WOLFENSTEIN-3D and SPEAR of DESTINY

FREQUENTLY ASKED QUESTIONS.

by Adam Williamson

 

Previous maintainer: Stanley Stasiak.)

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

Adam Williamson

(adam@scss.demon.co.uk)

Original author: Stanley Stasiak

Previous maintainer: Frans P. DeVries

[Version 4.20]

Last Revised on: Sun 27 Sep 1998

 

********************************************************************************

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?

1.15 Where did id get the inspiration for Wolfenstein?

 

2.0 Specific questions about the game.

2.1 What do all those guards say in game? (for those with SoundBlaster

or compatible)

2.16 How many hits do all those enemies take?

2.17 What weapons do all those enemies carry?

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 Wolfenstein Spin-offs.

7.01 Catacomb Abyss.

7.02 Blake Stone 3D.

7.03 Doom.

7.04 Ken's Labyrinth.

7.05 Hugo's Nitemare 3D.

7.06 Doom 2.

7.07 Terminator: Rampage.

7.08 Corridor 7.

7.09 The Fortress Of Dr. Radiaki.

7.10 Operation Bodycount.

7.11 Rise Of The Triad.

7.12 Heretic.

7.13 Duke Nukem 3D.

7.14 Shadow Warrior.

7.15 Powerslave.

7.16 Quake.

7.17 Descent.

7.18 Dark Forces.

7.19 Quake 2.

7.20 HeXen.

7.21 HeXen 2.

7.22 SiN.

7.23 Duke Nukem Forever.

7.24 Descent 2.

7.25 Descent 3.

7.26 Daikatana.

7.27 Forsaken.

7.28 Heretic 2.

7.29 Half-Life.

7.30 Unreal.

 

8.0 Acknowledgements.

 

9.0 Revision History.

 

10.0 Future Additions To The FAQ.

 

END OF TABLE OF CONTENTS

-------------------------------------------------------------------------------

 

0.0 ABOUT THE FAQ.

 

0.1 THE COPYRIGHT NOTICE.

 

*******************************************************************************

I 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 8.0) are given due credit.

 

Adam Williamson

- new maintainer of Wolfenstein-3D and Spear of Destiny FAQ

 

Date: Sep 27th, 1998.

*******************************************************************************

 

0.2 FOREWORD.

 

Well...you might think this has been a kind of pointless update, but I still

get frequent mails asking about Wolf (mainly cheat codes, even though they're

painstakingly covered _in_ this FAQ...) and asking for an update. So, here

goes. It's going to be a bit rough and ready, and I might miss some mistakes,

so sorry. The "Wolf3D spin-offs" section could probably now be a FAQ entirely

on its own, so bear with me if i've missed some of the 3D FPP action games

now around, because they're basically _all_ descended from Wolf in some way.

 

I would like to thank all of the contributors to this FAQ.

 

0.3 Id, APOGEE VS THE FAQ.

 

Now hear this!

Apogee and id Software have nothing to do with this FAQ.

They do not give me support with it (not counting some e-mail thanks from

J. Wilbur at id Software).

This is NOT an official publication of either id Software or Apogee.

The information contained within this article is provided 'as is' as I collect

it from various Usenet sources.

I do make an effort to check whether the information is correct at the time of

the post, but as usual no guarantees are provided.

 

0.4 HOW CAN THE WOLFENSTEIN FAQ AUTHOR BE CONTACTED?

 

I can be contacted via Internet e-mail at the following address:

adam@scisoft.force9.co.uk

 

0.5 HOW CAN I OBTAIN THE MOST RECENT VERSION OF THE WOLFENSTEIN FAQ?

 

1) Drop me an e-mail (--> See Section 0.4).

OR

Try Games Domain: www.gamesdomain.com. No guarantees though.

 

0.6 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.

ftp.gamers.org

directory:

/pub/3daction/Pre-Doom/wolfenstein3d/

 

is the official wolf3d site.

 

****** <<<<<< (will be referred to as '3D Gamers' from now on) >>>>>> ******

 

I will not include any information on wolf3d related files unless they make

their way to one of these sites. (Nope, wuarchive.wustl.edu won't do Sorry!)

If you don't know how to get them there or don't want to do it yourself

or don't have ftp access then send them to me. I'll be happy to upload them

for you.

 

 

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. Slighty violent.

 

STORY LINE: In Wolf3D: Basically you're a WWII allied spy imprisoned in Germany

and you're trying to escape (full story included with the game).

In SoD: Capture the Spear of Destiny from a Nazi stronghold.

 

AVAILABILITY: First part of Wolf3D is shareware. Extra parts can be ordered

from the distributor (more later). For Spear there is a 2-level

demo version and the full version can be obtained at your local

software store. There are now SoD: Missions 2+3 availible as well.

 

STAGES: Wolf3D: 6 episodes (parts) each containing 10 levels.

The shareware version only contains episode 1.

The registered version (pay $$) contains either 3 or 6 episodes.

Altogether there are 10, 30 & 60 levels in the shareware and

two registered versions.

SoD: 1 set with 21 levels of pulse-pounding action.

The demo version only contains the first 2 levels.

The registered version (pay $$) contains the full 21 levels.

Also available, two extra SoD episodes, created by FormGen

(NOT id or Apogee). These are very difficult to get hold of,

Apogee do NOT distribute them, neither do id. I don't think

FormGen do any more either. (FormGen were the commercial

distributors for SoD.)

Wolf3D Super Upgrades Pack: An expansion pack for Wolf3D, compiled

by Apogee. It contains about 500 extra levels, mostly taken

from Compuserve or the Internet, of varying quality, the

latest (1.4) version of Wolfenstein, the level editor

MapEd and a random level generator (which isn't that bad).

 

WARNING: Some people have reported being sick after playing or watching

others play (a kind of motion sickness if you like). --> See 3.7

 

1.2 WHAT ARE THE REQUIREMENTS TO RUN WOLFENSTEIN?

 

HARDWARE REQUIREMENTS:

Processor: 80286 or better (Nope won't run on XT).

Graphics: 256Kb VGA or better.

Memory: 580Kb Conventional. Also supports EMS, XMS.

If EMS/XMS are available the game will use them to preload

some of the graphics data.

Hard Disk: Wolf3D: Approx. 1.38Mb (Shareware version)

Approx. 2.40Mb (Full 6 episodes version)

SoD : Approx. 1.24Mb (Demo version)

Approx. 3.06Mb (Full 21 levels version)

(Support SB, SBPro, Adlib)

 

OPERATING SYSTEM & COMPRESSION UTILITY COMPATIBILITY

-----------------------------------------------------------------------

DOS : 5.0, 6.0 (should be downward compatible to 3.3 but wasn't tested)

Other OS's : OS/2,

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: Not a chance.

Windows 95/98: Usually OK, but certainly not guaranteed. If

it doesn't work, either do Start/Shut Down/

Restart in MS-DOS mode, or press F8 when

booting and the screen says "Starting Windows

95" (or "Starting Windows 98") and select

Command Prompt Only or Previous Version of

MS-DOS.

Compatible with: Stacker: Yes (2.0 & 3.0)

Superstor: Yes

DOS 6.0's Double Space: Yes

 

1.3 WHERE CAN I GET WOLFENSTEIN FROM?

 

You can ftp Wolf3D game from 3D Gamers.

ftp://ftp.gamers.org/pub/3daction/Pre-Doom/wolfenstein3d/releases/1wolf14.zip.

If you get it as a file with a .zip extension, you'll need either PKUnzip

(widely available) or WinZip (http://www.winzip.com) to decompress it.

The archive size is approximately 750Kb.

There is an unpacking installation with this latest version (v1.4) of

Wolfenstein so there should be no problem with getting started.

 

You can also get a full version from Apogee (id's Wolfenstein distributor).

Info on ordering is included in the shareware version.

Update: Wolf is available on Apogee's website (www.apogee1.com) for $15.

You can buy online and download (securely) or send an order.

 

SoD, however, is much trickier. It _is_ a commercial product, so try the

bargain bins. FormGen don't seem to be on the web and i've heard they're

hard to contact. There's nothing at Apogee (naturally, because they didn't

really have anything to do with SoD). There's a bit of info at id, but no

way to order the game. So, you're on your own. You can't even get the demo

at 3D Gamers. Sorry.

 

The Wolfenstein source code has now been made public. It's available at:

ftp://ftp.gamers.org/pub/3daction/Pre-Doom/wolfenstein3d/unsupported/wolfsrc.zip.

It's not of general interest, though, only to fairly advanced programmers.

 

1.4 HOW DO I UNPACK SHAREWARE WOLFENSTEIN?

 

You'll need PkWare's PkUnzip software (version 2.04g) to 'unzip' the file.

Create a spare directory, then copy the file you've obtained into it.

Next use pkunzip to unarchive the file. Like so:

 

pkunzip wolf3d14.zip

pkunzip soddemo2.zip

 

(Assuming your pkunzip.exe is on DOS's command path.)

 

1.5 HOW DO I INSTALL IT TO HD?

 

Through unarching the program in 1.4 above, an INSTALLATION copy of the game

was placed in the current directory. Just run INSTALL program supplied to

install a runable copy on your HD.

You can delete the INSTALLATION copy once a runable copy has been made

(to save disk space of course).

NOTE: Initially you'll need ~4Mb of HD space to unpack and install the game.

For the SoD demo, unarching the program in 1.4 above will place a runable copy

on your HD and you don't need to take any further installation steps.

 

1.6 CAN I PLAY IT FROM FLOPPY DISK?

 

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!

****************************************************************************

Apogee ask that you ONLY edit registered wolf3d. The latest level editors

will ONLY work on registered versions. Will FTP sites PLEASE withdraw levels

and graphics capable of running on shareware wolf3d. Anything that will work

on registered wolf3d/SoD, and ONLY registered, is OK.

****************************************************************************

Ok, continuing on...

 

NOTE:!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You are strictly not allowed to distribute the executable files from the

registered full version of the game, i.e. any .exe files.

Nor anything from the game for $ unless selling the game to third party

(Legitimate registration transfer).

 

The editors have been obtained by reverse engineering the map/graphics files

and producing programs that changed those files in a manner consistent with the

game requirements of them.

 

The editor archives are:

maped41.zip map viewer/editor

maped42.zip " " "

maped6.zip " " "

maped84.zip " " "

wolfed21.zip graphics viewer/editor

wolfm160.zip map viewer/editor version convertor

wlfaud11.zip sound editor/player

 

MapEd 8.4 will let you convert between different versions of Wolfenstein

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][84]/wolfm160 will automatically detect what version of

Wolfenstein you have installed so you need not worry if you don't want to

convert maps (upgrade/downgrade (!) them).

 

All of these files include ample docs with them, if you already have them and

want some tips or help on their differences and shortcomings, then --> See 4.X

 

MapEd 8.4 is fully compatible with Wolf3d, SoD, and Blake Stone 3D. It also

has limited support for other Wolf3D engine games (Corridor 7, for e.g.)

 

The aforementioned editors change the following files:

 

Map editors:

MAPHEAD.XXX

MAPTEMP.XXX

GAMEMAPS.XXX

where XXX is either .WL1 for the shareware version or .WL3 and .WL6 for the

registered 3/6 episode versions respectively.

Note that GAMEMAPS.XXX replaced MAPTEMP.XXX in versions of Wolfenstein 1.1 and

higher, i.e. MAPTEMP.XXX is only present in v1.0. 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.

3D Gamers has the add-on maps/graphics/editors, etc. in a sub-directory,

ftp://ftp.gamers.org/pub/3daction/Pre-Doom/wolfenstein3d/add-ons

Make sure you look through an index file (normally 00index* or README to see

what is what or --> See 5.1 & 5.2 for a short tour)

 

1.10 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.

 

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. For v1.0, instead of typing "wolf3d" to start the game, type "wolf3d -next".

For v1.1, instead of "wolf3d", type "wolf3d -goobers".

2. Begin or restore a game. While in the game, hold down the TAB,

CONTROL, and ENTER keys simultaneously for v1.0, or the LEFT SHIFT,

ALT, and BACKSPACE keys for v1.1. You should get a message stating

that debugging keys are now available.

 

That's it!

 

To use debugging mode commands, hold down the TAB key and one of the

letter keys listed below simultaneously:

 

B Changes the screen border color. Don't ask me why it's here, but

it's here.

 

C Displays the number of statics, doors, and actors in the level.

Statics are things like food, ammo, pools of blood, etc., and actors

are the bad guys. Doors should be self-explanatory.

 

E Moves you ahead two levels. That's right, not one level, but two.

Unlike the W command (see below), this also takes you to the "level

completed" screen and gives you percentages, bonuses, etc.

In Wolf3D v1.4 and SoD, it moves ahead just one level. If you have

also used the "-tedlevel" parameter (see below), this command exits

the game.

 

F Displays your current position on the level (X,Y) and orientation (A).

To convert the X and Y values to coordinates that can be used in

Mapedit, divide them by 65,536 and round down. A is in degrees

ranging counterclockwise from right. ("Right" refers to the top

view as seen in Mapedit.)

 

G Turns what id calls "GOD mode" on and off. Basically it just means

that you're invincible. The screen still turns red when you would

normally be hurt, though. This can get very annoying if you want to

do something fun like kill the episode's boss with your knife.

 

H Hurts you (-16% health). Not much use to us, but I guess id had to

debug their damage code just like everything else.

 

I "Free items." Ups your health, ammo, and score, and gives you the

next most powerful weapon. (Machine gun if you didn't have it,

Gatling gun if you did.)

 

M Displays memory usage. Loads of fun.

 

N Turns "No clipping" on or off. This lets you walk through walls.

Wall-walking does STRANGE things to the graphics (try approaching a

door from the side and opening it). It also does strange things

to the bad guys. If you walk into a room through the wall, often

they won't notice you at all, even if you walk right in front of

them or fire your machine gun (in some direction besides at them,

of course). This command is not available in the registered version

of Wolf3D nor in shareware versions other than v1.0 but it is in SoD.

(I guess we should be glad that ANY of the commands are available.)

 

O Changes the main viewscreen to a map of the current level, which

you can scroll through using the movement keys or the mouse. It's

neat, but I wish that it weren't so ugly. Those numbers are from

the internal level format. ESC will get you out. Unfortunately

this command doesn't work in v1.1 nor in SoD.

 

P Pauses the game, without putting up the little "Paused" window.

I guess this makes it nice for taking a screen shot, although in

v1.1 it changes the screen border to an ugly bright white.

 

Q Bombs the machine in v1.0. Exits the game in v1.1. Both of these

functions are about equally useless.

 

S Turns slow motion on or off. If you have a slow computer you don't

need this.

 

T Pops up a window which displays graphics and sounds from the game.

Use the left and right arrow keys to page through the entries.

If you come to a blank entry, keep going. You'll know when you've

reached the end (500-something) because you won't be able to go

any higher. ESC exits. v1.1 has some interesting graphics that

v1.0 lacks, including two sprites which are particularly intriguing.

Don't bother calling Apogee and making yourself look like a fool

only to be told that you didn't win anything; I already did.

(You'll understand what I mean when you've seen the sprite.)

 

V Asks you how many extra VBLs you want. High values seem to make

the game sluggish and not much else.

 

W Warps to any level. Although it prompts for a value from 1 to 10,

you can actually enter any number up to 20 in the registered

version. Eleven through twenty correspond to levels one through

ten in the episode following the one you're currently playing.

In SoD, it prompts for a value from 1 to 21.

 

X "Extra stuff." Doesn't appear to do anything. If you can amend

this, let me know.

 

Miscellaneous notes:

 

TEDLEVEL - You can use the "-tedlevel" command-line parameter to quickly

start Wolf3D and warp to any level. The parameter is followed by a

two-digit number. The tens digit is the episode number minus one, and

the ones digit is the level number minus one. For example, to go to

level 10 of episode three, type:

wolf3d -tedlevel 29

and to go to the first episode, level 2, type:

wolf3d -tedlevel 1

By default, you will play the level on the "Don't hurt me" difficulty

setting. To change this, use one of the command-line parameters "-baby"

"-easy" "-normal" "-hard". They stand for the obvious difficulties.

Using the "-tedlevel" parameter also gives you an infinite number of

lives. Combine it with "-goobers" (or "-next") for even more fun.

 

DEMO RECORDING MODE - This "debugging" feature is not accessed in the

same way as the other commands, and it is available only in v1.0. To

record a demo, follow step one from the beginning of this file, and

then hold down TAB at the title screen (the one with B.J. hiding from

a guard). Unfortunately, there doesn't seem to be any way to display

these demos after they've been recorded, but if you've ever had a

secret desire to play Wolfenstein 3-D with a big "DEMO" sign at the

top of the screen, this is how to do it. Theory: I do not have 1.0 of

wolf3d - I use 1.1 - but I think that if you leave it on the title screen

long enough, you get a demo, and this is probably what you are recording.

 

SPEAR OF DESTINY - SoD's debugging mode is quite similar to Wolf3D's.

Just use the command-line parameter "-debugmode" and the same key combo

as v1.1. Oh, and be sure to check out what happens to B.J. when you turn

on God mode...

 

-- Ben Rudiak-Gould

AOL: BenjaminRG

Internet: benrg@uclink.berkeley.edu

--------------------------------------------------------------------------------

 

. and then there's always the LIM cheat.

 

What you do is press L, I and M all together and you get full health & ammo as

well as the chain gun and both keys ;) However, it will reset your score to 0!

(This also renders the tab-I cheat useless). (Hold down the keys as you would

hold control, alt and delete to reset the system).

 

The equivalent of this cheat for the Mac (I think...the sender did not name

system) is typing in BURGER.

 

IMPORTANT: It seems that in later registered versions of v1.4 of Wolf3d the

cheat mode has been disabled (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.

The version 1.4 included in the Super Upgrades Pack _does_ allow cheating.

I don't know about the version Apogee sell online.

 

Apogee has also stated that starting with release of their game 'Biomenace'

all their subsequent shareware game releases will be devoid of any in-built

cheat codes. This is apparently to encourage registering the game (where

the registered versions would have some kind of cheat mode (???) etc.)

Update: this seems to have gone out of the window quite fast :). Witness

all the cheats available in Duke Nukem 3D, for example...

 

1.11 HOW CAN I CONTACT id Software or Apogee?

 

Both have websites. id Software are at: http://www.idsoftware.com. Apogee

are at www.apogee1.com. These sites have information on tech support -

email addresses, phone numbers.

 

1.12 I THINK I FOUND AN ERROR IN THE FAQ.

 

If you find some information contained within this article incorrect

I'll appreciate you informing me of it ASAP.

 

1.13 IS WOLFENSTEIN AVAILABLE ON ANY OTHER PLATFORM THAN AN IBM COMPATIBLE?

 

There is a SNES version (blood changed to sweat, dogs changed to rats) and

a Jaguar (uncensored, slightly altered graphics) version. Mac version IS now

availible, and uses the Jaguar graphics. The Archimedes version has just

come out. No info on graphics.

 

1.14 WHERE CAN I FIND VERSION X.Y OF WOLFENSTEIN?

 

Could be difficult. Only way to get old versions is to have registered v1.0

and use the patches available at 3D Gamers (in the /releases subdirectory).

This will give you v1.1 and v1.2. The site doesn't have any old shareware

releases, only v1.4.

 

1.15 WHERE DID id GET THE INSPIRATION FOR WOLFENSTEIN?

 

The The idea for Wolfenstein came from an old Apple ][ game called Castle

Wolfenstein that the id guys liked. They had come up with the idea of the

3D, texture-mapped, smoothly scrolling engine, and needed a game to use it

with. Castle Wolfenstein seemed ideal. They couldn't think of a better name,

so their legal guys went out and got the copyright on the name, and

Wolfenstein 3D was born!

 

2.0 SPECIFIC QUESTIONS ABOUT THE GAME.

===============================================================================

 

2.1 WHAT DO ALL THOSE GUARDS SAY IN GAME? (FOR THOSE WITH SOUNDBLASTER OR

COMPATIBLE)

 

Who When Says What Translation

--------------------------------------------------------------------------------

Guard: He sees you Achtung! "Warning" or "Attention"

or hears you

shoot.

He dies. (irreproducible) He just screams in various

ways.

 

Blue SS He sees you Schutzstaffel! "Body Guard" (literal),

Guard: or hears you "SS!"

shoot.

He dies. Mein leben! "My life!"

White He sees you Spion! "Spy!"

Officer: or hears you

shoot.

He dies. Nein, so was! "Well, I never!"

(colloquial)

Undead He sees you - Nothing. Silence

(Zombies): or hears you

shoot.

He dies Khaaarrghkhkh! (Really weird sound)

Hans He sees you. Guten Tag! "Good Day!"

Huge Blue

Guard,

episode 1:

He dies. Mutti! "Mommy!"

Dr. Schabbs, He sees you. Oohahahaha! (Laughs)

episode 2:

He dies. Mein Gott in Himmel! "My God in Heaven!"

Hitler's He sees you. Toter hund! "Dead Dog!"

ghost,

episode 3:

He dies. Hahahahaha! (Laughs)

Hitler, He sees you. Die, Allied "Die, Allied Pigdog!"

episode 3: Schweinehund!

You blow away Scheisse! "Sh-t!"

his armour.

He dies. Eva, auf "Good-bye Eva!"

Wiedersehen! (NB: Eva Braun was

Hitler's wife)

Otto He sees you. Eine kleine "A little American!"

Giftmacher, Amerikaner!

episode 4:

 

He dies. Donnerwetter! "Good heavens!"

Greta Grosse She sees you. Kein Durchgang! "No Trespassing!"

(Big Greta),

episode 5:

She dies. Mein Busen! "My repentance!"

 

General He sees you. Erlauben Sie, "Allow me, please!"

Fettgesicht bitte!

(General

Fat-Face), He dies. Roseknospe... "Rosebud..."

episode 6: (See "Citizen Kane")

Trans Grosse, He sees you. Einer "A mistake!"

SoD floor 5: Sprachschnitzer!

 

He dies. Es ist schade! "What a pity!"

 

Barnacle He sees you. Ach so! "Oh, I see!"

Wilhelm,

SoD floor 10:

He dies. Wenn schon! "So what!"

 

UberMutant, He sees you. - Nothing. Silence

SoD floor 16:

He dies. Argh! (Weird scream)

 

Death Knight, He sees you. Tod ist mein leben! "Death is my life!"

SoD floor 18:

He dies. Alles ist verloren! "All is lost!"

 

Angel of Death, He sees you. - Prove your worth, human!

SoD floor 21:

He dies. - You may wield the Spear...

 

--------------------------------------------------------------------------------

 

2.16 HOW MANY SHOTS DO ALL THOSE ENEMIES TAKE TO KILL?

 

Here is detailed roughly how many shots each normal enemy takes to kill.

 

1. Dog

1 shot, 1 knife hit.

 

2. Brown Guard

1 shot if close up and on target, or hit in back, and 2 if at a distance.

If your aim is out it can be 3. About 2/3 knife hits.

 

3. SS Man

About 8 shots or 12 knife hits.

 

4. Officer

About 4 shots or 6 knife hits.

 

5. Mutant

About 8 shots or twelve knife hits.

 

6. Hitler's Ghost

About 6 shots or 10 knife hits.

 

2.17 WHAT WEAPONS DO ALL THOSE ENEMIES CARRY?

 

1. Dog

Bite

 

2. Brown Guard

Pistol

 

3. SS Man

Machine gun (you get it if you kill him)

 

4. Officer

Pistol (does more damage and fires more rapidly than the guard's)

 

5. Mutant

Pistol (Faster than officer's). Also has cleavers at close range.

 

6. Hitler's Ghost

Fireballs

 

7. Hans Grosse

Two chainguns

 

8. Dr Schabbs

Syringes

 

9. Hitler

Four chainguns in armour, two out of it

 

10. Otto Giftmacher

?

 

11. Gretel Grosse

Two chainguns (more damaging than Hans', I think).

 

12. General Fettgesicht

Two chainguns and rocket launcher

 

2.2 WHAT'S THE DIFFERENCE BETWEEN THE DIFFICULTY LEVELS OF THE GAME?

 

There are four main differences:

1) There are more guards on harder difficulty levels.

2) They are harder to kill (can take more shots and you have to aim better)

on harder difficulty levels.

NOTE: on the lowest level 'Can I play Daddy?' you can generally pick off a

guard even at long distance with one shot in the general direction

(well, not every time but often). On the hardest level this usually

will not happen.

3) On harder levels you take more damage when shot.

4) NB: There are a certain number of guards on difficulty 1 (can I play

daddy), the same on difficulty 2 (don't hurt me), they just do more harm,

more on difficulty level 3 (bring 'em on) and a hell of a lot on difficulty

level 4 (I am death incarnate! meaning: I am death personified, made into

a person).

 

There is another minor difference. On the lowest level the 'first-aid kit'

sometimes bumps up your health more than on other harder levels.

--> See 2.8 & 2.15 for more.

 

2.3 WHAT ARE THE SECRET ROOMS/DOORS IN THE GAME? HOW CAN I FIND ONE?

 

The secret rooms are like any other room in Wolfenstein except they are

accessed by a 'secret passage' (not really a door). There are certain wall

panels which can be pushed (acted on) like a normal door. The wall will then

slide back revealing a passage to another room. Secret rooms are usually used

to store treasure, food, first aid and ammo packs and more powerful guns, i.e.

the items of interest when survival is at stake (the treasure helps get more

points which accumulate to extra lives, etc.). Sometimes they are used to store

keys to locked doors, but not often (not in the Wolf3D shareware episode

anyway).

 

NOTE: There is nowhere in the game that anything vital to completion is

hidden behind a secret wall. Keys are just to shortcut routes. id thought

necessary secret rooms would be too hard to find. This is strictly untrue,

but the areas it is used (Episode 1, level 8 for example) are in tiny rooms

where it is dead easy to find the pushwall.

 

Although there are no strict guidelines to where a secret room might be, you

can get some slight hints on where one might be positioned. Since the maps in

Wolfenstein are true (i.e. they're not warped space) then if you see a block

of wall which is pretty thick and houses no standard rooms (operated by normal

sliding doors) it could potentially house a secret room. Try first the obvious

places on the walls e.g. Hitler's painting, nazi banner & other obvious wall

decorations. Some secret panels are in the corners of a room, others in the

middle of a wall (midpoint of a wall in a standard room). There are also a few

between two objects, like between two plants or two barrels positioned against

the walls. --> See 3.10 for more.

 

2.4 WHAT ARE SECRET LEVELS IN WOLFENSTEIN? HOW CAN I FIND ONE?

 

The secret levels are just another level which has been made a bit harder to

find than others. To get to a secret level you must take a special elevator

(well, they don't look special though, in fact in appearance they look like a

normal elevator) from one of the normal (non-secret levels). Elevators like

that are hidden. There's one secret level per episode (so there's one in the

shareware version too :).

When you arrive at a secret level it will be marked 'level 10' on your status

bar. In Spear there are two secret levels in total, marked 19 and 20.

After you finish the secret level the exit elevator will take you back to the

level that you should have gone were it not for the secret level. Say you got

to secret level from level 1, then after secret level (10) you'll end up on

level 2.

For a bit of a spoiler --> See 3.11

 

2.5 WHAT IS THAT FUNNY OBJECT/SPRITE IN THE GAME?

 

That funny object only occurs in the registered 3 or 6 episode version of the

game. It is a sign saying to call Apogee. See, it was going to be a part of a

competition with the game, like you find it and then call the distributor

(Apogee it was then) and you could win something (???).

The competition idea was dropped fairly quickly though, after all the mappers

and editors were unleashed only weeks after the game's release. OK, for all

those who haven't found it, the object is a wall saying "Phone Apogee Say

Aardwolf." It isn't very exciting, trust me.

 

2.6 WHAT IS THE PURPOSE OF THE CODES LISTED AT THE END OF GAME STATS?

 

Same thing as in 2.5 the code is the checksum for your score in game. It was

going to be a proof that you actually went through the game and obtain such and

such score.

NOTE: To my knowledge the codes only occur in Wolfenstein v1.0 & 1.1

(maybe 1.2, not sure)

 

2.7 ARE THERE GHOSTS IN WOLFENSTEIN? IF SO WHERE? CAN I KILL THEM?

 

There are two kinds of ghosts in Wolfenstein. The Hitler's ghosts which haunt

you in episode 3 level 9 (the boss level where you kill Hitler). You can

certainly kill those.

There are also some funny Pacman Ghosts in episode 3 level 10 (secret level).

You can't kill those but they can hurt you if you touch them. Just stay clear

and you'll be ok. (Or cheat with GOD MODE --> See 1.10)

In Spear there are ghosts in the final floor (21). These white ghosts can be

shot, but after a short while they reappear. They can also hurt you if you

touch them.

 

2.8 WHAT DO OTHER OBJECTS APART FROM AMMO, FOOD ETC. DO?

 

Umm, well ... nothing really. They're there 'cause they look nice.

 

Here's a short list of all the usable objects:

Ammo clip: gives you ammo (duh)

Ammo box (SoD only): gives you loads of ammo :)

Machine guns (Schmeisser (some people call it PM-40) & Gatling gun): increase

your firepower. NOTE: They do not actually take more powerful bullets, but

the machine gun has rapid-fire and the chain-gun has 2 bullets at a time

rapid-fire. Two bullets from a pistol will kill a guard, so will two from

a pistol - it is just easier to fire from a chain-gun.

Chicken meal, Dog food, Blood pool, Bloody skeleton & First aid kit:

extra health

Cross, Chalice, Treasure chest, Crown: points

Sphere with your face on it: extra life + health + ammo

 

Doors: open and close these.

Keys: access locked doors.

Elevator: use it to progress to next level.

 

2.9 I'VE HEARD YOU CAN DRINK BLOOD IN WOLFENSTEIN? IS THAT TRUE? HOW?

 

You can slurp up the blood pools and consume the bloody skeletons if your

health falls below 11%.

 

2.10 WHAT IS 'DEATH CAM'? HOW IS IT ACTIVATED?

 

Death Cam is a animation replay of the final few seconds of the killing

sequence of some the games bosses (you know, the huge guards). The only bosses

subject to Death Cam are:

Dr. Schabbs (episode 2)

Hitler (episode 3)

Otto Giftmacher (episode 4)

General Fettgesicht (episode 6)

The Death Cam is activated after you kill one of these bosses. After the replay

the current episode concludes regardless of whether you killed all other

guards, etc.

There is no Death Cam in Spear. It has a nice set of end screens though.

 

NOTE: Deathcam does not replay your killing, from your viewpoint - it just

shows all the guy's dying frames from close up, so it is always the same.

 

2.11 WHAT IS THE JUKEBOX FEATURE OF WOLFENSTEIN? HOW IS IT ACCESSED?

 

The JukeBox feature of Wolfenstein is just a menu of different music

scores that normally play through the different levels of Wolfenstein.

To access it press and hold 'm' while Wolfenstein starts (after you started

it from DOS).

Now you can listen to that favourite tune from the game.

The Jukebox is present in all versions as I understand (shareware/registered

1.0 through to 1.4). The menu of music scores may be different between

the versions but it nevertheless is there.

 

2.12 WHAT ARE THOSE MUSIC TUNES IN WOLFENSTEIN?

 

What is the theme music for Wolfenstein 3-D?

 

The tune that opens Wolf 3-D is known as the "Horst Wessel Lied" (Horst

Wessel's Song), which was the official Nazi party anthem. Here are the

first couple of bars to the lyrics, though further research will follow:

 

(translated from the original German)

 

Raise high the flags! Stand rank-on-rank together.... SA will march with

steady, quiet tread....

 

Historical background: Horst Wessel was an average SA (Sturmabteilung --

literally, Storm Detachment; which was the Nazi goon squad) trooper and

local party leader in Berlin. He was killed in a street brawl with

Communists in 1930, but not before leaving the words and music to the tune

that became the Nazi anthem. It was played along with the official German

national anthem, whose tune is still used today, although with different

lyrics than what was played in Nazi Germany.

 

Other musical trivia: a few bars of the U.S. Army, Navy, Air Force, and

Marine Corps anthems are played throughout the game. In one of the music

pieces, a Morse-code message is played in the background...

 

The music on episode 1, mission 9 is vaguely reminiscent of the British

National Anthem, God Save The Queen/King (depending on who is the monarch

at the time).

 

2.13 WHAT IS THAT MORSE CODE MESSAGE IN WOLFENSTEIN?

 

In Episodes 3 & 6 of the registered version the music seems to

include a Morse code beeping in the background.

 

I have scooped the following from UseNet's comp.sys.ibm.pc.games.action

(I don't know the originator, you know who you are)

 

Here it is:

 

TO BIG BAD WOLF DE ["de" means "from" in amateur radio Morse code jargon]

LITTLE RED RIDING HOOD

ELIMINATE HITLER

IMPERATIVE COMPLETE MISSION WITHIN 24 HOURS

OUT

 

2.14 ARE THERE ANY MORE CHEATS/HINTS AVAILABLE?

 

There is a hint book for Wolfenstein 3D, and another for SoD. They're both

actually well worth having. They map out every level (for Wolf, all 60, for

SoD, all 21 of the first episode - I don't think FormGen made hint books

for the two extra episodes), with help for getting through the level based

on important points through the level. they show all secret areas and all

secret levels, and also have a mine of trivia about the game's development

and some of the characters.

 

2.15 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.

(Each extra Spear episode has the same structure).

 

Both games have:

4 difficulty levels

4 weapon types: knife, pistol, machine gun & chain gun

2 key types: gold & silver.

 

Max ammo: 99

Ammo with guns: 6

Ammo with clips: 8

Ammo with guards' clips: 4

Ammo with ammo box (SoD only): 25

Ammo with X-tra life: 25

 

Max health: 100 %

Health for blood/bones: 1% (Note: health must be <11% for this to work)

Health for dog food: 4%

Health for chicken meal: 10%

Health for first aid: 25% or 35% depending on which level of difficulty

Health for X-tra life: 100% (tops up to 100% from wherever your health is)

 

Score for brown guards: 100

Score for dogs: 200

Score for white ghosts (SoD): 200

Score for white officers: 400

Score for blue SS troopers: 500

Score for undead: 700

Score for ghosts of Hitler: 2000

Score for bosses: 5000

Score for cross: 100

Score for chalice: 500

Score for treasure chest: 1000

Score for golden crown: 5000

Score for getting 100% of treasure, kills or secrets on a level: 10000

Score for secret level completed: 15000

Score for boss level completed (SoD): 15000

Score for each sec under par level time: 500

 

The following table shows the par level times for all Wolf3D episodes:

 

Level

1 2 3 4 5 6 7 8

E 1 1:30 2:00 2:00 3:30 3:00 3:00 2:30 2:30

p 2 1:30 3:30 3:00 2:00 4:00 6:00 1:00 3:00

i 3 1:30 1:30 2:30 2:30 3:30 2:30 2:00 6:00

s 4 2:00 2:00 1:30 1:00 4:30 3:30 2:00 4:30

o 5 2:30 1:30 2:30 2:30 4:00 3:00 4:30 3:30

d 6 6:30 4:00 4:30 6:00 5:00 5:30 5:30 8:30

e

 

The boss and secret levels have no par level time.

 

The following table shows the par level times for all SoD levels:

Level 1 2 3 4 6 7 8

1:30 3:30 2:45 3:30 4:30 3:15 2:45

Level 9 11 12 13 14 15 17

4:45 6:30 4:30 2:45 4:30 6:00 6:00

Once again, the boss and secret levels have no par level time.

 

Extra life: every 40000 points or if you find the icon.

NOTE: extra life icon counts as treasure! If you forget one --> no 100%

treasure statistic!

 

NOTE: Par times cannot be edited with any edit programs I know - anyone

seen one?

 

Average number of rounds (on 'Death Incarnate' difficulty) required to kill:

Dog: 1

White ghost (SoD): 1

Brown guard: 2

SS trooper: 5

White officer: 3

Undead: 3

 

Minimum number of rounds required to kill:

Ghost of Hitler: 25

Hans: 40

Hitler: 70 to blast him out of his harness &

another 70 to finish him off.

Other Bosses: 80

 

 

3.0 THE FLAMING SECTION. (YOU'RE ANNOYED WITH WOLFENSTEIN BECAUSE...)

===============================================================================

 

3.1 IT CRASHES.

 

Usually the reasons for Wolfenstein bombing out are these:

 

1) You have a hardware conflict with your soundcard.

2) You have a software configuration problem.

3) You have more than one version of Wolfenstein and some game files from the

versions are mixed.

 

1 & 2 are discussed later --> See 6.1 & 6.2

 

If you mixed Wolfenstein versions or put different home-brew add-on maps in the

same directory then Wolfenstein might hang since map and graphics file formats

are different from version 1.1 onwards.

 

3.2 THE SOUNDS ARE ALL SCREWED.

 

Either your card is not fully Soundblaster compatible or you have IRQ or DMA

conflict. --> See 6.1

 

3.3 YOU ARE LEFT WITH A GUN AND 8 BULLETS AFTER YOU DIE.

 

Solution

a) Cheat (--> See 1.10)

b) Learn about secret rooms and how to find them (--> See 3.10), there is

plenty of ammo/food inside them.

c) Save often.

d) The blue SS troopers carry machine guns. Toast one with your gun and you can

pick up his machine gun. If you have the machine gun already, he just drops

an ammo pouch.

 

3.4 IT'S TOO HARD.

 

--> See 3.3 & 3.10

Also start on an easy difficulty level. Don't despair, you'll get better. One

of the advantages of veteran players is that they know the layout of the maze.

They know where to find ammo, food, etc.

As you get familiar with the game you'll also be able to judge how many shots to

fire and where to aim. Thus you can conserve your ammo.

To preserve health learn how to use the strafe function (useful when ducking

around corners).

Also don't just plunge into rooms. Hang back and see if any guards come running

out. Then ... Pang!

Some difficulty can also be attributed to disorientation of new players.

Several corridors or rooms may look alike. Try look for dead bodies (i.e. the

trail that you've left behind) or other characteristic objects.

If you're having trouble with movement then --> See 3.6 & 3.7

One nice hint I've received is about slowing the game a little. If you have

turned on debugging keys then holding TAB slows the game down a bit (not as

slow as slow motion from the debugging options). This means that you can let

off a couple of accurate shots before the targets (guards etc.) have time

to react. Great for some tight rooms and conserves ammo as well.

 

3.5 IT'S TOO EASY.

 

Like a challenge eh? Check out some home-brew maps. --> See 5.1

You might also try to reduce your health with the cheat mode (--> See 1.10)

or decide to play without machine guns. Take that for a challenge.

 

3.6 YOU KEEP RUNNING INTO THE WALLS AND MISSING THE DOORS.

 

Sounds like a major new user disorientation syndrome to me, but could also be

attributed to a slow computer. See, slower machines sacrifice the frame rate to

keep the gameplay speed constant. Thus you might miss a few frames here and

there and that will fool you into overshooting your targets (doors, guards when

you're aiming your pistol at them, etc.) Strafe function helps here sometimes.

You can also try experimenting with various input devices. Mouse is more

accurate on position but slower when it comes to movement. Joystick is rather

inaccurate but easy to handle and still slow. Especially your rotation speed.

If you have a Thrustmaster or other joystick + configurable buttons you can

program these for strafe & run functions. That should make it a little easier.

 

3.7 YOU ARE FEELING DIZZY WHILE YOU PLAY IT.

 

There have been a lot of discussion about this phenomenon. In short some people

experience dizziness attributed to the game movement. There were many theories,

most along the line of motion sickness.

Some also said that the animation is too smooth so it fools your brain into

believing it to be real. Others said its too jerky and it makes you vomit like

being sea sick. Another popular theory is that lack of proper acceleration

(like on-off high speed) attribute to the nausea.

I will not go into discussion of why. Rather I'll post some steps people

suggested. Remedies are not guaranteed to work. There are many, all are

experimental and some will have opposite effects on different people. This, it

seems, is a very individual problem.

 

a) Try different display sizes. Either different size monitors or use the F5

function to vary the display window.

b) Try sitting closer/further from the display (but don't stick your nose in

it, I don't want you to get radiation sick). Combine with focusing/

defocusing on the display or surroundings (your room, etc.) This is to see

if you're being aware that you're looking at the monitor (by seeing other

objects around it) and hopefully it may convince your brain that what you

play is not really real.

c) Try different machine speeds. If you have a turbo switch try playing with

it on/off. See what the difference is.

d) Try different input devices (--> See 3.6) With a mouse you can control

acceleration more accurately than with a joystick or the keyboard.

e) Play on your friend's/collegue's computer. See if it's better/worse.

f) Have breaks while you play. Play in turns. Watch others play & then play

yourself.

g) If you have Soundblaster try playing with/without the sound. If your

soundcard is stereo try playing with headphones on. Reverse the headphones

so that left becomes right. Does it confuse you more. (It has no difference

on me if you want to know ;) This one is not meant as a torture (Hehe) only

to see if you're generally well adaptive.

 

After I switched machines from 386SX-25Mhz to 486DX-33Mhz I had problem

adjusting too. Everything seemed "too smooth". Now when I see it on the 386 it

makes me want to vomit. Sometimes you'll have to give it time to adjust.

 

3.8 IT NEVER GIVES YOU 100% STATS AT THE END OF LEVEL/GAME.

 

Hmm, must have missed some treasure/secret room/enemies.

 

Solution:

1) Improving secret room ratio --> See 3.10

2) Improving treasure ratio = Improving secret ratio since most remaining

treasure you missed is probably hidden.

3) Improving kill ratio.

A few dogs running wild may be the cause.

There's also a few places in the maze where the guards can follow you in

circles. Back up your tracks, you might smash into one around the corner.

 

3.9 YOU ALWAYS RUN OUT OF AMMO/HEALTH.

 

There's plenty of ammo/food/first aid around to last to twice the fun. Problem

is knowing where to find it. Be careful to not leave behind ammo clips dropped

by guards after you kill them. Its only 4 rounds but it adds up. Sometimes

ammo/food/first aid is concentrated in a couple of rooms on a level. If you

find that cache you'll have no problems. Some levels have relatively little

food/first aid but lots of ammo. It may be wise to plan ahead and stay healthy

for that level. You can also plainly waste ammo and overshoot ensuring you'll

be hit as little as possible. Other levels may have little ammo and lots of

food/first aid. Adopt ammo saving strategy there.

Remember that extra-life sphere boosts both your health and ammo.

Also --> See 3.10

 

3.10 YOU CAN NEVER FIND ANY SECRET ROOMS.

 

Secret rooms usually house most of the treasure, ammo and health bonuses as

well as machine guns and extra lives.

 

Some "obvious" places where a secret room may be located are shown below:

 

NOTE: W = wall, o = static object like: barrel, drum, plant, etc.

# = different wall panel like: Hitler's painting, Nazi banner, etc.

[ = Sliding door.

Possible secret doors are pointed to by < ^ and > or shown as ?

 

a) Different wall panels

 

WWWWWWWW#WWWWWWW#WWWWWWWW

W ^ ^ W

W W

# < [

W W

W W

WWWWWWWWWWWWWWWWWWWWWWWWW

 

b) Room corners.

 

W?WWWWWWWWWWWWWWWWWWWWW?W

? W

W W

W [

W W

? W

W?WWWWWWWWWWWWWWWWWWWWW?W

 

c) Between objects and at midpoints of a wall.

 

WWWWWWWWWWWW?WWWWWWWWWWWW

Wo W

? W

Wo [

W W

W o o W

WWWWWWWWWWWWWWWWW?WWWWWWW

 

d) In narrow alcoves

 

W?W

? ?

? ?

WWWWWWWWW WWWWWWWWWW

W W

[ [

W W

WWWWWWWWWWWWWWWWWWWW

 

e) On wall panel in straight line extending from an object

(classic object in this example is an overhead lamp!)

 

WWWWWWW?WWWWWWWWWWW

W

W

[ o <-- A corridor

W

W

WWWWWWW?WWWWW

 

NOTE: Some secret rooms have secret rooms within them. Sometimes secret

movable panels can be moved to block each other. Be careful not to

block yourself in. This is also why sometimes you cannot get 100%

secret ratio for some levels.

 

 

3.11 YOU CAN NEVER FIND A SECRET LEVEL.

 

Well, if you read Section 2.4 you'd know that you need to find a secret level

elevator to get to a secret level. These elevators are hidden inside secret

rooms (that is, behind pushwall passages). They can be pretty darn hard to find

without a map. To get you going here's one from episode one.

 

Here we go. The secret level elevator for episode 1 is on level 1! It is

accessible by a series of secret doors (pushwalls) in the last room of that

level (the room with the normal elevator). I've drawn the room out below.

 

 

WWWWWWWWWWWWWWWW L = the room with the normal

WWWWWWWeWWWWWWWW elevator to level 2

WWWWWWWDWWWWWWWW e = elevator to level 2

WWWWW WWWWWW E = elevator to level 10

WWWWW WWWWWW + = first aid kit :)

WWWWW WWWWWW [ = Sliding door

WWWWW L W WWWW ? = secret door (aka pushwall)

WWWWW W+WWWW ^ = direction you face when you

WWWWW ? WWW are about to enter the last room L

WWWWWWB[BWW?WWWW D = Elevator door

WWWWW W WWW B = Nazi banner wall

WWWWW W WW H = Hitler's portrait wall.

WWWWW ^ WW WW

WWWWW WW WW

WWWWW WW WW

WWWWW WW WW

WWWWW W WW

W WW

HBDBWW

WWEWWW

WWWWW WWWWWW

WWWWW WWWWWW

 

 

 

 

3.12 YOU ALWAYS GET NUKED BY THAT BIG BAD BOSS (GUARD) AT THE END.

(THE STRATEGIES FOR DEFEATING THE BOSSES).

 

Note: This section is *far* from complete. Why not send in your hints

for wiping those tough guys at the end.

 

---

Well, here's a general guide submitted by Douglas Bottoms

(BOTTOMS_DOGLAS_J@Lilly.com)

 

"Usually, I try to get as close to the boss as possible, then back STRAIGHT

away from the boss while firing. Then strafing left or right to hide behind

a wall (or get out of the way)."

 

NOTE: Generally not a good strategy above "Don't Hurt Me" level.

 

---

 

Note: You will find that most boss scenarios conveniently include blocks

of wall behind which you can hide while the boss fires its 'salvo'.

 

Here is a specific one pertaining the Mad Doc at end of Episode 2.

 

---

Episode 2: This is the Mad Doctor who is creating all the Zombies. If you go

at him straight on he'll just zap you with his syringes and you'll go all

red-eyed and die. If you go to the corridor to the left of the room where

he's hiding and wait for him to come out you can zap him with the old chain

gun from the side. There's also a first-aid kit in there which helps. Once

he's retired back to the room rush out to the beginning of the level where

there is a secret room (which you will already have opened up) full of ammo

clips and restock on ammo. Now you can go back in for a frontal assault and

finish him off. This guy doesn't fire much - I hit him a bit, get out of

the way, hit him a bit, get out of the way...

---

..and here is one specific one for Hitler at the end of Episode 3.

---

Episode 3: Hitler is to the left of the entrance to the final room in the

final level. Hit him with the chain gun until his armor drops away. Then

rush down to the end and turn right, knock off the 2 white guards in there

and you'll find lots of extra ammo and some first aid. If you lurk here

Hitler may come after you - in which case blast him, or if you wait long

enough he'll seem to go away. If this happens go right back to the beginning

of the level where there is a secret room full of ammo and stock up because

you'll find he's trailed you. So turn round fast and give him everything

you've got.

 

4.0 MAP/GRAPHICS EDITORS SECTION

===============================================================================

 

4.1 DISCUSSION OF AVAILABLE MAP/GRAPHICS EDITORS.

 

There are 6 map/graphics editors available as far as I know.

 

a) MAPEDIT v4.1 - Map editor.

 

a) MAPEDIT v4.2 - Map editor.

 

a) MAPEDIT v6.0 - Map editor.

 

a) MAPEDIT v8.4 - Map editor.

 

b) WOLFMAP v1.6 - Map editor/version convertor.

 

c) WOLFEDIT v2.1 - Graphics editor/extractor.

 

Mapedit v4.1

- Written by Bill Kirby (who incidentally retired from working on his

creation).

This software will let you edit Wolfenstein's maps for any version

released to date (1.0 through to 1.4). It will recognize if your copy

is shareware, or registered (3 episode or 6 episode).

Turbo Pascal source is included so you can make your own adjustments.

NOTE: Not compatible with SoD.

 

This is the 'vanilla' version of this editor. Many have changed this

version to produce their custom 'enhanced' editors with more features

etc. (Thus this version is where the version tree splits).

The following two are the most popular.

 

Mapedit v4.2

- Written by Ralf Seider (rauh@wrcd1.uni-wcppertal.de)

Some new functions were added to v4.1

- Item selection memory while editing.

- Can select items from map (pick up using mouse)

- Fill & rectangle functions for easier level construction.

NOTE: Not compatible with SoD.

 

Mapedit v6.0

- Written by Dave Huntoon & Brian Baker

Some bugs of v4.1 fixed.

Some new functionality added

- Copy, Paste

- Exchange (maps)

- Help (ah, user friendly)

- Write / Read individual levels to / from disk

- Statistics display (# of actors on level etc.)

- Compatibility with SoD.

 

Mapedit v8.4 [*** FAQ editor's choice ***]

 

- Written by Warren Buss, David Huntoon and Bryan Baker

- Blake Stone compatibility

- Zap function

- Loads of other useful stuff!

 

Wolfmap - Written by Jan Peter Dijkstra (Sysma Automatisering).

This one was based on v old version of Mapedit but then evolved into

an editor of its own.

It's really more of a Wolfenstein map processor with functions such

as: version conversion, level map export into intermediate file

(allows moving and copying of levels), level ASCII dump for printing

purposes, etc. The editor is really based on Mapedit visually with

slightly more functionality. C++ source included.

NOTE: Not compatible with SoD.

 

Wolfedit - Written by Bill Kirby (again!). This is a must if you want to change

Wolfenstein's graphics. Not only does it let you edit the wall

panels as well as images of guards and various objects. You can also

export/import images as GIF files. This makes editing with your

favorite paintbrush tool easy. The picture size is limited to 64x64

pixels but for importing images you can position a square on a

larger image and snap it into the editor.

Wolfedit will not read SoD graphics file as such (VSWAP.SOD file).

If you're trying to edit SoD graphics then just rename your

VSWAP.SOD file to VSWAP.WL6 before editing. Rename it back after

you finished.

 

4.2 RULES TO FOLLOW WHEN EDITING.

 

IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT!

********************************************************************************

First of all I would like to stress that id Software and Apogee are not

responsible for the home-brew add-ons floating around. They will offer

you no support whatsoever if you encounter problems with them so

DO NOT CALL Apogee about them!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Even when Wolfenstein bombs out with an error message giving you the

1-800 number of Apogee DO NOT CALL if you were playing the non-original

maps/graphics. Apogee especially DOES NOT appreciate it.

If you want to get help about it read the rest of this section. If you find

no clues post to comp.sys.ibm.pc.games.action for help.

********************************************************************************

 

Ok, Here's a few guidelines if you're just starting to play around with the

editors. I thought I'd put something down that might save you from screaming

ARGHHH!! after a few hours of editing. Most of these are just a few pointers.

 

- First of all save your work often. This one needs no explanation.

- Also test it often. Some editing quirks will produce game bugs that are just

plain hard to get rid off. That might mean you'll have to start editing that

level from scratch.

 

Mapping hints:

- When placing elevators, put them like this:

********************

* *E

[ D E

* *E

********************

 

[ = Normal door

D = Elevator door

E = Elevator segment.

 

Landscape objects are similar in that they are displayed as landscape

when aligned east/west and as starry skies when aligned north/south.

If you REALLY want to have elevators north/south then the elevator

lever would have to be one of the side panel (as you enter the

elevator).

- Secret elevator needs floor number 6B (hex) inside it to work

properly.

- Mobile guards and dogs can have arrows (turning points) to direct

them. Place these on the path you want them to move. When they notice

you they'll obviously break from that pattern, otherwise they'll

follow it. If no turning points are set, they will keep on walking in

the direction you set them off in, walking through walls and everything.

In other words, SET TURNING POINTS!

- Note that when placing guards and dogs on the same arrowed path

you might screw up the pattern since dogs are faster than the guards

and will finally 'bunch up' behind them.

See map of episode 1 level 2 for an example of this.

- Number of objects on one level is limited to 399.

Secret doors and guard guiding arrows are NOT objects.

Actors are not objects either.

- Number of actors (guards/dogs, etc.) on one level is limited to 149.

Note that dead guards are considered actors too.

- Number of doors (sliding doors, NOT secret doors) on one level is

limited to 64. This includes unlocked, locked and elevator doors.

- Don't forget you need an entrance to a level.

- You also should have an exit or game end trigger (see level 9 of the

shareware version to see how it's done.)

- The exit must be the elevator icon unless you changed the graphic.

- Exit from level 9 leads to level 10. Thus you can have 10 straight

levels with no secret level.

- Secret doors can "collapse" onto one another. Thus if you have many

secret doors in a row with only the first secret door positioned over

a wall you can repeatedly push the same wall panel.

- Too many guards in one room or area will result in the disappearing

bodies phenomenon. --> See 6.3

- Only guards over the same floor as you will hear you shoot your gun.

Since this concept is quite important to game strategy here's a

little explanation:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you fire your weapon (this does include the knife but only if you actually

poke someone) in a room then all the non-deaf guys in the same room who

stand/walk over the same floor values will hear you. That is they will become

active and try hunt you down.

Also guys in other rooms which are not connected to your present room at the

moment (What I mean is the doors between that room and your current room where

you are are closed) will also hear you if they stand/move over the same floor

value.

This allows for a variety of dynamic effects, e.g. see below:

 

1 2 3

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

G1 G2 W G4 W G5

W W

[ G3 [

Y W W

W W

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

^^^^^^ ^^^^^^^^ ^^^^^^^^^^^

room room room

with with with

floor floor floor

A B A

 

Here's a quick sketch of 3 rooms (walls=W) connected by sliding doors [.

You (Y) are in room 1. Rooms 1 & 3 have the same type of floor. Room 2 has

a different type of floor. G1-G5 are guards.

If you shoot your weapon in room 1 then guards G1, G2 as well as G5 will

become aware of your presence (G1 & G2 probably are already aware of you if

they saw you). G5 will run from room 3 to room 2 (tracking your position in

straight line). Eventually he would get to room 1. If you fire your weapon

while either of the doors are open then G3 & G4 will will become aware of you

too.

NOTE: You didn't open either doors (I'm assuming G5 or G3 or G4 does that)

unless you ran for it ;)

 

The first floor value in the Mapedit/Wolfmap editor index is the DEAF floor

(hex value=6A; this should be annotated in map editors).

The guards standing on deaf floors will react only if you pass within their

sight (that seems to span slightly less than 180 degrees (~90 either side of

their face)).

 

Note that if you mix floors in one room (other than the DEAF floor) then only

the floor which connects to the door through which you entered will become

active. Guards standing on other floors will be oblivious to you unless you

shoot at them (not sure if you can run through them).

 

In a way when you enter through the sliding doors a change of active floor

takes place (after the door shuts --> while it's open both floor values are

active).

 

A classic example is when you enter a room through a secret door. If the

floor in that room is different then no guard in that room will respond to

you shooting.

 

If you're still unclear about this here's an explanation by id's

J. Romero (straight from the horse's mouth so to speak):

 

"Wolfenstein 3-D is basically made up of a lot of closed

rooms. When you open a door, the guards get a chance to

see you and opening the door connects your sound area to

the revealed room's sound area, so a gunshot will be heard

in both places. Guards in both places will respond to this

kind of action".

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- Putting an object inside a wall allows you and other actors to walk

through that wall. Now you know how that guard jumped you from the

wall.

- Directing moving actors (guards, dogs, etc.) into a wall of unity

thickness makes that square wall panel permeable. That is you can

walk through it in the same way as if you used the wall walking

cheat. (--> See 1.10)

- You must have a minimum of at least the following on any level you

create:

1 enemy (guard, dog, etc...)

1 piece of treasure (cross, jewels, etc...)

1 secret door

They are needed because Wolfenstein tries to calculate the % of each

of that you have killed, opened, picked up, etc..., and if there are

0 items of any one of the above, Wolfenstein will crash trying to

divide by zero.

- Secret doors can pass over/through any object that you can (kitchen

utensils, food, etc.) EXCEPT Dead Guards.

- Be careful not to set up secret doors that might go beyond the edge

of either the bottom or left-hand sides. The top and right hand edges

of the "world" are solid, but the left and bottom sides are permeable

(no range checking), and weird things can happen.

- Be careful not to set up secret doors such that a small passage

behind them is blocked when the 'pushwall moves too far' phenomenon

occurs. Either insure that the pushwall can move only 2 grid

locations or enlarge the passage. --> See 6.3

- Doors should be parallel to the walls you are inserting them in, as

you will get phantom blocks of grey stone otherwise.

Try placing a door all by itself without any walls and you will see

that it is accompanied by two phantom walls on either side. This has

presumably something to do with the opening act of a door (???). You

can go through these blocks, and even open the doors within them.

To clarify that here's a sketch of a door just by itself with no

walls around:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

P[P

 

^

 

[ - Door

P - Phantom wall block

^ - Direction you face when opening the door.

 

 

Now, if you place the door perpendicular to the wall its embedded in

here's what you'll end up with:

 

P

WWWWWWWW[WWWWWW

P

 

Obviously you can't see the door until you pass through the P wall.

BTW: The phantom walls P look like the regular stone wall (or the

first wall in the graphics file for that matter).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- Deaf Guard floors directly in front or behind a sliding door result

in the door being invisible. The floor seems to be replaced with a

"force field" (it becomes an invisible wall).

Of course, if what you want is an invisible barrier, then this is how

to do it.

Note that if you put a Deaf Guard in an elevator, you will not be

able to get in! (I think this only occurs in v1.0 of Wolfenstein,

later versions allow you to have deaf elevator floors)

- If you make regular sliding doors into secret doors, they behave

rather strangely, when you "open" them. They move away and transform

into a random wall panel.

- Placing two or more doors side-by-side will produce a bizarre "picket

fence" wall of crazed wall panels, and will not allow you to pass

through them (except the last door on the right side) but will let

the bad guys through.

 

Editing the graphics, hints:

--> See later part of 4.5

 

4.3 COMMON EDITING ERRORS (WHAT NOT TO DO AND WHAT THEY'LL PRODUCE).

 

- You forgot to put an entry position into a level.

When you start that level you'll find that you can't move around and

you see walls in all directions.

- You put too many guards in one level.

Wolfenstein will terminate with the following error when entering

that level:

'GetNewActor: No free spots in objlist!'

- You put too many objects in one level.

Wolfenstein will terminate with the following error when entering

that level:

'Too many static objects'

- You put too many doors in one level.

Wolfenstein will terminate with the following error when entering

that level:

'64+ doors on level'

- You included in your shareware episode map some objects used in

non-shareware episodes only.

Wolfenstein will terminate with the following error when that

object/wall comes into your view:

'Tried to load sparse page'

If you patch the map and try to continue from the last saved position

within the same level, you'll still get this error as Wolfenstein

stores the map as loaded on level entry in the save-game file. You

must restart from a saved position in the previous level.

Hint: always save before taking up the exit elevator of a level.

- You have mixed versions of Wolfenstein maps or have corrupted

map files.

Wolfenstein will terminate with the following error when you start

the play:

'Map not 64x64'

Usually this is due to the fact that you might have only one

MAPHEAD.??? file in the editor's directory and many

MAPTEMP.???/GAMEMAPS.??? files. In short you're confusing the program.

Determine which map files are the ones you want to play and clean up

the directory.

- One more error which I cannot attribute to anything I know can occur.

It happens when you die for the first time on a level. Wolfenstein

kicks out with this message:

'MM_GetPtr: Out of Memory!'

This can occur in spite of the fact that the level has few actors or

objects and there's plenty of RAM around.

If you know how to fix it or what the cause is let me know.

 

4.4 MAP/GRAPHICS FILES VERSION CONVERSION.

 

Map files version conversion:

Wolfmap 1.6 can convert between any version of Wolfenstein map files.

Maps for versions 1.1 and higher are considered equivalent.

Note though that not all wall panels map directly to the same panels

through this conversion. In particular the false door of v1.0 has been

removed and after conversion to v1.1 will appear as a mud-wall which

will cause you problems if the maps were only the 1-episode shareware

which doesn't have the graphic for that wall.

In short: don't trust the conversion. Look through the maps carefully

to see if something has gone wrong. I suspect some objects are

converted to 'unknown' objects as described by the editors.

Also by using Mapedit 6.0 you can convert between versions of

Wolfenstein 'by hand' using the individual map import / export

facility. Just load up maps of one version, export all the levels

to disk (one at a time). Quit the editor, restart with map files

of a different version and import those individual levels in.

Note: This does mean you have to have the destination version map

file available (as a place holder for the imported maps).

 

Graphic files version conversion:

No known convertors exist. If you know one let me know.

Yes, that does mean you'll have to import all the walls etc. as GIFs

into the version of the file you want.

 

4.5 EDITORS COMPATIBILITY WITH THE GAME AND EACH OTHER.

Mapedit, Wolfmap and Wolfedit are compatible with all versions of Wolfenstein

from 1.0 to 1.4 shareware and both of the registered releases.

Mapedit 6.0 and 8.0 will also read/write SoD files. For Wolfmap you'll need

new definition files. --> See 5.3

 

Wolfmap is compatible with Mapedit, but Mapedit is NOT compatible with Wolfmap.

That is, files processed by Wolfmap are not readable by Mapedit.

 

Sometimes the objects edited do not always appear as they should. An example is

missing sliding doors when they were placed in the map. The door vacancy is

present instead but you cannot move through it. Someone suggested that this

can by fixed by changing floor values next to the object/door in question.

You can also move the door to another place on the wall.

I know it may stuffup your design but it should help.

NOTE: Placing a deaf-floor by the door will always make it invisible. For some

reason v1.0 of Wolfenstein experiences more of these problems (?).

Also --> See 4.2

 

Wolfedit has no major problems with wall panel graphics. There are some

problems when it comes to objects such as lamps, dog food, guards, etc. It

seems each object has a 'size' parameter. Editing the object may overrun that

limit. Wolfedit won't let you save the file if any objects are at fault.

Curiously even editing the colour (shade) of an object may adversely affect it.

Most importantly though objects need to have a blank background. This is

denoted by the bright pink background colour in the Wolfedit editor. (Have a

look at some standard objects that came with Wolfenstein.)

 

4.6 HOW TO MAKE A HARDCOPY (PRINTOUT) OF THE MAPS.

 

I recall there are four ways.

1) Use printscreen key + graphics.com program under DOS to capture the screen

of one of the map editors.

2) Use Wolfmap's ASCII map dump feature. Then print it as any file. There are

also other utilities for that. --> See 5.3

3) Capture map screen under Windows and print it later (costly on ribbon or

toner since in bitmap mode).

4) Use a TSR screen shot utility such as PCX-Dump to dump a screen from one

of the editors. Then print it as you would a graphics file.

NOTE: If you only want maps to original Wolfenstein then there are some already

made. --> See 5.3

 

<NOTE: The original additions evaluation section went here. Since the move

to ftp.gamers.org, the list has changed substantially, so I removed the

section. I might update it sometime in the future. -Adam, 98>

 

6.0 WOLFENSTEIN BUGS & PROBLEMS (KNOWN TO DATE),

AND HOW TO FIX OR GET AROUND THEM.

===============================================================================

 

6.1 HARDWARE PROBLEMS.

 

- Sound FX all screwed or cut out (SB + compat only).

If your sounds are short or hang the machine shortly into the game

then most likely you have an IRQ mismatch on your soundcard. Try

changing it. Good values are 5 & 7.

Also try DMA channel change, although #1 (default) should be ok.

... and don't forget to set your BLASTER variable in DOS like this:

(Best to put this in AUTOEXEC.BAT)

 

SET BLASTER=A220 I5 D1 T4

^^^ ^ ^ ^

 

A=??? port number for your soundcard.

I=? interrupt number for your soundcard.

D=? DMA channel number for your soundcard.

T=? Type of your sound card (must consult manual).

99% of the time you'll only need to fiddle around with I & T.

NOTE: the values pointed at may be different for you.

Consult your SB & Computer manual.

As far as I know T4=SB Pro & T3=Regular Sb.

Dunno About others (anyone?).

 

- You get some weird graphics on the screen then later the games hangs.

a) Change your SB IRQ number. Some graphics cards will clash with

it (Don't ask me why, it could help...)

b) If your system is VLB you might try a newer Wolfenstein version.

Try version 1.4 (since version 1.0 has a video problem)

 

6.2 SOFTWARE PROBLEMS.

 

- Game hangs. Sound hangs on last note.

Try getting rid of some TSRs.

Also some EMM managers can cause the problem with older versions of

Wolfenstein.

v1.1 is notorious for hanging under EMM386.EXE. The problem is

apparently related to VGA card compatibility. It seems some of the

earlier HiColor cards (15/16 bit RAMDACs) do not coexist peacefully

with Creative Labs. SB products. Some of the early SB chips are posing

some problems too.

If Wolfenstein hangs with EMM386 with EMS enabled (/RAM option) then

try the /NOEMS switch. If still no joy then try only HIMEM.SYS with

no EMM386 (extended memory only).

 

- Game hangs or refuses to run with memory problems.

If you have DR-DOS 6.0 + QEMM with stealth then disable stealth mode.

Wolfenstein doesn't quite agree with it.

 

- Game hangs at the 'Get Psyched' screen.

Err, you probably mixed some version numbers and have a very messy

directory with 999 add-on maps installed. Wolfenstein won't like that.

 

- Game hangs with some horizontal stripes through the status bar.

- Heisen-bug, a glitch. Mostly with the add-on maps.

Reboot, probably won't happen again.

- Also happens if you mixed versions of the VSWAP.??? file and of the

game itself. Make sure you have the appropriate version of the game.

 

- Game seems to run but all you can see is some weird graphics.

- Must have got a slightly corrupt VSWAP.??? file. Hope you have

a backup somewhere (Nya Nya Nya!)

- You cheater! You tried to go above the last level 10 with the TAB-W

cheat. Ha! (Yes this IS possible with some versions).

- Err, if you edited that map then you forgot to place level entrance

somewhere (duh).

 

6.3 GAME SPECIFIC PROBLEMS.

 

- 'DISAPPEARING BODIES' phenomenon. This occurs when there are so many enemies

in your view at a time that the game stops displaying some. The game engine as

it seems is limited to only so many "sprites". Anything beyond that and you

won't be sure which guys will start disappearing. This only occurs on a

couple of levels in Wolfenstein I think. Be aware if you are editing your own

map! There is no fix. The engine is set and id won't rework it.

 

- 'PUSHWALL MOVES TOO FAR' phenomenon. This is when the pushwall (or secret door

if you prefer) moves TOO FAR and blocks your further passage into the room

full of goodies etc. I cannot recall if there is one in episode one, but

apparently there are at least two places where this occurs in episode 6.

 

Episode 6, level 2. This is the FIRST pushwall in the map. All others on

this level are *behind* it.

 

This is shown below:

 

before pushing:

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWW W WWW

?* WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

 

after pushing:

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWW W WWW

? * WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

WWWWWWWWWWWWWWWWW WWW

 

You are where the '*' is, and you push the pushwall '?'.

'W' is other parts of walls.

It's supposed to move two grid locations and stop, so you can go around it.

Instead, it moves three, and blocks everything.

 

NOTE: This does not always happen. That is, sometimes the pushwall will move

2 grid locations, i.e. correctly.

Also any interference from guards behind it is not connected with this

since that would prevent pushwall moving at all or impede it to move

only 1 grid location.

 

Solution: Well, it looks like there isn't one at the moment.

There was a suggestion of inserting "stacks 9, 256" in the config.sys file,

but this doesn't seem to help.

The only suggestion is to save frequently and if you experience the problem,

to start over from the last saved position. Maybe the pushwall moves back

correctly this time.

 

7.0 WOLFENSTEIN SPIN-OFFS.

===============================================================================

 

In this section of the FAQ, I will detail the many games which Wolfenstein

has inspired. If you can't get enough Wolfenstein, get some of these! NB:

I am not including RPG type games - ie Shadowcaster - as these have taken

their inspiration more from Ultima Underworld.

 

Note: ARGH! This section could be one _huge_ mother with the huge expansion

in 3D games. I'm adding the contemporary ones more or less from memory, so

correct me if I miss any or get something wrong.

 

7.01 CATACOMB ABYSS.

 

This was an id game for those with EGA monitors, loosely based on the

Wolfenstein engine. It was released by Gamer's Edge, who put nowhere near the

same standard of presentation on it as Apogee would have. The sound was bad -

no SB music! However, all this aside, Catacomb Abyss is a very good game. It

introduced some new features. You fire fireballs, of which you have an

unlimited number, at the undead enemies. Ha! Undead? DEAD! You can pick up

spells, such as the machine-gun effect spell, which streams off a line of

fireballs at the enemy. The graphics are nothing to write home about -

"functional" is as far as it gets. However, this is highly recommended to

Wolfenstein fans.

 

7.02 BLAKE STONE 3D.

 

This was the real sequel to Wolfenstein 3D. Released around the same time as

Doom (oops), it was set in a futuristic setting. Very similar to Wolfenstein,

although with more enemies, and some other new features, like food units,

"intelligent" enemies, floor mounted enemies, remote-linked doors and a cool

gun, the Plasma discharger. Basically a grenade launcher with a different

name. This is a very atmospheric game which did not get the attention it

deserved at the time, due to the release of...

 

7.03 DOOM.

 

Wow. What else can I say. This was (and still is) the ultimate 3D game. The

major differences between this and Wolfenstein were:

-Non-orthagonal walls (they can be at any angle to each other, not just

90 degrees)

-Different height levels

-Different lighting levels (ie: it's bloody dark)

-Weapons with different strengths (ie: the shotgun is more powerful than the

chaingun, but it's not rapid-fire)

-Real heavy-duty weapons (rocket-launcher? BFG-9000 (also known as the

Antichrist)

-Network, serial and modem multiplayer support

-Armour (yes, i'm British)

This is an absolute landmark of a game. If it isn't in your collection (and

you've got a VGA 386 with 4MB of ram or better), go get it now.

 

7.04 KEN'S LABYRINTH.

 

This was knocked up by one guy after playing Wolfenstein, and it shows. Crap.

Crap to the nth degree. Utter dog-poo. Don't waste the download time. Just

out of interest, the guy who wrote this was snapped up by Apogee (who

obviously saw more in it than I did) and went on to make the build engine.

Ken Silverman I think he's called, or something similar.

 

7.05 HUGO'S NITEMARE 3D.

 

This is an interesting game, firmly in the Wolfenstein mode. It puts a more

"puzzly" face onto things. Certain guns are more effective against certain

enemies. Try it if you liked Enigma for Wolfenstein (See Wolfenstein add-ons

section).

 

7.06 DOOM 2.

 

The new sequel to Doom, sub-titled Hell On Earth. This added a few new enemies,

new textures and music, and a new weapon (double-barelled shotgun). At the

time of release, people thought it didn't really add enough, but in time it

has become more of a classic than Doom. It has an incredible range of quality

add-ons, available at ftp://ftp.cdrom.com/pub/idgames, and even now - 5 years

after its release - there's still an active Doom 2 "scene". Since the public

release of the source code, new "source mods" have been released with

some major new features, such as SVGA support, up to 16 player networking,

TCP/IP (internet) support, looking and shooting up and down. Info on all this

and more at http://www.doomworld.com.

 

7.07 TERMINATOR: RAMPAGE.

 

A commercial Wolfenstein look-alike by Bethesda Softworks. This isn't very

good, the main criticisms being that it is:

a) Too slow

b) Too complicated.

It does have a good variety of weapons, though.

 

7.08 CORRIDOR 7.

 

This is another commercial offering, by Gametek. They licensed the Wolfenstein

engine, and proceeded to totally mess it up, and produce a boring, slow,

repetitive game. Oh dear...what a wasted oppurtunity.

 

7.09 THE FORTRESS OF DR RADIAKI.

 

This is yet another commercial offering, and has exactly the same criticisms

as the others.

 

7.10 OPERATION BODYCOUNT.

 

See above.

 

7.11 RISE OF THE TRIAD.

 

An Apogee game, which marked the evolution between Wolf3D and the final

build engine. The engine in this is actually a very early, primitive version

of the build engine (featured in Duke Nukem 3D, Shadow Warrior, Blood etc).

It still had the orthoganal walls, but implemented basic sprite-based

floors-on-floors (actually, little platforms in the air you could stand on),

a much more varied range of weaponry, multiplayer, and different floor/ceiling

heights (er, I think). As a game, it sold quite a few copies (more than any

other Apogee game at the time), but really had only cult success.

 

7.12 HERETIC.

 

Was a game by Raven Software, which used a slightly modified Doom engine.

It was fantasy based, but felt more like a Doom TC than anything. However,

the level design was excellent, and quite a few people enjoyed this. The

3rd party add-on scene didn't really develop, though. There was a Raven

expansion pack called Shadow of the Serpent Riders (I think).

 

7.13 DUKE NUKEM 3D

 

This was the first appearance of 3D Realms's fully-developed build engine. It

was a slight improvement on the Doom engine, with slopes, floor-on-floor

tricks (advanced sprite-based floor on floor and the ability to have sectors

over other sectors as long as you couldn't see from one to the other),

look up/down, a jetpack, SVGA and other small enhancements. It wasn't up

to the standard of the Quake engine, but in many ways it was a much more

developed and sophisticated single-player game, with extensive environment

interaction and good level design. It didn't support on-line gaming very

well, however, and the 3rd-party scene wasn't great - it still exists in

a small way, but it never got to the stage that Doom's or Quake's did.

 

7.14 SHADOW WARRIOR.

 

Was another build game from 3D Realms. Updated the interaction a little, and

had an urban ninja type setting. Not really much of a success. The feel and

balance of the game weren't really right, and it came out much too late -

Quake was well-established, and the build engine just felt old. (Oh, BTW,

3D Realms is a subsidiary of Apogee exclusively dealing in 3D games).

 

7.15 RUINS, aka POWERSLAVE

 

This was to be a 3D Realms build release, but was abandoned in development

and sold to another company, who renamed it Powerslave. I haven't plaued

it, but it didn't make much of an impact at all. Was also released on PSX

and Saturn.

 

7.16 QUAKE.

 

This was the biggie. id's next big game after Doom2 was a huge leap forward

for the 3D game genre. It had a fully polygon-based, true 3D engine, with

real, controllable gravity, polygonal monsters, 3D acclerator support,

client/server TCP/IP networking - internet support, that is - along with

conventional network support, for up to 16 players, and a lot of other

stuff besides. As a single-player game it was rather disappointing, and not

up to the standard of either Doom2 or Duke Nukem 3D, but it excelled in

multiplayer and 3rd party modification - easy level editing and a scripting

language called QuakeC allowed extensive modification, to the extent of

something like QuakeRally, which basically turned Quake into a racing game.

The Quake "scene" was something on a scale never seen before, with literally

thousands of internet servers active 24 hours, multiplayer mods like CTF

and TeamFortress, and conventions attended by hundreds with big corporate

sponsorship and prizes worth thousands of dollars.

 

7.17 DESCENT.

 

This was a game by Parallax Software (distributed by Interplay). It was

a Doom style engine with six degrees of freedom and sectors over sectors

in a way similar to Duke3D. Gameplay-wise, it was tunnel-based, and in

ships without gravity, giving it its own distinct feel. Quite a success.

 

7.18 DARK FORCES.

 

LucasArts' first Doom-style game, set in the Star Wars universe. Fairly

primitive engine for the time (just before Duke 3D's release, I think),

but the setting and the careful attention to detail made this still a

good game.

 

7.19 QUAKE II.

 

id's sequel to Quake was a much more extensive update than Doom 2 was over

Doom. The engine is basically the same, but the 3D support is built in,

the internet support is much more refined, coloured lighting is supported

and implemented extensively, and the setting is entirely different. It's

set in a fairly well-conceived future universe, with a much better plotted

and designed single-player game, much better than the disappointing single

player option in Quake 1. All the weapons and enemies are either entirely

changed or extensively redesigned, except for the grenade launcher, which

is pretty much the same, and the same goes for the enemies. However, Quake

II hasn't totally taken over from Quake I - the two seem to be more or less

co-existing.

 

7.20 HeXen.

 

This was Raven's (first) sequel to Heretic. It was based on the Doom engine

again, but this time modified it much more extensively - with the best

scripting engine created until QuakeC - and shifted the emphasis of the game

slightly, more towards action/adventure than pure action. A very good "finished

product" game, but not ideal for modification (despite the scripting language).

 

7.21 HeXen 2.

 

Raven's sequel to HeXen, based on the Quake 2 (I think) engine. Not as good as

HeXen, without as much imagination or good design, and downright frustrating

in parts. Didn't really take off.

 

7.22 SiN.

 

Ritual's take on the Quake 2 engine seems (from a quick play of the demo) to have

a Duke Nukem 3D'ish setting and drive, with ingenious use of the engine to

support extensive interaction and "realistic" situations (a bank hold-up, in

the demo). Could be interesting.

 

7.23 Duke Nukem Forever.

 

Oops. (Adam realises he should have mentioned Unreal by now). OK, look at the last

entry in this section. Finished? Good. This game will be based on the Unreal

engine - it was originally going to use the Quake2 engine, but the programmers

(3D Realms) say the Unreal engine suits the game better. Other than that, not

much info is really available, but expect it to be similar to the first Duke

game...quirky. :)

 

7.24 Descent 2.

 

Sequel to Descent 2. Curiously, the situation here is very analogous to that

of Wolf3D and SoD. Descent 2 really doesn't add _too_ much to Descent, although

there is new stuff, and the new release was basically intended to be commercial

to widen the sales (like SoD) and the mission structure was changed (like SoD).

Pretty similar to Descent, really, and still pretty good. Quite popular on Kali.

 

7.25 Descent 3.

 

This should be a much more comprehensive update - it should be, to have a chance

of competing with Forsaken. Not much info available though.

 

7.26 Daikatana.

 

Ion Storm's Quake 2 engine game (Ion Storm is John Romero's pet company). Is set

across diverse eras in time, and looks very impressive.

 

7.27 Forsaken.

 

This is quite a big game right now. Obviously inspired by Descent, and plays very

similarly, but - especially graphically - is a huge step forward. It supports

Direct 3D extensively, and looks wonderful, and runs very smoothly. It's more

varied, with more weaponry and different enemies, and should make Descent 3 really

pull its socks up.

 

7.28 Heretic 2.

 

This is Raven's second bash at a sequel to Heretic, and (as far as I know) is totally

separate from the HeXen series. It's based on a modified Quake 2 engine, I think,

and will be 3rd person, to accommodate the range of moves and stunts the main

character can perform. From this, it seems to be a cross between the Tomb Raider

style of game and the Doom style.

 

7.29 Half-Life.

 

Valve Software's take on the original Quake (NOT Quake 2, i'm pretty sure) engine.

Although the technology is slightly outdated, Valve promise Half-Life is taking

a different direction from other ports, with different enemies and styles of

play. Hmm...

 

7.30 Unreal.

 

The first new engine to pose a major threat to the Quake 2 engine is certainly on

the same level, and probably better in some ways. However, the game isn't that great,

apparently. Single player is fairly good, but the general opinion is that the

multiplayer is a complete loss.

 

8.0 ACKNOWLEDGEMENTS.

===============================================================================

 

Lastly I would like to thank all who contributed to this FAQ.

In no particular order, thanks go to:

 

Ben Rudiak-Gould (benrg@ocf.Berkeley.EDU)

Jay Wilbur (jayw@idcube.idsoftware.com)

Brian D Milner (Brian.Milner@brunel.ac.uk)

Fred Brown (brown@dgaust.oz.dg.com)

Nancy Rabinowitz (nrabinow@itsmail1.hamilton.edu)

Greg Cohen (rn.3332@rose.com)

Stephen Schimpf (stephen@eggneb.astro.ucla.edu)

Don Campbell (donc@cognos.com)

Andrew Baker Glazier (glazier@isr.harvard.edu)

Tony Lezard (tony@mantis.co.uk)

Frans P. de Vries (fpv@xymph.iaf.nl)

John Edwards (edwards@tincup.enet.dec.com)

*Bob O'Bob (obrien@netcom.com)

Richard Ward (rrward@netcom.com)

Dov Sherman (ab3588@stat.appstate.edu)

Ben Castricum (media03@relay.nluug.nl)

Mark Deplyn (mbd@ukc.ac.uk)

Joe Siegler (apogee@delphi.com)

Elias Papavassilopoulos (ep104@cus.cam.ac.uk)

*John Romero (romero@idcube.idsoftware.com)

Iain Noble (100020.2125@CompuServe.COM)

Douglas Bottoms (BOTTOMS_DOGLAS_J@Lilly.com)

Charles E. Corway (72672.1553@CompuServe.COM)

Stanley Stasiak (ooops...forgotten your e-mail address...apologies)

 

????? ????? brown@dgaust.oz.dg.com <<< ( Could not trace this address )

 

Lastly id Software Inc. cannot be forgotten since without their efforts this

FAQ would never have existed (Buhahahahahaha!)

Oh, and did I mention Apogee, the friendly shareware distributors ;)

 

If I forgot your name here then e-mail me a whinge and I'll fix that.

 

* - means grabbed from News posts rather than e-mail

so you may not even know you helped with the FAQ ;)

 

9.0 REVISION HISTORY.

===============================================================================

 

Changes to the FAQ - for anyone interested and my beta testers (Thank you ;)

 

2.0 - Initial upgrade. Subdivided the whole FAQ into many sections.

Extensive help on map editors, extra maps, trivia, etc.

Officially started stamping version numbers on the FAQ.

2.01 - Added Section 2.2 part 3) Tony Lezard (tony@mantis.co.uk) Thank you.

2.02 - Added sounds of undead (Section 2.1), scores for undead & white

officers (Section 2.15). Corrected tons of spelling & whitespace.

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

Corrected some of the email info in preamble upfront.

2.02b - Filled paragraphs to at least 75 characters. Added Hitler's Ghost

score plus kill averages (Section 2.15).

Also some minor layout corrections.

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.02c - Added Section 9.0 Revision History. Also included 2nd reason for crash

(Section 6.2) with horizontal stripes.

2.03 - Added 'pushwall phenomenon' (Section 6.3).

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.10 - Removed word 'castle' from Wolfenstein's title.

Standardised name of id Software throughout (thx Jay).

(remember to rescan DEBUG file after each update)

Added my e-mail address to the FAQ header proper.

Added a copyright notice blurb (Section 0.1)

Added object in wall bug & effect to Section 4.2

Minute changes Section 9.0

Standardised sample map characters (Sections 6.3 & 3.10)

More help with SB setting (Section 6.1)

Weird graphics cause added (Section 6.2)

More maps/graphics add-ons info added (Sections 5.1 & 5.2)

Added my sig to EOF.

2.10 - Added id's help e-mail address (Section 1.11)

Added Section 1.12

Added Section 10.0

Added more info on how to get most recent version of FAQ.

2.11 - Some spelling stuffups all over the place.

Added Section 2.4 (secret levels etc.), renamed sections above 2.4

Added Section 3.11

Added sound import/export utility to Section 5.3

2.12 - Fixed a number of bugs in Section 4.2 (6c should be 6b etc.)

ab3588@stat.appstate.edu (Dov Sherman) Thank you.

Also added more guidelines to Section 4.2

rrward@netcom.com (Richard Ward) Thank you.

Section 4.6 .exe should be .com

Added LIM Cheat to Section 1.10

media03@relay.nluug.nl (Ben Castricum) Thanks for reminder.

Added enm3-v30 and darkmap1 to Section 5.1

More typos fixed (ARRGGGHH!)

Added w3dcool to Section 5.2

2.13 - Section 2.15 bonus for time is 500 not 1000.

Other minor numeric errors in Section 2.15 bosses score.

Some Grammar in Section 2.4

2.14 - Inserted Section 2.10 Death Cam Question. Renumbered subsequent

sections and pointers.

Ran spell-checker again (!!!)

2.15 - More paragraphing and whitespace corrections.

Included suggestion to Section 6.3.

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.16 - Removed references to self-extracting Wolfenstein archive from

Sections 1.3 & 1.4 (No longer valid)

and forgot to thank someone for it (hmm who was it?)

Added info to Section 1.3 about where to find PkUnzip software.

Changed the wording of Section 0.0

Changed ftp FAQ upload compression from compress (.Z) to pkzip (.zip)

Changed Section 1.12 to reflect the change.

2.17 - Removed one more reference to self-extracting archive (Section 1.3)

Added another mapping hint for secret doors and fixed deaf floor

value (Section 4.2). Elaborated on 'sparse page' problem (Section 4.3)

Added secret level completion score and par level time table to

Section 2.15 fpv@xymph.iaf.nl (Frans de Vries) Thank you.

2.17b - Removed e-mail addresses which will seize to be valid soon.

More stuff for (Section 9.0)

Added AUTOEXEC.BAT reference to Section 6.1.

Identified 'mbd' in Section 9.0 and added Apogee ack (duh).

3.0 - Major upgrade to include info on Spear of Destiny.

edwards@tincup.enet.dec.com (John Edwards) and

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

3.01 - More minor fixes all over the place (does this guy ever give up? :)

Clarified debugging mode keys functionality for different versions of

the games and added 'score lost' warning to LIM cheat (Section 1.10).

Added 'landscape' mapping hint (Section 4.2) and 'input device' hint to

dizziness phenomenon (Section 3.7). Added 'w3d_cc1' and 'sod_cc1' maps

(Section 5.1) and 'wfgrchrt' add-on (Section 5.3)

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

3.10 - Small fixes all over the place apogee@delphi.com (Joe Siegler)

Thank you.

Game slowdown hint included in Section 3.4 ep104@cus.cam.ac.uk

(Elias 'CaveMan' Papavassilopoulos) Thank you.

Section 1.7 elaborated for SoD.

Added SoD Boss sounds to Section 2.1

Sections 2.8,2.15 'ammo chest' is now 'ammo box'.

Added 'PM-40' and Elevator use to section 2.8

Added SoD related info to Section 2.11

Added number of weapons/keys to section 2.15

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

Moved major section 2.X behind section 4.X and renamed the Sections

accordingly. (section 2.X=4.X, 3.X=2.X, 4.X=3.X) Realigned all pointers

(hopefully).

Added 'map not 64x64' error to Section 4.3

Added VLB suggestion (hopefully it works...) in Section 6.1

Included both Unix & DOS versions in uploads.

3.11 - Basically a bugfix release.

Some more hints for Section 4.2.

(wolf sound area explanation J. Romero (romero@idcube.idsoftware.com))

Some more stuff in sections 4.3,4.4,4.5.

Forgot to renumber section 9.0 consistent with section reshuffle

in version 3.10. Fixed.

Removed beta-testing remark in section 2.1

3.12 - Added 'cheat mode disabled' notice to Section 1.10

Added '=' main section underlines.

Changed 1.12 repost frequency info to 4 weeks.

Changed 2.15 rounds/boss quoted as 'minimum' not 'average'.

Added more editors info to Section 4.1

3.20 - Greatly expanded Section 0.

Slightly changed Sections 1.3, 1.8 & 1.9 to comply with expansion

of Section 0.

Section 1.12 info moved to Section 0.5

Section 1.12 replaced with info on bug finding within FAQ.

Added non-existance of cheat modes in subsequent Apogee games

notice to Section 1.10

Added 'Death Incarnate' remark to Section 2.15

Added info for 'by-hand' map version conversion with Mapedit 6.0

to Section 4.4

Added PCX-Dump option to Section 4.6

Clarified EMM/RAMDAC related sound problems in Section 6.2

Inserted new Section 2.11 (Jukebox feature) & moved up Sections

above 2.11

Added Section 1.13 Availability for other platforms.

Added Section 3.12 Boss strategy BOTTOMS_DOGLAS_J@Lilly.com

(Douglas Bottoms) Thank you.

Added note about not calling Apogee about add-ons to Section 4.2

Added 'music trivia' Section 2.12 & moved up Sections above 2.12

72672.1553@CompuServe.COM (Charles E. Corway) Thank you.

Added 'Morse code message' Section 2.13 & moved up Sections above 2.13

(originator unknown)

Added Wolf3D commercialisation note to Section 1.3

Added info on finding different versions of Wolfenstein as Section 1.14

Added 'wlfaud11' & 'morewolf3dmaps' to Section 5.3

Added 'wolfbonk', 'wolfclwn' & 'wolfstf' to Section 5.2

Added 'insanity' levels to Section 5.1

Added '3dbusse' & 'wlfkosh1' to Section 5.2

Added T4 & T3 to Section 6.1

3.21 - YABRE: Yet Another Bugfix ReleasE :) (Yep, he does it one more time ;)

Spelling, spacing and filling changes not tagged.

Corrected pointer to Section 2.15 in Section 2.2, and numbering of

Sections 2.14 & 2.15

Added remark about Wolfmap definition files to Section 4.5

Added rating & comment for 'sod_cc1' to Section 5.1

Replaced 'morewolf3dmaps' with 'allwolfsodmaps' and added

'allwolfsodmapdefs' to Section 5.3

fpv@xymph.iaf.nl (Frans de Vries) Thank you.

3.30 - Added more boss strategies to Section 3.12

100020.2125@CompuServe.COM (Ian Noble) Thank you.

Fixed some of that German in Section 2.1

Added 'xmasswlf' & 'wolfen60' to Section 5.1

Added 'barney10' & 'barney14' to Section 5.2

Added 'ultwlf13' to Section 5.3

 

4.00 - General update of information.

 

4.10 - Table 2.1 narrowed. "Where did id Get the idea for Wolfenstein?"

added. All occurences of id changed to iD (cos its the logo they used for

the old Keen games and it looks cool). Added "Wolfenstein Spin-offs"

section.

 

4.15 - Added "How many hits do all those enemies take?" and "What weapons

all those enemies carry?" sections.

 

4.16 - Added Dark Forces and Descent to the Wolfenstein Spin-offs section.

modified ROTT's and Heretic's entry in same, due to them coming out.

 

4.20 - Changed format of some tables slightly. Best viewed with WordPad.

Updated references to ftp sites, updated availability info and contact info.

Removed add-ons section (possibly temporarily). Clarified debug mode cheats.

Extensively updated spin-offs section. Changed iD back to id, because it's how

it should be spelt, and iD hasn't actually ever been used anywhere :).

 

10.0 FUTURE ADDITIONS TO THE FAQ.

===============================================================================

 

On the agenda are:

 

- More specific Boss strategies (call on info)

- Include pointer to detailed map/graphics filespecs (if and when they arrive)

 

------------------------------------------------------------------------------

 

So there! Phew!

That's the end.

Now go and play the game!

 

Adam Williamson.

 

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