FAQ I'll be refering to some Wolfenstein related files.
- These can be obtained through Internet FTP archives.
- (Try your local Unix guru on help with 'ftp' or RTFM (aka type 'man ftp'
- at your Unix host's shell prompt)).
- In particular I try to keep up with archived files at the following two
- Internet sites:
-
- ftp.uwp.edu [131.210.1.4] id's "Official" anonymous FTP site
- directories:
- /pub/msdos/games/id id games
- /pub/msdos/games/id/home-brew id games' great add-ons
- /pub/incoming/id Upload dir
-
- ****** <<<<<< (will be referred to as 'UWP' from now on) >>>>>> ******
-
- AND
-
- ftp.cc.umanitoba.ca [130.179.16.24]
- directory:
- /pub/wolf3d
-
- ****** <<<<<< (will be referred to as 'MANITOBA' 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.
-
-
- 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 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: 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.
-
- 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.
-
- 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)
-
- 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,
- 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)
- Running WOLF3d/SoD under Windows isn't really recommended.
- Windows NT: unknown. (anyone?)
- 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 WOLFENSTEIN FROM?
-
- You can ftp Wolf3D game from MANITOBA, locating it in /pub/wolf3d .
- It is archived as a PkWare's ZIP file (wolf3d14.zip).
- You can also ftp it from UWP. Look in /pub/msdos/games/id (file 1wolf14.zip).
- (Note: ziped with PkZip v2.04g)
- You must have PkWare's PkUnzip software to unzip the .zip file.
- (You can obtain the pkzip/unzip 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.
- Lately the full version has also been commercialised and should be available
- from local software stores and other retail outlets (such as K-mart).
- (This info is U.S only. Other countries may have had it available this way
- for a long time now).
-
- You can ftp the demo of SoD from the same two sites (file soddemo2.zip).
- The archive size is approximately 740Kb.
- You can get a full version from FormGen (id's Spear of Destiny distributor).
- Info on ordering is included in the demo version. SoD may also be obtained
- from your local software store.
-
- 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?
-
- 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.
-
- 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 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.
-
- v1.0 - 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) and also some video problems (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 .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!
- ****************************************************************************
- 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 $.
-
- and
-
- 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 OFFICIAL 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 UWP 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
- 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:
- maped41.zip map viewer/editor
- maped42.zip " " "
- maped6.zip " " "
- 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[42][6]/wolfm160 will automatically detect what version of
- Wolfenstein you have installed so you need not worry if you don't want to
- convert maps (upgrade/downgrade (!) them).
-
- All of these files include ample docs with them, if you already have them and
- want some tips or help on their differences and shortcomings, then --> See 4.X
-
- In order to make the Map editors work for Spear of Destiny, an enhanced version
- of the .DEF files must be used. They should be obtainable in the same ftp sites
- as the map editors (file wmapdefs.zip and others). If you can't find them, some
- minor work will need to be done. Find the wall types (MAPDATA.DEF) and the
- object types (OBJDATA.DEF) that are undefined and define them in your *.DEF
- files.
-
- The aforementioned editors change the following files:
-
- Map editors:
- MAPHEAD.XXX
- MAPTEMP.XXX
- GAMEMAPS.XXX
- where XXX is either .WL1 for the shareware version or .WL3 and .WL6 for the
- registered 3/6 episode versions respectively.
- Note that GAMEMAPS.XXX replaced MAPTEMP.XXX in versions of Wolfenstein 1.1 and
- higher, i.e. MAPTEMP.XXX is only present in v1.0. It doesn't really make any
- difference since the map editors will recognize that.
- For Spear, XXX is either .SDM for the demo version or .SOD for the full
- version. To have some of the map editors work with them, you'll need to rename
- them to .WL6 files and then back to play the game.
- Please consult Section 4.1 to see if the map editor you're using will recognize
- SoD .SDM & .SOD file extensions.
-
- Graphics editors:
- VSWAP.XXX
- where XXX is as before.
-
- 1.9 ARE THERE DIFFERENT SETS OF READY MADE MAPS/GRAPHICS FILES, AND WHERE?
-
- If you are looking for an alternative set of map or graphic files for your
- Wolfenstein game then the sites mentioned in Section 0.7 carry them as well
- in the same or sibling directories.
- MANITOBA has the add-on maps/graphics/editors, etc. in the same directory as
- the game i.e. /pub/wolf3d .
- Make sure you look through an index file (normally 00index* or README to see
- what is what or --> See 5.1 & 5.2 for a short tour)
- At UWP have a look at /pub/msdos/games/id/home-brew directories.
-
- 1.10 HOW CAN I CHEAT IN WOLFENSTEIN?
-
- There is a document on ftp.cc.umanitoba.ca in /pub/wolf3d called wolfdbug.txt
- that describes the various cheat options in Wolfenstein and how to access them.
- I have reproduced it here with some updates.
- ----------------------------------------------------------------------------
- WARNING: SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!! SPOILER ALERT!!!
-
-
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-
- THE WOLFENSTEIN 3-D DEBUG MODE FILE
-
- (v1.0 means Wolf3D version 1.0 and v1.1 means Wolf3D version 1.1.
- Cheating with other versions is equivalent to v1.1 except as noted.)
-
- To enter the mode, do the following:
-
- 1. Invoke Wolfenstein 3-D with the "next" parameter (wolf3d -next)
- for v1.0, or the "goobers" parameter for v1.1. You can also use
- whatever other command-line parameters you want.
-
- 2. Begin or restore a game. While in the game, hold down the TAB,
- CONTROL, and ENTER keys simultaneously for v1.0, or the LEFT SHIFT,
- ALT, and BACKSPACE keys for v1.1. You should get a message stating
- that debugging keys are now available.
-
- That's it!
-
- To use debugging mode commands, hold down the TAB key and one of the
- letter keys listed below simultaneously:
-
- B Changes the screen border color. Don't ask me why it's here, but
- it's here.
-
- C Displays the number of statics, doors, and actors in the level.
- Statics are things like food, ammo, pools of blood, etc., and actors
- are the bad guys. Doors should be self-explanatory.
-
- E Moves you ahead two levels. That's right, not one level, but two.
- Unlike the W command (see below), this also takes you to the "level
- completed" screen and gives you percentages, bonuses, etc.
- In Wolf3D v1.4 and SoD, it moves ahead just one level. If you have
- also used the "-tedlevel" parameter (see below), this command exits
- the game.
-
- F Displays your current position on the level (X,Y) and orientation (A).
- To convert the X and Y values to coordinates that can be used in
- Mapedit, divide them by 65,536 and round down. A is in degrees
- ranging counterclockwise from right. ("Right" refers to the top
- view as seen in Mapedit.)
-
- G Turns what id calls "GOD mode" on and off. Basically it just means
- that you're invincible. The screen still turns red when you would
- normally be hurt, though. This can get very annoying if you want to
- do something fun like kill the episode's boss with your knife.
-
- H Hurts you (-16% health). Not much use to us, but I guess id had to
- debug their damage code just like everything else.
-
- I "Free items." Ups your health, ammo, and score, and gives you the
- next most powerful weapon. (Machine gun if you didn't have it,
- Gatling gun if you did.)
-
- M Displays memory usage. Loads of fun.
-
- N Turns "No clipping" on or off. This lets you walk through walls.
- Wall-walking does STRANGE things to the graphics (try approaching a
- door from the side and opening it). It also does strange things
- to the bad guys. If you walk into a room through the wall, often
- they won't notice you at all, even if you walk right in front of
- them or fire your machine gun (in some direction besides at them,
- of course). This command is not available in the registered version
- of Wolf3D nor in shareware versions other than v1.0 but it is in SoD.
- (I guess we should be glad that ANY of the commands are available.)
-
- O Changes the main viewscreen to a map of the current level, which
- you can scroll through using the movement keys or the mouse. It's
- neat, but I wish that it weren't so ugly. Those numbers are from
- the internal level format. ESC will get you out. Unfortunately
- this command doesn't work in v1.1 nor in SoD.
-
- P Pauses the game, without putting up the little "Paused" window.
- I guess this makes it nice for taking a screen shot, although in
- v1.1 it changes the screen border to an ugly bright white.
-
- Q Bombs the machine in v1.0. Exits the game in v1.1. Both of these
- functions are about equally useless.
-
- S Turns slow motion on or off. If you have a slow computer you don't
- need this.
-
- T Pops up a window which displays graphics and sounds from the game.
- Use the left and right arrow keys to page through the entries.
- If you come to a blank entry, keep going. You'll know when you've
- reached the end (500-something) because you won't be able to go
- any higher. ESC exits. v1.1 has some interesting graphics that
- v1.0 lacks, including two sprites which are particularly intriguing.
- Don't bother calling Apogee and making yourself look like a fool
- only to be told that you didn't win anything; I already did.
- (You'll understand what I mean when you've seen the sprite.)
-
- V Asks you how many extra VBLs you want. High values seem to make
- the game sluggish and not much else.
-
- W Warps to any level. Although it prompts for a value from 1 to 10,
- you can actually enter any number up to 20 in the registered
- version. Eleven through twenty correspond to levels one through
- ten in the episode following the one you're currently playing.
- In SoD, it prompts for a value from 1 to 21.
-
- X "Extra stuff." Doesn't appear to do anything. If you can amend
- this, let me know.
-
- Miscellaneous notes:
-
- TEDLEVEL - You can use the "-tedlevel" command-line parameter to quickly
- start Wolf3D and warp to any level. The parameter is followed by a
- two-digit number. The tens digit is the episode number minus one, and
- the ones digit is the level number minus one. For example, to go to
- level 10 of episode three, type:
- wolf3d -tedlevel 29
- and to go to the first episode, level 2, type:
- wolf3d -tedlevel 1
- By default, you will play the level on the "Don't hurt me" difficulty
- setting. To change this, use one of the command-line parameters "-baby"
- "-easy" "-normal" "-hard". They stand for the obvious difficulties.
- Using the "-tedlevel" parameter also gives you an infinite number of
- lives. Combine it with "-goobers" (or "-next") for even more fun.
-
- DEMO RECORDING MODE - This "debugging" feature is not accessed in the
- same way as the other commands, and it is available only in v1.0. To
- record a demo, follow step one from the beginning of this file, and
- then hold down TAB at the title screen (the one with B.J. hiding from
- a guard). Unfortunately, there doesn't seem to be any way to display
- these demos after they've been recorded, but if you've ever had a
- secret desire to play Wolfenstein 3-D with a big "DEMO" sign at the
- top of the screen, this is how to do it.
-
- SPEAR OF DESTINY - SoD's debugging mode is quite similar to Wolf3D's.
- Just use the command-line parameter "-debugmode" and the same key combo
- as v1.1. Oh, and be sure to check out what happens to B.J. when you turn
- on God mode...
-
- -- Ben Rudiak-Gould
- AOL: BenjaminRG
- Internet: benrg@uclink.berkeley.edu
- --------------------------------------------------------------------------------
-
- .. and then there's always the LIM cheat.
-
- What you do is press L, I and M all together and you get full health & ammo as
- well as the chain gun and both keys ;) However, it will reset your score to 0 !
-
- IMPORTANT: It seems that in later registered versions of v1.4 of Wolf3d the
- cheat mode has been disabled (appearently Apogee requested it).
- At the moment I have no additional info to differentiate these two versions
- of v1.4. If you have any such details (like file dates etc.) drop me a line.
-
- Apogee has also stated that starting with release of their game 'Biomenace'
- all their subsequent shareware game releases will be devoid of any in-built
- cheat codes. This is apparently to encourage registering the game (where
- the registered versions would have some kind of cheat mode (???) etc.)
-
-
-
- 1.11 HOW CAN I CONTACT id Software or Apogee?
-
- If you have some difficulties with Wolfenstein or Spear that are unresolved
- after reading this FAQ you can send e-mail to help@idsoftware.com or
- apogee@delphi.com.
- Note that this FAQ is not produced or in any way sponsored by id Software or
- Apogee, so they are not responsible for the material included herein.
- I would discourage asking them about the add-on products for Wolfenstein.
- Mail only if you have a setup, installation or hardware conflict, etc.
-
- 1.12 I THINK I FOUND AN ERROR IN THE FAQ.
-
- If you find some information contained within this article incorrect
- I'll appreciate you informing me of it ASAP.
-
- 1.13 IS WOLFENSTEIN AVAILABLE ON ANY OTHER PLATFORM THAN AN IBM COMPATIBLE?
-
- Well, the SNES version should be out just about now (Jan '94) in US.
- Actually id have finished with it around October/November '93 as I understand
- but all that SNES 'no-blood-n-guts-policy-crap' is (was?) delaying the SNES
- version release.
- If I remember correctly the game will not have any of the gore graphics that
- Wolfenstein on a PC has, heck SNES even requested icons such as swastikas and
- crosses to be removed (to downgrade it politically and religiously (Huh?))
- Yeah, it will be altogether a pitiful sight (sigh).
-
- If you were after other platforms then tough luck. Id is not planning any
- reworks for Amiga/Atari/Mac/X/your_pocket_calculator nor abacus, Sorry.
-
- Since Wolfenstein was developed on NeXT platform and then ported to a DOS PC
- there must exist a version for the NEXTSTEP but I'm not sure what happened to
- it (and whether it is available publicly or for purchase).
-
- 1.14 WHERE CAN I FIND VERSION X.Y OF WOLFENSTEIN?
-
- if you're looking for older versions of shareware Wolfenstein then MANITOBA is
- the place.
- These are the files:
-
- v1.0 - 1wolf3d.zip
- v1.4 - wolf3d14.zip
-
- If you want v1.1 (god knows why) you'll have to patch v1.0 using w3dpatch.zip
- (--> See Section 5.3)
- I don't know where to get shareware patch for v1.2 but the only difference
- from 1.1 to 1.2 was the secret level bug fix on episode 1 level 1.
- If you have an editor you can patch it yourself. But really, you should only
- need v1.0 (for some add-ons) and v1.4 (for the rest).
-
-
- 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
- variety of ways.
-
- Blue SS
- Guard: He sees you Schutzstaffel! "Body Guard" (literal),
- or hears you "SS!"
- shoot
-
- He dies. Mein leben! "My life!"
-
-
- White
- Officer: He sees you Spion! "Spy!"
- or hears you
- shoot.
-
- He dies. Nein, so was! "Well, I never!"
- (colloquial)
-
- Undead
- (Zombies): He sees you - Nothing. Silence
- or hears you
- shoot.
-
- He dies Khaaarrghkhkh! (Really weird sound)
-
- Hans
- Huge Blue
- Guard,
- episode 1: He sees you. Guten Tag! "Good Day!" (strictly)
- "Good Morning!"
-
-
- He dies. Mutti! "Mommy!"
-
- Dr. Schabbs,
- episode 2: He sees you. Oohahahaha! (Laughs)
-
- He dies. Mein Gott in Himmel! "My God in Heaven!"
-
- Hitler's
- ghost,
- episode 3: He sees you. Toter hund! "Dead Dog!"
-
- He dies. Hahahahaha! (Laughs)
-
- Hitler,
- episode 3: He sees you. Die, Allied "Die, Allied Pigdog!"
- Schweinehund!
-
- You blow away Scheisse! "Sh-t!"
- his armour.
-
- He dies. Eva, auf 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. Donnerwetter! "Good heavens!"
-
- Greta Grosse
- (Big Greta),
- episode 5: She sees you. Kein Durchgang! "No Trespassing!"
-
- She dies. Mein Busen! "My repentance!"
-
- General
- Fettgesicht
- (General
- Fat-Face),
- episode 6: He sees you. Erlauben Sie, bitte! "Allow me, please!"
-
- He dies. Roseknospe... "Rosebud..."
- (cf. film "Citizen Kane"
- for joke.)
-
- Trans Grosse,
- SoD floor 5: He sees you. Einer Sprachschnitzer! "A mistake!"
-
- He dies. Es ist schade! "What a pity!"
-
- Barnacle
- Wilhelm,
- SoD floor 10: He sees you. Ach so! "Oh, I see!"
-
- He dies. Wenn schon! "So what!"
-
- UberMutant,
- SoD floor 16: He sees you. - Nothing. Silence
-
- He dies. Argh! (Wierd scream)
-
- Death Knight,
- SoD floor 18: He sees you. Tod ist mein leben! "Death is my life!"
-
- He dies. Alles ist verloren! "All is lost!"
-
- Angel of Death,
- SoD floor 21: He sees you. Prove your worth, human!
-
- He dies. You may wield the Spear...
- --------------------------------------------------------------------------------
-
- 2.2 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.
- 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.
-
- There is another minor difference. On the lowest level the 'first-aid kit'
- sometimes bumps up your health more than on other harder levels.
- --> See 2.8 & 2.15 for more.
-
- 2.3 WHAT ARE THE SECRET ROOMS/DOORS IN THE GAME? HOW CAN I FIND ONE?
-
- The secret rooms are like any other room in Wolfenstein except they are
- accessed by a 'secret passage' (not really a door). There are certain wall
- panels which can be pushed (acted on) like a normal door. The wall will then
- slide back revealing a passage to another room. Secret rooms are usually used
- to store treasure, food, first aid and ammo packs and more powerful guns, i.e.
- the items of interest when survival is at stake (the treasure helps get more
- points which accumulate to extra lives, etc.). Sometimes they are used to store
- keys to locked doors, but not often (not in the Wolf3D shareware episode
- anyway).
-
- Although there are no strict guidelines to where a secret room might be, you
- can get some slight hints on where one might be positioned. Since the maps in
- Wolfenstein are true (i.e. they're not warped space) then if you see a block
- of wall which is pretty thick and houses no standard rooms (operated by normal
- sliding doors) it could potentially house a secret room. Try first the obvious
- places on the walls e.g. Hitler's painting, nazi banner & other obvious wall
- decorations. Some secret panels are in the corners of a room, others in the
- middle of a wall (midpoint of a wall in a standard room). There are also a few
- between two objects, like between two plants or two barrels positioned against
- the walls. --> See 3.10 for more.
-
- 2.4 WHAT ARE SECRET LEVELS IN WOLFENSTEIN? HOW CAN I FIND ONE?
-
- The secret levels are just another level which has been made a bit harder to
- find than others. To get to a secret level you must take a special elevator
- (well, they don't look special though, in fact in appearance they look like a
- normal elevator) from one of the normal (non-secret levels). Elevators like
- that are hidden. There's one secret level per episode (so there's one in the
- shareware version too :).
- When you arrive at a secret level it will be marked 'level 10' on your status
- bar. In Spear there are two secret levels in total, marked 19 and 20.
- After you finish the secret level the exit elevator will take you back to the
- level that you should have gone were it not for the secret level. Say you got
- to secret level from level 1, then after secret level (10) you'll end up on
- level 2.
- For a bit of a spoiler --> See 3.11
-
- 2.5 WHAT IS THAT FUNNY OBJECT/SPRITE IN THE GAME?
-
- That funny object only occurs in the registered 3 or 6 episode version of the
- game. It is a sign saying to call Apogee. See, it was going to be a part of a
- competition with the game, like you find it and then call the distributor
- (Apogee it was then) and you could win something (???).
- The competition idea was dropped fairly quickly though, after all the mappers
- and editors were unleashed only weeks after the game's release.
-
- 2.6 WHAT IS THE PURPOSE OF THE CODES LISTED AT THE END OF GAME STATS?
-
- Same thing as in 2.5 the code is the checksum for your score in game. It was
- going to be a proof that you actually went through the game and obtain such and
- such score.
- NOTE: To my knowledge the codes only occur in Wolfenstein v1.0 & 1.1
- (maybe 1.2, not sure)
-
- 2.7 ARE THERE GHOSTS IN WOLFENSTEIN? IF SO WHERE? CAN I KILL THEM?
-
- There are two kinds of ghosts in Wolfenstein. The Hitler's ghosts which haunt
- you in episode 3 level 9 (the boss level where you kill Hitler). You can
- certainly kill those.
- There are also some funny Pacman Ghosts in episode 3 level 10 (secret level).
- You can't kill those but they can hurt you if you touch them. Just stay clear
- and you'll be ok. (Or cheat with GOD MODE --> See 1.10)
- In Spear there are ghosts in the final floor (21). These white ghosts can be
- shot, but after a short while they reappear. They can also hurt you if you
- touch them.
-
- 2.8 WHAT DO OTHER OBJECTS APART FROM AMMO, FOOD ETC. DO?
-
- Umm, well ... nothing really. They're there 'cause they look nice.
-
- Here's a short list of all the usable objects:
- Ammo clip: gives you ammo (duh)
- Ammo box (SoD only): gives you loads of ammo :)
- Machine guns (Schmeisser (some people call it PM-40) & Gatling gun): increase
- your firepower.
- 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.
- Elevator: use it to progress to next level.
-
- 2.9 I'VE HEARD YOU CAN DRINK BLOOD IN WOLFENSTEIN? IS THAT TRUE? HOW?
-
- You can slurp up the blood pools and consume the bloody skeletons if your
- health falls below 11%.
-
- 2.10 WHAT IS 'DEATH CAM'? HOW IS IT ACTIVATED?
-
- Death Cam is a animation replay of the final few seconds of the killing
- sequence of some the games bosses (you know, the huge guards). The only bosses
- subject to Death Cam are:
- Dr. Schabbs (episode 2)
- Hitler (episode 3)
- Otto Giftmacher (episode 4)
- General Fettgesicht (episode 6)
- The Death Cam is activated after you kill one of these bosses. After the replay
- the current episode concludes regardless of whether you killed all other
- guards, etc.
- There is no Death Cam in Spear. It has a nice set of end screens though.
-
- 2.11 WHAT IS THE JUKEBOX FEATURE OF WOLFENSTEIN? HOW IS IT ACCESSED?
-
- The JukeBox feature of Wolfenstein is just a menu of different music
- scores that normally play through the different levels of Wolfenstein.
- To access it press and hold 'm' while Wolfenstein starts (after you started
- it from DOS).
- Now you can listen to that favourite tune from the game.
- The Jukebox is present in all versions as I understand (shareware/registered
- 1.0 through to 1.4). The menu of music scores may be different between
- the versions but it nevertheless is there.
-
- 2.12 WHAT ARE THOSE MUSIC TUNES IN WOLFENSTEIN?
-
- What is the theme music for Wolfenstein 3-D?
-
- The tune that opens Wolf 3-D is known as the "Horst Wessel Lied" (Horst
- Wessel's Song), which was the official Nazi party anthem. Here are the
- first couple of bars to the lyrics, though further research will follow:
-
- (translated from the original German)
-
- Raise high the flags! Stand rank-on-rank together.... SA will march with
- steady, quiet tread....
-
- Historical background: Horst Wessel was an average SA (Sturmabteilung --
- literally, Storm Detachment; which was the Nazi goon squad) trooper and
- local party leader in Berlin. He was killed in a street brawl with
- Communists in 1930, but not before leaving the words and music to the tune
- that became the Nazi anthem. It was played along with the official German
- national anthem, whose tune is still used today, although with different
- lyrics than what was played in Nazi Germany.
-
- Other musical trivia: a few bars of the U.S. Army, Navy, Air Force, and
- Marine Corps anthems are played throughout the game. In one of the music
- pieces, a Morse-code message is played in the background...
-
- 2.13 WHAT IS THAT MORSE CODE MESSAGE IN WOLFENSTEIN?
-
- In Episodes 3 & 6 of the registered version the music seems to
- include a Morse code beeping in the background.
-
- I have scooped the following from UseNet's comp.sys.ibm.pc.games.action
- (I don't know the originator, you know who you are)
-
- Here it is:
-
- TO BIG BAD WOLF DE ["de" means "from" in amateur radio Morse code jargon]
- LITTLE RED RIDING HOOD
- ELIMINATE HITLER
- IMPERATIVE COMPLETE MISSION WITHIN 24 HOURS
- OUT
-
- 2.14 ARE THERE ANY MORE CHEATS/HINTS AVAILABLE?
-
- Yes Siree! There's certainly that Wolfenstein hintbook you can obtain for some
- extra $ (US$ 10 I last heard), when you order the full version of the game.
- It's supposed to be packed with hints about the game levels and how to cheat in
- the game (--> See 1.10). I don't know all the details 'cause I don't have it.
- (Er, the game's too easy anyway (No flames! --> See 3.X))
- There's also the Spear of Destiny hintbook to be obtained for US$ 15.
- It has lots of background info on the game, the storyline, its development
- history and the guys at id Software, plus hints for playing, the full set of
- printed maps and how to access a few hidden features in the program.
-
- 2.15 THE STATISTICS & RECORDS SECTION (NUMBERS ABOUT THE GAME).
-
- Ok, at the risk of repeating myself here goes:
-
- The Wolfenstein game has:
- 10 levels per episode
- 6 episodes (full version)
- 1 secret level per episode.
-
- The Spear of Destiny game has:
- 21 levels (full version)
- 2 secret levels and a special end level.
-
- Both games have:
- 4 difficulty levels
- 4 weapon types: knife, pistol, machine gun & chain gun
- 2 key types: gold & silver.
-
- Max ammo: 99
- Ammo with guns: 6
- Ammo with clips: 8
- Ammo with guards' clips: 4
- Ammo with ammo box (SoD only): 25
- Ammo with X-tra life: 25
-
- Max health: 100 %
- Health for blood/bones: 1% (Note: health must be <11% for this to work)
- Health for dog food: 4%
- Health for chicken meal: 10%
- Health for first aid: 25% or 35% depending on which level of difficulty
- Health for X-tra life: 100%
-
- Score for brown guards: 100
- Score for dogs: 200
- Score for white ghosts (SoD): 200
- Score for white officers: 400
- Score for blue SS troopers: 500
- Score for undead: 700
- Score for ghosts of Hitler: 2000
- Score for bosses: 5000
- Score for cross: 100
- Score for chalace: 500
- Score for treasure chest: 1000
- Score for golden crown: 5000
- Score for 100% completed: 10000
- Score for secret level completed: 15000
- Score for boss level completed (SoD): 15000
- Score for 1 sec under par level time: 500
-
- The following table shows the par level times for all Wolf3D episodes:
- Level
- Episode 1 2 3 4 5 6 7 8
- 1 1:30 2:00 2:00 3:30 3:00 3:00 2:30 2:30
- 2 1:30 3:30 3:00 2:00 4:00 6:00 1:00 3:00
- 3 1:30 1:30 2:30 2:30 3:30 2:30 2:00 6:00
- 4 2:00 2:00 1:30 1:00 4:30 3:30 2:00 4:30
- 5 2:30 1:30 2:30 2:30 4:00 3:00 4:30 3:30
- 6 6:30 4:00 4:30 6:00 5:00 5:30 5:30 8:30
- The boss and secret levels have no par level time.
-
- The following table shows the par level times for all SoD levels:
- Level 1 2 3 4 6 7 8
- 1:30 3:30 2:45 3:30 4:30 3:15 2:45
- Level 9 11 12 13 14 15 17
- 4:45 6:30 4:30 2:45 4:30 6:00 6:00
- Once again, the boss and secret levels have no par level time.
-
- Extra life: every 40000 points or if you find the icon.
- NOTE: extra life icon counts as treasure! If you forget one --> no 100%
- treasure statistic!
-
- 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.
-
- 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.
-
- 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
-
-
-
- 3.12 YOU ALWAYS GET NUKED BY THAT BIG BAD BOSS (GUARD) AT THE END.
- (THE STRATEGIES FOR DEFEATING THE BOSSES).
- |
- Note: This section is *far* from complete. Why not send in your hints
- for wiping those tough guys at the end.
-
- ---
- Well, here's a general guide submitted by Douglas Bottoms
- (BOTTOMS_DOGLAS_J@Lilly.com)
-
- "Usually, I try to get as close to the boss as possible, then back STRAIGHT
- away from the boss while firing. Then strafing left or right to hide behind
- a wall (or get out of the way)."
- ---
-
- Note: You will find that most boss scenarios conveniently include blocks
- of wall behind which you can hide while the boss fires its 'salvo'.
-
- Here is a specific one pertaining the Mad Doc at end of Episode 2.
-
- ---
- Episode 2: This is the Mad Doctor who is creating all the Zombies. If you go
- at him straight on he'll just zap you with his syringes and you'll go all
- red-eyed and die. If you go to the corridor to the left of the room where
- he's hiding and wait for him to come out you can zap him with the old chain
- gun from the side. There's also a first-aid kit in there which helps. Once
- he's retired back to the room rush out to the beginning of the level where
- there is a secret room (which you will already have opened up) full of ammo
- clips and restock on ammo. Now you can go back in for a frontal assault and
- finish him off.
- ---
-
- ...and here is one specific one for Hitler at the end of Episode 3.
- ---
- Episode 3: Hitler is to the left of the entrance to the final room in the
- final level. Hit him with the chain gun until his armor drops away. Then
- rush down to the end and turn right, knock off the 2 white guards in there
- and you'll find lots of extra ammo and some first aid. If you lurk here
- Hitler may come after you - in which case blast him, or if you wait long
- enough he'll seem to go away. If this happens go right back to the beginning
- of the level where there is a secret room full of ammo and stock up because
- you'll find he's trailed you. So turn round fast and give him everything
- you've got.
-
-
- 4.0 MAP/GRAPHICS EDITORS SECTION
- ===============================================================================
-
- 4.1 DISCUSSION OF AVAILABLE MAP/GRAPHICS EDITORS.
-
- There are 5 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.
-
- b) WOLFMAP v1.6 - Map editor/version convertor.
-
- c) WOLFEDIT v2.1 - Graphics editor/extractor.
-
- Mapedit v4.1
- - Written by Bill Kirby (who incidentally retired from working on his
- creation).
- This software will let you edit Wolfenstein's maps for any version
- released to date (1.0 through to 1.4). It will recognize if your copy
- is shareware, or registered (3 episode or 6 episode).
- Turbo Pascal source is included so you can make your own adjustments.
- NOTE: Not compatible with SoD.
-
- This is the 'vanilla' version of this editor. Many have changed this
- version to produce their custom 'enhanced' editors with more features
- etc. (Thus this version is where the version tree splits).
- The following two are the most popular.
-
- Mapedit v4.2
- - Written by Ralf Seider (rauh@wrcd1.uni-wcppertal.de)
- Some new functions were added to v4.1
- - Item selection memory while editing.
- - Can select items from map (pick up using mouse)
- - Fill & rectangle functions for easier level construction.
- NOTE: Not compatible with SoD.
-
- Mapedit v6.0 [*** FAQ editor's choice ***]
- - 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.
-
- Wolfmap - Written by Jan Peter Dijkstra (Sysma Automatisering).
- This one was based on v old version of Mapedit but then evolved into
- an editor of its own.
- It's really more of a Wolfenstein map processor with functions such
- as: version conversion, level map export into intermediate file
- (allows moving and copying of levels), level ASCII dump for printing
- purposes, etc. The editor is really based on Mapedit visually with
- slightly more functionality. C++ source included.
- NOTE: Not compatible with SoD.
-
- Wolfedit - Written by Bill Kirby (again!). This is a must if you want to change
- Wolfenstein's graphics. Not only does it let you edit the wall
- panels as well as images of guards and various objects. You can also
- export/import images as GIF files. This makes editing with your
- favorite paintbrush tool easy. The picture size is limited to 64x64
- pixels but for importing images you can position a square on a
- larger image and snap it into the editor.
- Wolfedit will not read SoD graphics file as such (VSWAP.SOD file).
- If you're trying to edit SoD graphics then just rename your
- VSWAP.SOD file to VSWAP.WL6 before editing. Rename it back after
- you finished.
-
- 4.2 RULES TO FOLLOW WHEN EDITING.
-
- IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT!
- ********************************************************************************
- First of all I would like to stress that id Software and Apogee are not
- responsible for the home-brew add-ons floating around. They will offer
- you no support whatsoever if you encounter problems with them so
- DO NOT CALL Apogee about them!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- Even when Wolfenstein bombs out with an error message giving you the
- 1-800 number of Apogee DO NOT CALL if you were playing the non-original
- maps/graphics. Apogee especially DOES NOT appreciate it.
- If you want to get help about it read the rest of this section. If you find
- no clues post to comp.sys.ibm.pc.games.action for help.
- ********************************************************************************
-
- Ok, Here's a few guidelines if you're just starting to play around with the
- editors. I thought I'd put something down that might save you from screaming
- ARGHHH!! after a few hours of editing. Most of these are just a few pointers.
-
- - First of all save your work often. This one needs no explanation.
- - Also test it often. Some editing quirks will produce game bugs that are just
- plain hard to get rid off. That might mean you'll have to start editing that
- level from scratch.
-
- Mapping hints:
- - 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.
- 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).
- NOTE: north/south elevator doors DO exist. Look for them in the
- editors.
- - 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.
- - 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 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 graphics across from the VSWAP file.
- - 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 or area will result in the disappearing
- bodies phenomenon. --> See 6.3
- - Only guards over the same floor as you will hear you shoot your gun.
- Since this concept is quite important to game strategy here's a
- little explanation:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you fire your weapon (this does include the knife but only if you actually
- poke someone) in a room then all the non-deaf guys in the same room who
- stand/walk over the same floor values will hear you. That is they will become
- active and try hunt you down.
- Also guys in other rooms which are not connected to your present room at the
- moment (What I mean is the doors between that room and your current room where
- you are are closed) will also hear you if they stand/move over the same floor
- value.
- This allows for a variety of dynamic effects, e.g. see below:
-
- 1 2 3
- WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
- G1 G2 W G4 W G5
- W W
- [ G3 [
- Y W W
- W W
- WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
- ^^^^^^ ^^^^^^^^ ^^^^^^^^^^^
- room room room
- with with with
- floor floor floor
- A B A
-
- Here's a quick sketch of 3 rooms (walls=W) connected by sliding doors [.
- You (Y) are in room 1. Rooms 1 & 3 have the same type of floor. Room 2 has
- a different type of floor. G1-G5 are guards.
- If you shoot your weapon in room 1 then guards G1, G2 as well as G5 will
- become aware of your presence (G1 & G2 probably are already aware of you if
- they saw you). G5 will run from room 3 to room 2 (tracking your position in
- straight line). Eventually he would get to room 1. If you fire your weapon
- while either of the doors are open then G3 & G4 will will become aware of you
- too.
- NOTE: You didn't open either doors (I'm assuming G5 or G3 or G4 does that)
- unless you ran for it ;)
-
- The first floor value in the Mapedit/Wolfmap editor index is the DEAF floor
- (hex value=6A; this should be annotated in map editors).
- The guards standing on deaf floors will react only if you pass within their
- sight (that seems to span slightly less than 180 degrees (~90 either side of
- their face)).
-
- Note that if you mix floors in one room (other than the DEAF floor) then only
- the floor which connects to the door through which you entered will become
- active. Guards standing on other floors will be oblivious to you unless you
- shoot at them (not sure if you can run through them).
-
- In a way when you enter through the sliding doors a change of active floor
- takes place (after the door shuts --> while it's open both floor values are
- active).
-
- A classic example is when you enter a room through a secret door. If the
- floor in that room is different then no guard in that room will respond to
- you shooting.
-
- If you're still unclear about this here's an explanation by id's
- J. Romero (straight from the horse's mouth so to speak):
-
- "Wolfenstein 3-D is basically made up of a lot of closed
- rooms. When you open a door, the guards get a chance to
- see you and opening the door connects your sound area to
- the revealed room's sound area, so a gunshot will be heard
- in both places. Guards in both places will respond to this
- kind of action".
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- - Putting an object inside a wall allows you and other actors to walk
- through that wall. Now you know how that guard jumped you from the
- wall.
- - Directing moving actors (guards, dogs, etc.) into a wall of unity
- thickness makes that square wall panel permeable. That is you can
- walk through it in the same way as if you used the wall walking
- cheat. (--> See 1.10)
- - You must have a minimum of at least the following on any level you
- create:
- 1 enemy (guard, dog, etc...)
- 1 piece of treasure (cross, jewels, etc...)
- 1 secret door
- They are needed because Wolfenstein tries to calculate the % of each
- of that you have killed, opened, picked up, etc..., and if there are
- 0 items of any one of the above, Wolfenstein will crash trying to
- divide by zero.
- - Secret doors can pass over/through any object that you can (kitchen
- utensils, food, etc.) EXCEPT Dead Guards.
- - Be careful not to set up secret doors that might go beyond the edge
- of either the bottom or left-hand sides. The top and right hand edges
- of the "world" are solid, but the left and bottom sides are permeable
- (no range checking), and weird things can happen.
- - Be careful not to set up secret doors such that a small passage
- behind them is blocked when the 'pushwall moves too far' phenomenon
- occurs. Either insure that the pushwall can move only 2 grid
- locations or enlarge the passage. --> See 6.3
- - Doors should be parallel to the walls you are inserting them in, as
- you will get phantom blocks of grey stone otherwise.
- Try placing a door all by itself without any walls and you will see
- that it is accompanied by two phantom walls on either side. This has
- presumably something to do with the opening act of a door (???). You
- can go through these blocks, and even open the doors within them.
- To clarify that here's a sketch of a door just by itself with no
- walls around:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- P[P
-
- ^
-
- [ - Door
- P - Phantom wall block
- ^ - Direction you face when opening the door.
-
-
- Now, if you place the door perpendicular to the wall its embedded in
- here's what you'll end up with:
-
- P
- WWWWWWWW[WWWWWW
- P
-
- Obviously you can't see the door until you pass through the P wall.
- BTW: The phantom walls P look like the regular stone wall (or the
- first wall in the graphics file for that matter).
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- - Deaf Guard floors directly in front or behind a sliding door result
- in the door being invisible. The floor seems to be replaced with a
- "force field" (it becomes an invisible wall).
- Of course, if what you want is an invisible barrier, then this is how
- to do it.
- Note that if you put a Deaf Guard in an elevator, you will not be
- able to get in! (I think this only occurs in v1.0 of Wolfenstein,
- later versions allow you to have deaf elevator floors)
- - If you make regular sliding doors into secret doors, they behave
- rather strangely, when you "open" them. They move away and transform
- into a random wall panel.
- - Placing two or more doors side-by-side will produce a bizarre "picket
- fence" wall of crazed wall panels, and will not allow you to pass
- through them (except the last door on the right side) but will let
- the bad guys through.
-
- Editing the graphics, hints:
- --> See later part of 4.5
-
- 4.3 COMMON EDITING ERRORS (WHAT NOT TO DO AND WHAT THEY'LL PRODUCE).
-
- - You forgot to put an entry position into a level.
- When you start that level you'll find that you can't move around and
- you see walls in all directions.
- - You put too many guards in one level.
- Wolfenstein will terminate with the following error when entering
- that level:
- 'GetNewActor: No free spots in objlist!'
- - You put too many objects in one level.
- Wolfenstein will terminate with the following error when entering
- that level:
- 'Too many static objects'
- - You put too many doors in one level.
- Wolfenstein will terminate with the following error when entering
- that level:
- '64+ doors on level'
- - You included in your shareware episode map some objects used in
- non-shareware episodes only.
- Wolfenstein will terminate with the following error when that
- object/wall comes into your view:
- 'Tried to load sparse page'
- If you patch the map and try to continue from the last saved position
- within the same level, you'll still get this error as Wolfenstein
- stores the map as loaded on level entry in the save-game file. You
- must restart from a saved position in the previous level.
- Hint: always save before taking up the exit elevator of a level.
- - You have mixed versions of Wolfenstein maps or have corrupted
- map files.
- Wolfenstein will terminate with the following error when you start
- the play:
- 'Map not 64x64'
- Usually this is due to the fact that you might have only one
- MAPHEAD.??? file in the editor's directory and many
- MAPTEMP.???/GAMEMAPS.??? files. In short you're confusing the program.
- Determine which map files are the ones you want to play and clean up
- the directory.
- - One more error which I cannot attribute to anything I know can occur.
- It happens when you die for the first time on a level. Wolfenstein
- kicks out with this message:
- 'MM_GetPtr: Out of Memory!'
- This can occur in spite of the fact that the level has few actors or
- objects and there's plenty of RAM around.
- If you know how to fix it or what the cause is let me know.
-
- 4.4 MAP/GRAPHICS FILES VERSION CONVERSION.
-
- Map files version conversion:
- Wolfmap 1.6 can convert between any version of Wolfenstein map files.
- Maps for versions 1.1 and higher are considered equivalent.
- Note though that not all wall panels map directly to the same panels
- through this conversion. In particular the false door of v1.0 has been
- removed and after conversion to v1.1 will appear as a mud-wall which
- will cause you problems if the maps were only the 1-episode shareware
- which doesn't have the graphic for that wall.
- In short: don't trust the conversion. Look through the maps carefully
- to see if something has gone wrong. I suspect some objects are
- converted to 'unknown' objects as described by the editors.
- Also by using Mapedit 6.0 you can convert between versions of
- Wolfenstein 'by hand' using the individual map import / export
- facility. Just load up maps of one version, export all the levels
- to disk (one at a time). Quit the editor, restart with map files
- of a different version and import those individual levels in.
- Note: This does mean you have to have the destination version map
- file available (as a place holder for the imported maps).
-
- Graphic files version conversion:
- No known convertors exist. If you know one let me know.
- Yes, that does mean you'll have to import all the walls etc. as GIFs
- into the version of the file you want.
-
- 4.5 EDITORS COMPATIBILITY WITH THE GAME AND EACH OTHER.
- Mapedit, Wolfmap and Wolfedit are compatible with all versions of Wolfenstein
- from 1.0 to 1.4 shareware and both of the registered releases.
- Mapedit 6.0 will also read/write SoD files. For Wolfmap you'll need new
- definition files. --> See 5.3
-
- Wolfmap is compatible with Mapedit, but Mapedit is NOT compatible with Wolfmap.
- That is, files processed by Wolfmap are not readable by Mapedit.
-
- Sometimes the objects edited do not always appear as they should. An example is
- missing sliding doors when they were placed in the map. The door vacancy is
- present instead but you cannot move through it. Someone suggested that this
- can by fixed by changing floor values next to the object/door in question.
- You can also move the door to another place on the wall.
- I know it may stuffup your design but it should help.
- NOTE: Placing a deaf-floor by the door will always make it invisible. For some
- reason v1.0 of Wolfenstein experiences more of these problems (?).
- Also --> See 4.2
-
- Wolfedit has no major problems with wall panel graphics. There are some
- problems when it comes to objects such as lamps, dog food, guards, etc. It
- seems each object has a 'size' parameter. Editing the object may overrun that
- limit. Wolfedit won't let you save the file if any objects are at fault.
- Curiously even editing the colour (shade) of an object may adversely affect it.
- Most importantly though objects need to have a blank background. This is
- denoted by the bright pink background colour in the Wolfedit editor. (Have a
- look at some standard objects that came with Wolfenstein.)
-
- 4.6 HOW TO MAKE A HARDCOPY (PRINTOUT) OF THE MAPS.
-
- I recall there are four ways.
- 1) Use printscreen key + graphics.com program under DOS to capture the screen
- of one of the map editors.
- 2) Use Wolfmap's ASCII map dump feature. Then print it as any file. There are
- also other utilities for that. --> See 5.3
- 3) Capture map screen under Windows and print it later (costly on ribbon or
- toner since in bitmap mode).
- 4) Use a TSR screen shot utility such as PCX-Dump to dump a screen from one
- of the editors. Then print it as you would a graphics file.
- NOTE: If you only want maps to original Wolfenstein then there are some already
- made. --> See 5.3
-
-
- 5.0 WOLFENSTEIN ADD-ON SECTION.
- ===============================================================================
-
- All of the programs listed in this section can be found on the two ftp sites
- mentioned in Section 0.7
- I will not include anything herein until it finds its way to either of these
- two sites.
-
- Version number in square brackets indicates which version of Wolfenstein you
- will need with the specific programs listed. Also archive file extensions were
- omitted (.zip .arj etc.) unless they differentiate two different add-ons
- with otherwise same archive name.
- For example: [1.1 S] means version 'The shareware version 1.1'.
-
- I have also included my own rating (number of *'s). This is merely my opinion
- of the maps/graphics originality/artwork & bloodbath factor.
- * = tame/yawn, ***** = suicidal!/wicked!
-
- Note: The shareware version of Wolf3D has been ranked '*' for bloodbath
- factor at Death incarnate level to compare with ratings given to other maps
- at the same level. This is in no way to hint at its playability and is just
- for comparison purposes.
- Remember versions 1.1 to 1.4 are equivalent!
-
- To install any of the maps/graphics sets, just ensure you have the correct
- version of Wolf3D and copy the files that came with the archive into your
- Wolf3D directory (unless specifically stated otherwise. See below or
- documentation that came with the add-on if any.)
-
- Lastly if anyone knows of anymore maps etc. let me know eh?
-
- 5.1 EXTRA LEVELS.
- |
- - map1 [1.0 S] * - Only level 1 was appreciably changed from
- original maps.
- - newwmap [1.0 S] ** - Maps are the same as original. Only more
- guards were added.
- - wlfnwmap [1.0 S] ** - All levels were changed. Levels 4,6,7 & 8
- are very short & differ only in wall color.
- - wlfset11 [1.0 S] *** - Extension Set One v1.1. All levels apart
- from 1, 4 & 10 were designed from scratch.
- Docs included.
- - wolfmap [1.0 S] *** - All levels are different from original.
- Quite challenging.
- - nitemare [1.0 S] *** - Enigma's Nitemare I. Level 1 was greatly
- changed. Others redesigned from scratch.
- This one for really trigger happy!
- - enite-ii [1.1 S] **** - Enigma's Nitemare II. This archive contains
- maps + graphics replacements. All maps
- different from original. Graphics cool.
- Self-(de)installation (but you can bypass it
- if you're paranoid about viruses etc.).
- Intro + docs.
- - enite3fx [1.1 S] ***** - This is the third installment of Enigma's
- Nitemare. In this package you'll find all 3
- nitemare parts (many bugs corrected) plus the
- graphics file as well.
- This archive has a full intro/installation
- with it so you need not mess with renaming
- the files. Read the doc before you start.
- For Wolf3D experts that one...
- - enm3-v30 [1.1 S] ***** - This is the same as enite3fx but has some
- more bugfixes. You should really get this
- instead of any other Enigma maps.
- - wolf316 [1.1 R] ** - First 30 maps were redesigned. This one quite
- 'mazey'. This archive also includes new
- graphics file replacement. Guards have been
- replaced with men in shirts + ties. All nazi
- symbolism was replaced by 3:16 symbolism
- (3:16 is a drug of some sort - the game now
- has a drug cult worship of some kind).
- Food etc. replaced with the drug itself.
- Digitised sounds were also changed.
- Weapons changed to lasers now.
- - darkmap1 [1.0 S] *** 1/2 - DarkStar's Castle Wolfenstein-3D levels.
- All levels redesigned from scratch.
- Quite a toughie this one.
- - w3d_cc1 [1.1 R] **** - A total of 58 new maps (2 secret levels were
- left unchanged). Not as hard as the Nitemare
- series but nevertheless very enjoyable.
- - sodblst2 [SoD R] ??? - Blast Brothers' Spear of Destiny levels.
- Level 1 greatly extended and all others
- redesigned from scratch.
- - sod_cc1 [SoD R] **** - All 21 levels either partially or completely
- redesigned. Does a great job in keeping up
- the 'spirit' of the original levels.
- - insanity [1.1 R] ***** - Temporary Insanity. By Nathaniel Rudiak-Gould.
- What can I say, these levels are truly insane.
- Enter 60 levels of mystery where pushing the
- wrong wall or firing a shot can spell ...
- Doom (no pun intended :).
- These maps use various undocumented features
- of Wolfenstein's engine to come up with a
- variety of effects such as:
- walk through walls/objects, self-moving wall
- blocks, invisible enemies, areas where you
- move uncontrolably, 'insanity areas' which
- make you lose your m/gun, red hot walls,
- unopenable doors, force fields, areas only
- accessible on certain difficulty levels etc.
- et al.
- So if you love solving riddles this one is
- definitely for you. It has a large (120K)
- hint file with it if you get frustrated.
- WARNING: This is definitelly not for all
- you "wham! bam! thank you 'mam" type action
- hero folks who like getting 100% stats every
- time. This one will require some brain power.
- - xmasswlf [1.1 S] ****1/2 - The maps themselves will remind you of the
- originals. The characters, however, have
- been replaced with crazy Santas and Snowball
- throwing snowman. Sounds have changed too.
- Great Stuff.
- - wolfen60 [1.1 R] **** - This is basically a collection of various
- levels floating around all rolled into
- one 6 episode package. You'll recognise
- a few of the levels from other add-ons.
-
- 5.2 EXTRA GRAPHICS.
- |
- - wolfnpac [1.0 S] ** - Replacement for the graphics file. The only
- change is that it replaces the brown guard
- with a 3D pacman sphere. Nice animation
- sequence though.
- - wlfnewgr [1.0 S] ** - Replacement for the graphics file. Replaces
- ordinary wall panels with ... x-rated images.
- This one not for the kiddies ... although not
- greatly explicit.
- [WARNING! this add-on may be offensive!]
- - wolfus [1.1 S] *1/2 - Wolf3D U.S. All nazi symbolism replaced with
- US symbolism.
- - w3dcool [1.1 S] *** - This is basically a package that has been
- thrown together by someone. Don't get me
- wrong, its nice but most of the graphics come
- from SoD or registered Wolfenstein or other
- games like X-Wing (a few tie bombers around)
- and some real-life people etc. Try it for
- really weird playing environment.
- - wolfbonk [?.? S] ** - Bonkenstien3D. Some graphics changed to
- appear more 'appealing'. Treasure replaced
- with computer supplies. Elevators replaced
- with moongates. Guns replaced with ...
- joysticks (?!!)
- - wolfclwn [1.1 S] **1/2 - Wolfenstein meets the Demon Clowns of Death.
- The boring old brown SA guard replaced with
- a colorful clown.
- - wolfstf [1.0 S] **1/2 - Wolfenstein-3d Street Fighter 2.
- All characters have been replaced with Ryu,
- Ken, and E. Honda. For SF2 die hard fans only.
- - wlfkosh1 [1.1 S] ** - Wolfenstein 3-D kosher. By: Peter Ringering
- Make your Wolfenstein 3-D a kosher game.
- Instead of shooting at people, you shoot at
- objects which will shoot at you. All the gory
- stuff was removed as well. PG-rated if you
- like.
- - 3dbusse [?.? S] *1/2 - Some minor touches to the graphics. SS guard's
- m/guns now eject shells. Swastikas were
- removed. Soldiers now wear camouflage helmets
- & boots. Guns have targeting laser dots.
- - barney10 [1.0 S] *** - This the the famous Barney patch.
- Barney is the end of episode boss. The guards
- are replaced by Beavis & Butthead. The sounds
- are replaced also.
- - barney14 [1.1 S] *** - This the the same Barney patch for v1.1/1.4
- of Wolf3d.
-
- For more graphics see enm3-v30, and wolf316 in Section 5.1.
-
- 5.3 OTHER ADD-ONS & UTILITIES.
- |
- - w3dpatch [1.0 S] - This is an official patch release of the
- game to upgrade from version 1.0 to 1.1.
- - w6patch [1.1 R] - This is the map upgrade for the full version
- (6 episode) to version 1.2. Note though that
- this is not an official patch that will fix
- your version to say 1.2. Only the corrected
- map files (since this is an only difference
- between v1.1 & 1.2 anyway).
- - wcheat [1.0 S] - Edit Wolf3D save game files. Add ammo,
- health, guns, etc.
- - winwolf [N/A] - Some BMP files of graphics from the game.
- Great for Windows backdrop.
- - wmap41 [All] - Generates ASCII maps of any level you like.
- Suitable for dump to printer.
- - wmaps-60 [All R] - ASCII maps of all 6 episodes of the game.
- - wolf3d1.nfo [1.0 S] - Instructions on how to patch Wolfenstein
- for infinite ammo, health, etc.
- - wolfmaps [All S] - ASCII maps for the 1st (shareware) episode.
- - wolfspk4.exe [All versions] - This little utility will redirect digitised
- sounds in the game to the PC speaker.
- (For all of you people with no soundcard!)
- Some sounds come out a bit dodgy but all the
- shooting & screaming is audible. This file
- also works with Spear of Destiny. Note: there
- are other files like this e.g. wolfspk3.exe,
- wolfspk.exe, wolf1spk.exe, but wolfspk4.exe
- supercedes them.
- To revert back to PC squicker sounds
- delete CONFIG.WL? file.
- - wolfsnd [1.1 Reg(6)] - This is a little utility for exporting &
- importing digitised sounds from the VSWAP.WL6
- file. Reads/writes VOC files.
- Must have the full 6 episode version.
- - wfgrchrt [All versions] - A conversion chart showing the numbers (in
- decimal) for all objects contained in the
- various graphics files.
- - wlfaud11 [All S] - Audio Editor v1.1
- Utility by Bill Neisius to export/import
- digitised samples from/to shareware versions
- of Wolfenstein. Will accept many formats
- (.AU, .VOC, .WAV, .SND etc.)
- Doesn't seem to handle ALL the sounds found in
- the VSWAP.WL1 file (first 20 I think).
- - allwolfsodmaps - All Wolf3D and SoD maps (by Frans de Vries)
- Contains a small Unix routine to print them
- on separate pages. These WILL work on UNIX
- & DOS boxes. Created using wmap41 and the
- following add-on:
- - allwolfsodmapdefs - New definition files for the Wolfmap editor
- (works with Mapedit v4.1 & v6.0 too :) and
- the wmap41 ASCII dump utility. Standardizes
- the legends, adds Spear definitions, improves
- a few colors and adds missing objects/walls.
- - ultwlf13 [?.? ?] - Patches wolf for GUS support. Digitised
- sounds will be redirected to your GUS in
- native mode (No SBOS). Additionally some nice
- MOD soundtracks will play in the background.
-
-
- 6.0 WOLFENSTEIN BUGS & PROBLEMS (KNOWN TO DATE),
- AND HOW TO FIX OR GET AROUND THEM.
- ===============================================================================
-
- 6.1 HARDWARE PROBLEMS.
-
- - Sound FX all screwed or cut out (SB + compat only).
- If your sounds are short or hang the machine shortly into the game
- then most likely you have an IRQ mismatch on your soundcard. Try
- changing it. Good values are 5 & 7.
- Also try DMA channel change, although #1 (default) should be ok.
- ... and don't forget to set your BLASTER variable in DOS like this:
- (Best to put this in AUTOEXEC.BAT)
-
- SET BLASTER=A220 I5 D1 T4
- ^^^ ^ ^ ^
-
- A=??? port number for your soundcard.
- I=? interrupt number for your soundcard.
- D=? DMA channel number for your soundcard.
- T=? Type of your sound card (must consult manual).
- 99% of the time you'll only need to fiddle around with I & T.
- NOTE: the values pointed at may be different for you.
- Consult your SB & Computer manual.
- As far as I know T4=SB Pro & T3=Regular Sb.
- Dunno About others (anyone?).
-
- - You get some weird graphics on the screen then later the games hangs.
- a) Change your SB IRQ number. Some graphics cards will clash with
- it (Don't ask me why, it could help...)
- b) If your system is VLB you might try a newer Wolfenstein version.
- Try version 1.4 (since version 1.0 has a video problem)
-
- 6.2 SOFTWARE PROBLEMS.
-
- - Game hangs. Sound hangs on last note.
- Try getting rid of some TSRs.
- Also some EMM managers can cause the problem with older versions of
- Wolfenstein.
- v1.1 is notorious for hanging under EMM386.EXE. The problem is
- apparently related to VGA card compatibility. It seems some of the
- earlier HiColor cards (15/16 bit RAMDACs) do not coexist peacefully
- with Creative Labs. SB products. Some of the early SB chips are posing
- some problems too.
- If Wolfenstein hangs with EMM386 with EMS enabled (/RAM option) then
- try the /NOEMS switch. If still no joy then try only HIMEM.SYS with
- no EMM386 (extended memory only).
-
- - Game hangs or refuses to run with memory problems.
- If you have DR-DOS 6.0 + QEMM with stealth then disable stealth mode.
- Wolfenstein doesn't quite agree with it.
-
- - Game hangs at the 'Get Psyched' screen.
- Err, you probably mixed some version numbers and have a very messy
- directory with 999 add-on maps installed. Wolfenstein won't like that.
-
- - Game hangs with some horizontal stripes through the status bar.
- - Heisen-bug, a glitch. Mostly with the add-on maps.
- Reboot, probably won't happen again.
- - Also happens if you mixed versions of the VSWAP.??? file and of the
- game itself. Make sure you have the appropriate version of the game.
-
- - Game seems to run but all you can see is some weird graphics.
- - Must have got a slightly corrupt VSWAP.??? file. Hope you have
- a backup somewhere (Nya Nya Nya!)
- - You cheater! You tried to go above the last level 10 with the TAB-W
- cheat. Ha! (Yes this IS possible with some versions).
- - Err, if you edited that map then you forgot to place level entrance
- somewhere (duh).
-
- 6.3 GAME SPECIFIC PROBLEMS.
-
- - 'DISAPPEARING BODIES' phenomenon. This occurs when there are so many enemies
- in your view at a time that the game stops displaying some. The game engine as
- it seems is limited to only so many "sprites". Anything beyond that and you
- won't be sure which guys will start disappearing. This only occurs on a
- couple of levels in Wolfenstein I think. Be aware if you are editing your own
- map! There is no fix. The engine is set and id won't rework it.
-
- - 'PUSHWALL MOVES TOO FAR' phenomenon. This is when the pushwall (or secret door
- if you prefer) moves TOO FAR and blocks your further passage into the room
- full of goodies etc. I cannot recall if there is one in episode one, but
- apparently there are at least two places where this occurs in episode 6.
-
- Episode 6, level 2. This is the FIRST pushwall in the map. All others on
- this level are *behind* it.
-
- This is shown below:
-
- before pushing:
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWW W WWW
- ?* WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
-
- after pushing:
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWW W WWW
- ? * WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
- WWWWWWWWWWWWWWWWW WWW
-
- You are where the '*' is, and you push the pushwall '?'.
- 'W' is other parts of walls.
- It's supposed to move two grid locations and stop, so you can go around it.
- Instead, it moves three, and blocks everything.
-
- NOTE: This does not always happen. That is, sometimes the pushwall will move
- 2 grid locations, i.e. correctly.
- Also any interference from guards behind it is not connected with this
- since that would prevent pushwall moving at all or impede it to move
- only 1 grid location.
-
- Solution: Well, it looks like there isn't one at the moment.
- There was a suggestion of inserting "stacks 9, 256" in the config.sys file,
- but this doesn't seem to help.
- The only suggestion is to save frequently and if you experience the problem,
- to start over from the last saved position. Maybe the pushwall moves back
- correctly this time.
-
-
- 7.0 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)
- 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)
-
- ????? ????? brown@dgaust.oz.dg.com <<< ( Could not trace this address )
-
- Lastly id Software Inc. cannot be forgotten since without their efforts this
- FAQ would never have existed (Buhahahahahaha!)
- Oh, and did I mention Apogee, the friendly shareware distributors ;)
-
- If I forgot your name here then e-mail me a whinge and I'll fix that.
-
- * - means grabbed from News posts rather than e-mail
- so you may not even know you helped with the FAQ ;)
-
-
- 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 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.
- 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 2.15).
- 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 0.1)
- Added object in wall bug & effect to Section 4.2
- Minute changes Section 8.0
- 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 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 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.
- 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)
- 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 fpdevries@hgl.signaal.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 7.0 and added Apogee ack (duh).
- 3.0 - Major upgrade to include info on Spear of Destiny.
- edwards@tincup.enet.dec.com (John Edwards) and
- fpdevries@hgl.signaal.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)
- fpdevries@hgl.signaal.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
- fpdevries@hgl.signaal.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 8.0 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
- fpdevries@hgl.signaal.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
-
- 9.0 FUTURE ADDITIONS TO THE FAQ.
- ===============================================================================
-
- On the agenda are:
-
- - More specific Boss strategies (call on info)
- - Include pointer to detailed map/graphics filespecs (if and when they arrive)
-
- ------------------------------------------------------------------------------
-
- So there! Phew!
- That's the end.
- Now go and play the game!
-
- Stan. (the Wolfie man)
-
- ==============================================================================
- _/_/_/ _/_/_/ _/_/ _/_/ Stanley Stasiak
- _/ _/ _/ _/ _/ _/ (stasiak@tartarus.uwa.edu.au)
- _/_/_/ _/ _/_/_/ _/ _/ University of Western Australia, Perth
- _/ _/ _/ _/ _/ _/ "...and may the chainsaw be with you...always"
- _/_/_/ _/ _/ _/ _/ _/ - 'Doom Wars' - 1993
- ==============================================================================
-
-