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	<title>Blast Magazine&#187; Doom</title>
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	<description>Video games, movies, music, and smart magazine journalism</description>
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		<title>Rage review</title>
		<link>http://blastmagazine.com/the-magazine/features/rage-review/</link>
		<comments>http://blastmagazine.com/the-magazine/features/rage-review/#comments</comments>
		<pubDate>Tue, 04 Oct 2011 14:52:47 +0000</pubDate>
		<dc:creator>Jason D'Aprile</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[Qauke]]></category>
		<category><![CDATA[rage]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=66344</guid>
		<description><![CDATA[The creators of Doom and Quake are back. Is the trip to the wasteland worth it?]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p><a href="http://blastmagazine.com/wp-content/uploads/2011/10/Rage-Game-1024x640.jpg"><img class="aligncenter size-large wp-image-66345" title="Rage-Game-1024x640" src="http://blastmagazine.com/wp-content/uploads/2011/10/Rage-Game-1024x640-560x350.jpg" alt="" width="560" height="350" /></a></p>
<p>The apocalypse fascinates us. Tales of a grim future of desert wastelands, horrible mutations, and rampant violence have long proven to be a<a href="http://blastmagazine.com/wp-content/uploads/2011/10/b.jpg"><img class="alignright size-full wp-image-66347" title="b" src="http://blastmagazine.com/wp-content/uploads/2011/10/b.jpg" alt="" width="75" height="65" /></a> successful formula for movies, novels, and, especially, games. Id Software’s long-awaited Rage certainly seems to have been crafted with an exacting eye for wasteland standards. It’s a game that definitely succeeds on a technical level, but from a design and gameplay perspective might require players to lower their expectations.</p>
<p>Rage opens in a familiar manner. Just before a giant meteor strikes Earth, a select few are given a reprieve in the form of cryogenic status chambers in protective “Arks”. Fast forward a hundred years, and it’s clear this plan wasn’t bullet proof. The player awakes from cold storage to find themselves the only survivor of their ark, and is immediately thrust into a violent world of dusty landscapes, burned out structures, and well-armed buggies.</p>
<p>Comparisons between Rage and other wasteland games like Borderlands and Fallout 3 are inevitable. How Rage distinguishes itself however, is that it is undoubtedly an Id-made game. There are no role-playing elements here and no greater strategy beyond kill-or-be-killed.Anyone expecting another Fallout will be disappointed by the sheer shallowness of the gameplay.</p>
<p>Rage also lacks the deeper cooperative play experience of Borderlands and the sense of humor of either game. It seems to be a game that takes itself too seriously, even though players will be hard pressed to discern why. There’s no cliché left unturned and despite the initial appearance of an open world, even this is merely an illusion.</p>
<p>Players have no control over even the basics of character development. You can’t change the look, gender, or any physical aspect of the ark survivor, and the only real commodities in the game are money and race tickets. Both of these currencies are used to buy weapons, equipment, ammo, and vehicle parts.</p>
<p>Rage is divided between two distinct play styles. The standard first-person shooting elements will make veteran gamers feel right at home. The indoor levels have a distinct Doom feel to them, with tight corridors and much the same imagery and design techniques used in the developer’s past games. Even the horror elements are cribbed from so many other sci-fi horror games. Despite the apocalyptic mutant theme, the game throws in the whole growing biomass cliché that makes little sense in such an environment.<br />
The driving portions will delight fans of arcade-style combat racing. The physics are over-the-top with an eye for fast action not realism. So, you can still steer in the air, for instance, and there’s a decided focus on making crazy jumps. There’s plenty of opportunity for extra points by destroying objects in mid-air and skillfully dispatching foes.</p>
<p><span style="text-align:center; display: block;"><a href="http://blastmagazine.com/the-magazine/features/rage-review/"><img src="http://img.youtube.com/vi/TFQt5xd7puk/2.jpg" alt="" /></a></span></p>
<p>So long as you understand exactly what kind of game Rage is, however, there’s no denying that it’s fun to play. The whole game is just one errand run after another. Talking to the various non-combative denizens of the wasteland frequently leads to a new task (usually either a fetchin’ or killin’ mission), which you just go and do. It’s not deep, creative, or complex, but this formula provides plenty of action, which has always been Id’s design focus.</p>
<p>Enemies have decent AI and tactics, with excellent movement abilities. Bandits and mutants will use free-running skills to leap over things, run along walls, and be generally hard to hit—frequently too hard to hit, since the game’s auto-assist is suspect. There’s a wide array of bad things to shoot, including some impressively large boss creatures.  Bandits are divided into themed tribes. There are redneck cannibals, technologically-advanced soldiers, and British punk-rocker wannabes. Ultimately, their specific look and dialogue is irrelevant, since outside of the few “safe” towns, everyone is merely fodder for your guns.</p>
<p>Beyond bandits, there’s the so-called “authority” that make life in the wasteland a nightmare for anyone who crosses them. To go along with these tyrannical would-be rulers, there’s also the pre-requisite resistance for the player to join. The story is just there to service the shoot ‘em gameplay though, and it’s clear that the minimum amount of effort was put into the writing and non-shooting and driving mechanics.<br />
Thankfully, as expected, the shooting and driving is satisfyingly entertaining. There are enough missions to occupy hours of violence and, for action lovers, that’s a fine reason to enjoy this romp through the wasteland. The other major draw is the multiplayer, which brings multiplayer car combat front and center.</p>
<p>Id definitely has a handle on great death matching and Rage’s vehicle-centric online play is terrific. Totally ignoring the first-person shooter elements, the competitive play is fast-paced and well-designed. There are a handful of entertaining game modes fought in superb and spacious arenas. The downside of the multiplayer is the four-player limit, which is too small given the expansive scope of the maps. There are also two-player cooperative “legend” missions, which are fun, if shallow, but not really a replacement being able to play the main single-player game with a friend.</p>
<p>Id Software has always been known for their technology, and the latest iteration of their graphics engine takes the core visual style of Doom 3 and expands it to vast open spaces. Despite some graphic glitches on the console versions, Rage is a beautiful game with a solid frame rate and nice variety of indoor levels. The audio is also superb, with powerful surround effects, solid voice acting, and a decent musical score.</p>
<p><strong>Blast Factor:</strong> Ultimately, the best way to sum up Rage is shallow, but fun. There’s virtually nothing here that hasn’t been seen before with more depth. Even when the game threatens to evolve beyond its own shallowness, it just can’t make it. Taken as a straight-forward, mission-based shooter, there’s plenty to like. Yet, after so long in development, the game has an almost half-baked feel. The presentation, the environment, the combat… almost all the parts are in place to make Rage an epic post-apocalypse adventure, but the sum total is ultimately less than these pieces.</p>
<p>&nbsp;</p>
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		<title>Doom II now available on Xbox Live Arcade</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/doom-ii-now-available-on-xbox-live-arcade/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/doom-ii-now-available-on-xbox-live-arcade/#comments</comments>
		<pubDate>Wed, 26 May 2010 15:40:39 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Doom]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[doom 2]]></category>
		<category><![CDATA[doom ii]]></category>
		<category><![CDATA[xbox live arcade]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=45905</guid>
		<description><![CDATA[Hell on Earth on Xbox]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p><img src="http://blastmagazine.com/wp-content/uploads/2010/05/doom_2_ii-300x187.jpg" alt="" title="doom_2_ii" width="300" height="187" class="alignright size-medium wp-image-45904" />Bethesda Softworks/id Software announced Wednesday that Doom II is now available for download on Xbox Live Arcade.</p>
<p>Doom II adds new weapons, monsters, and a mix of space, urban, and hellish environments over 32 levels. It is the classic PC title and part of one of the most popular video game franchises in history.</p>
<p>The Xbox Live edition comes complete with 5.1 surround sound, high-definition graphics, achievements, deathmatch and co-op play. </p>
<p>There are six new enemies and a brand new bonus chapter that&#8217;s never been seen before.</p>
<p>It can be downloaded for 800 points.</p>
</div>]]></content:encoded>
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		<title>The 10 games I played the most growing up</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/the-10-games-i-played-the-most-growing-up/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/the-10-games-i-played-the-most-growing-up/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 16:05:13 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Chibi Gamer]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[contra]]></category>
		<category><![CDATA[desert strike]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[doom 2]]></category>
		<category><![CDATA[fighters anthology]]></category>
		<category><![CDATA[jungle strike]]></category>
		<category><![CDATA[nes]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[sega genesis]]></category>
		<category><![CDATA[shadowrun]]></category>
		<category><![CDATA[shining force]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[super nes]]></category>
		<category><![CDATA[tie fighter]]></category>
		<category><![CDATA[urban strike]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=30525</guid>
		<description><![CDATA[Here's how Blast's editor spent his younger years]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p><a href="http://blastmagazine.com/wp-content/uploads/2009/10/TIEFighter.jpg"><img src="http://blastmagazine.com/wp-content/uploads/2009/10/TIEFighter-300x225.jpg" alt="TIEFighter" title="TIEFighter" width="300" height="225" class="alignright size-medium wp-image-30597" /></a>I suppose I had a weird video game upbringing.</p>
<p>Between friends&#8217; houses and arcades, I played everything growing up, but what I had at my house was different. I owned an NES, but a Genesis instead of SNES. I owned a Dreamcast and a PlayStation but an Xbox instead of PlayStation 2. Now I focus on PlayStation 3 instead of 360, but occasionally play Wii.</p>
<p>Though I admit I mostly play Wii for Virtual Console lately. And I recently bought the retro video game player on <a href="http://thinkgeek.com">Think Geek</a>.</p>
<p>And all along, I always loved PC games. It was a victory to figure out the perfect Autoexec.bat and Config.sys file so that I could get most of the games to run on my old 486SX PC that ran Windows 3.1 &#8212; it came with 4MB of RAM, but we upgraded it to a whopping 8MB and added a CD-ROM drive.</p>
<p>One thing I did miss out on: I didn&#8217;t play the Final Fantasy series growing up.</p>
<p>There have been some amazing games made lately, but nothing has ever sucked me into a virtual world like some of the games I played when I was young. Even with the realistic sounds and graphics of today&#8217;s games, it was the nuances of childhood games that stuck.</p>
<p>Here is my list of the 10 games I played the most.</p>
<h3>10. The &#8220;Strike&#8221; franchise (Genesis)</h3>
<p>Jungle Strike, Urban Strike and Desert Strike. Three buttons, three weapons. You move, shoot, reload and hope for an armor crate eventually.</p>
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<p>The games are the purest example of simplicity. There&#8217;s some story mixed in, but really these are arcade games. They&#8217;re fun, challenging, addictive, and satisfying.</p>
<h3>9. Contra (NES)</h3>
<p>Up up, down down, left right, left right, B-A-B-A, Start. That got you 30 lives, instead of the impossible three that you started with.</p>
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<p>Though, I beat the game on 4 lives on the Think Geek retro player recently. It&#8217;s like riding a bike. Just get that first &#8220;Spread&#8221; weapon and never lose it.</p>
<p>Contra is a shooting-based platformer with sequels that range from impossibly difficult to absurdly bad. But the original stands as one of the best games ever made, and it was one of the first multiplayer action games that felt rewarding enough to repeat.</p>
<p>Because everyone wants to relive that ride home in a helicopter.</p>
<h3>8. Super Mario Bros. 3 (NES)</h3>
<p>Do I really need to explain much here? The platformer genre never got any better after this. The Mario Bros. were in their golden age here.</p>
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<p>Mushroom houses, whistles, hammer brothers, sand, water, fire and floating gunships combine to send you on a trip you&#8217;ll not soon forget.</p>
<p>This was also a big game to hit with Game Genie codes, especially in &#8212; I think it was &#8212; World 4 with all the sky levels.</p>
<h3>7. Shining Force II (Genesis)</h3>
<p>Shining Force will make the list twice. Remember, this is a list of games I dedicated the most time to. Shining Force II was a lot harder than the original Shining Force. It wasn&#8217;t as intuitive, and though I played the original a lot more often, it was the sequel that eluded me for a long time, especially after the Sega Channel dropped the game from its list.</p>
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<p>For the longest time, I couldn&#8217;t get past a certain point where I had to interact with a hollow oak tree to obtain an ancient caravan that would let me progress further in the game. It was a shock when I finally figured it out.</p>
<h3>6. Fighters Anthology (PC/DOS)</h3>
<p>The entire PC combat flight simulation genre came to an apex here. Jane&#8217;s and Electronic Arts had success with both Navy Fighters and Advanced Tactical Fighter. So when they combined the games into one title and added several more campaigns, the result was a three-inch thick box with an (unnecessary) novel-sized manual and two CD-ROMs.</p>
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<p>The game was sick. You could spend days flying around Vietnam, Russia, Ukraine, China and even Cuba. You career spanned some 50 years, from F-4&#8242;s in Nam to F-14s in a 1998 Russian invasion of Ukraine to F-22&#8242;s and X-31&#8242;s in Egypt in the early 21st century.</p>
<p>The game also had a rich following from third parties who developed an assortment of modifications, including new plans, weapons, buildings and even nukes.</p>
<h3>5. Shining Force (Genesis)</h3>
<p>This game, too, disappeared from Sega Channel. It disappeared before I could beat it. Years later, I would trade in some then worthless Dreamcast games for the Shining Force cartridge.</p>
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<p>It was actually emotional to beat this game. The strategy, the sacrifice. The game told a story and forced the imagination into overdrive.</p>
<h3>4. Doom and Doom 2(PC/DOS)</h3>
<p>I still play these next four games whenever I can. Doom started it all for me. It was the first game I ever installed from a CD-ROM.</p>
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<p>I played the shareware first episode of Doom for months. It was only nine levels (I forget if the bonus level was in the shareware), but there was something about shooting imps and shotgun-toting former human sergeants that&#8217;s still addicting.</p>
<p>We didn&#8217;t get The Ultimate Doom, which included the three original Doom episodes and a fourth called &#8220;Thy Flesh Consumed,&#8221; until years after we bought Doom 2.</p>
<p>Enter Doom 2. Now there&#8217;s 32 levels.</p>
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<p>The levels were better, the enemies were more plentiful and there were two new weapons. I&#8217;d brag &#8212; I have gone through the entire game without cheats on Nightmare. I probably can&#8217;t do it anymore.</p>
<p>The only way we ever improved on Doom 2 was by playing Doom 2 for Windows 95 over our home network, without lag.</p>
<p>Be thankful kids, Doom&#8217;s deathmatch paved a blood-stained road that leads right to your Slayer matches in Halo 3.</p>
<h3>3. Phantasy Star IV</h3>
<p>There&#8217;s a healthy mix of action and RPG in this mix of games, but nothing (except maybe the next title) can possibly match the depth I found in Phantasy Star IV.</p>
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<p>Not only was the game a graphical wonder with depth of character development and attack technique, but it was a wicked long game to beat. The game goes on forever, and you can&#8217;t just skip through it. You have to fight every battle and gain every character level to even have a chance at taking on the final boss.</p>
<p>Phantasy Star IV is also in this sort of cyberpunk post-modern fantasy world with remnants of ancient, advanced technology despite the primitive, agrarian lifestyle of the characters. That makes more sense if you played Phantasy Star I-III, but the fourth installment was the best.</p>
<p>It was such a perfectly made game. It was stylized but not over the top. It had dialog you could understand. It had character development. I dare you not to shed a tear when Alys dies.</p>
<h3>2. Shadowrun (Genesis)</h3>
<p>Karma is something you earn.</p>
<p>I still wish there was a 16-bit sequel to Shadowrun. I didn&#8217;t like the popular SNES Shadowrun RPG. It was the totally different Genesis game that owned me.</p>
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<p>It&#8217;s all about depth. Character development, conversations and interactions, weapons, magic, guns, computers, dragons, elves, trolls and evil mega corporations in 21st century Seattle result in one of my favorite games and #2 on my most played list. You could even ignore the plot and become a mercenary or freelance computer hacker.</p>
<p>This was Shadowrun. There was as much reading as there was shooting. Don&#8217;t even talk to me about the newer Xbox 360/PC game that happens to be <em>called</em> Shadowrun. It&#8217;s a disgrace. It&#8217;s pitiful. It&#8217;s sacrilegious.</p>
<h3>1. Tie Fighter Collector&#8217;s Edition (PC/DOS)</h3>
<p>The hair on the back of my neck stood up and a fight or flight response triggered the first time Admiral Harkov betrayed me to die in a Rebel minefield while flying Tie Interceptor Gamma 1.</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/-8sG1MSZdmU&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/-8sG1MSZdmU&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>I was doomed. The Victory Class Star Destroyer Protector was firing on me and a Rebel cruiser dropped out of hyperspace to back up the traitors. I, a loyal Imperial naval aviator, was singled out for a creative extermination.</p>
<p>Then the cavalry came. The Modified Frigate Osprey, carrying shielded Tie Interceptors from Theta group arrived to pick me up from the clutches of certain death.</p>
<p>I was born after the original Star Wars trilogy and way before Episodes I-III. I didn&#8217;t read the books growing up. It was this game, which still ranks as one of the best computer games ever released, that gave me my Star Wars education and left me rooting for the Empire from then onward.</p>
<p>Tie Fighter Collector&#8217;s CD puts you in the cockpit of the Empire and immerses the player in a world of intrigue, open war and piracy. The full voice acting (one of the first games to do it) and sound effects are forever burned into my mind. And when the throes of dementia take me later in life and I end up spouting off &#8220;Die Rebel Scum&#8221; and &#8220;Peace between the Dimok and Ripoblus!&#8221; in my nursing home, you&#8217;ll know why.</p>
</div>]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Novelist brought in for Doom 4</title>
		<link>http://blastmagazine.com/the-magazine/gaming/gaming-news/novelist-brought-in-for-doom-4/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/gaming-news/novelist-brought-in-for-doom-4/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 17:04:29 +0000</pubDate>
		<dc:creator>Blast Magazine Newsroom</dc:creator>
				<category><![CDATA[Doom]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[doom 4]]></category>
		<category><![CDATA[graham joyce]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[novelist]]></category>
		<category><![CDATA[stephen king]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=7658</guid>
		<description><![CDATA[Gamespot and ZDNet have a story that novelist Graham Joyce has been hired to write the back story for Doom 4. More than 15 years ago, gamers met the space marine, and except for occasional scrolling message cut scenes, there wasn&#8217;t much of a story to tell. Hell spawn = bad. Shoot a lot. But [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>Gamespot and ZDNet have a <a href="http://news.zdnet.com/2100-9595_22-262551.html">story</a> that novelist Graham Joyce has been hired to write the back story for Doom 4.</p>
<p>More than 15 years ago, gamers met the space marine, and except for occasional scrolling message cut scenes, there wasn&#8217;t much of a story to tell. Hell spawn = bad. Shoot a lot.</p>
<p>But it looks like id Software wants to really go noir with the fourth (technically Doom, Doom 2, Thy Flesh Consumed, two Final Doom episodes and then Doom 3 means this is the seventh Doom game, are we missing anything?) in perhaps the most popular and acclaimed video game series ever published.</p>
<p>&#8220;Joyce is a decorated scribe, having four times won the British Fantasy Society&#8217;s Award for Best Novel,&#8221; ZDNet reports. This is an award that Stephen King has won four times. </p>
<p>Joyce&#8217;s book, &#8220;The Facts of Life&#8221; also won a World Fantasy Award for Best Novel in 2003, tying with Patricia A. McKillip&#8217;s Ombria in Shadow, ZDNet reported.</p>
<p>We have no other details on Doom 4 at this time.</p>
</div>]]></content:encoded>
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		</item>
		<item>
		<title>The original Wolf3D FAQ</title>
		<link>http://blastmagazine.com/the-magazine/gaming/doom/wolf3d-fa/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/doom/wolf3d-fa/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 04:00:16 +0000</pubDate>
		<dc:creator>Blast Magazine Newsroom</dc:creator>
				<category><![CDATA[Documentation]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[The Magazine]]></category>
		<category><![CDATA[faq]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[wolf3d]]></category>
		<category><![CDATA[wolfenstein 3d]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=3528</guid>
		<description><![CDATA[Sure we haven't updated our Doom page in a while. So here's a whopper, Adam Williamson's original and complete Wolf3D/SoD FAQ]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>==============================================================================<br />
WOLFENSTEIN-3D and SPEAR of DESTINY<br />
FREQUENTLY ASKED QUESTIONS.<br />
by<br />
Adam Williamson<br />
(adam@scss.demon.co.uk)<br />
Original author: Stanley Stasiak<br />
Previous maintainer: Frans P. de Vries<br />
[Version 4.20]<br />
Last Revised on: Sun 27 Sep 1998</p>
<p>********************************************************************************<br />
Note: 1) From here onwards &#8216;Wolfenstein-3D&#8217; will be referred to as<br />
&#8216;Wolfenstein&#8217; or &#8216;Wolf3D&#8217;, and &#8216;Spear of Destiny&#8217; will be referred<br />
to as &#8216;Spear&#8217; or &#8216;SoD&#8217;, to avoid verbosity. Information about<br />
Wolfenstein applies to Spear as well, unless differences are noted.<br />
2) All specific names included herein are trademarks and are so<br />
acknowledged: id, Apogee, FormGen, Wolfenstein-3D, Spear of Destiny,<br />
PkWare, PkUnzip, SoundBlaster, etc. (forgive if any missed out)<br />
********************************************************************************</p>
<p>TABLE OF CONTENTS</p>
<p>0.0 About the FAQ.<br />
0.1 The Copyright Notice.<br />
0.2 Foreword.<br />
0.3 Id, Apogee vs the FAQ.<br />
0.4 How can the Wolfenstein FAQ author be contacted?<br />
0.5 How can I obtain the most recent version of the Wolfenstein FAQ?<br />
0.6 The NEW INFO coding system within the FAQ.<br />
0.7 Wolfenstein &amp; SoD related files availability via FTP.</p>
<p>1.0 The Wolfenstein Novice Questions (The bunch that new users usually ask).<br />
1.1 What are Wolfenstein-3D and Spear of Destiny?<br />
1.2 What are the requirements to run Wolfenstein?<br />
1.3 Where can I get Wolfenstein from?<br />
1.4 How do I unpack shareware Wolfenstein?<br />
1.5 How do I install it to HD?<br />
1.6 Can I play Wolfenstein from a floppy disk?<br />
1.7 What&#8217;s with the game version numbers?<br />
1.8 Are there map/graphics editors available, and where?<br />
What are they? And which files do they change?<br />
1.9 Are there different sets of ready made Wolfenstein maps/graphics files,<br />
and where?<br />
1.10 How can I CHEAT in Wolfenstein?<br />
1.11 How can I contact id Software?<br />
1.12 I think I found an error in the FAQ.<br />
1.13 Is Wolfenstein available on any other platform than an IBM compatible?<br />
1.14 Where can I find version x.y of Wolfenstein?<br />
1.15 Where did id get the inspiration for Wolfenstein?</p>
<p>2.0 Specific questions about the game.<br />
2.1 What do all those guards say in game? (for those with SoundBlaster<br />
or compatible)<br />
2.16 How many hits do all those enemies take?<br />
2.17 What weapons do all those enemies carry?<br />
2.2 What&#8217;s the difference between the difficulty levels of the game?<br />
2.3 What are the secret rooms/doors in the game? How can I find one?<br />
2.4 What are secret levels in Wolfenstein? How can I find one?<br />
2.5 What is that funny object/sprite in the game?<br />
2.6 What is the purpose of the codes listed at the end of game stats?<br />
2.7 Are there ghosts in Wolfenstein? If so where? Can I kill them?<br />
2.8 What do other objects apart from ammo, food, etc. do?<br />
2.9 I&#8217;ve heard you can drink blood in Wolfenstein? Is that true? How?<br />
2.10 What is &#8216;Death Cam&#8217;? How is it activated?<br />
2.11 What is the Jukebox feature of Wolfenstein? How is it accessed?<br />
2.12 What are those music tunes in Wolfenstein?<br />
2.13 What is that Morse code message in Wolfenstein?<br />
2.14 Are there any more cheats/hints available?<br />
2.15 The Statistics &amp; Records Section (Numbers about the game).</p>
<p>3.0 The FLAMING Section. (You&#8217;re annoyed with Wolfenstein because&#8230;)<br />
3.1 It crashes.<br />
3.2 The sounds are all screwed.<br />
3.3 You are left with a gun and 8 bullets after you die.<br />
3.4 It&#8217;s too hard.<br />
3.5 It&#8217;s too easy.<br />
3.6 You keep running into the walls and missing the doors.<br />
3.7 You are feeling dizzy while you play it.<br />
3.8 It never gives you 100% stats at the end of level/game.<br />
3.9 You always run out of ammo/health.<br />
3.10 You can never find any secret rooms.<br />
3.11 You can never find a secret level.<br />
3.12 You always get nuked by that big bad boss (guard) at the end.<br />
(The strategies for defeating the bosses).</p>
<p>4.0 Map/Graphics Editors Section (If you&#8217;re messing around with map/graphics<br />
files then this section is for you).<br />
4.1 Discussion of available map/graphics editors.<br />
4.2 Rules to follow when editing.<br />
4.3 Common editing errors (What not to do and what they&#8217;ll produce).<br />
4.4 Map/Graphics files version conversion.<br />
4.5 Editors compatibility with the game and each other.<br />
4.6 How to make a hardcopy (printout) of the maps.</p>
<p>5.0 Wolfenstein Add-On Section.<br />
(Discussion of extra levels/graphics you can get)<br />
5.1 Extra levels.<br />
5.2 Extra graphics.<br />
5.3 Other Add-ons &amp; Utilities.</p>
<p>6.0 Wolfenstein Bugs &amp; Problems (known to date),<br />
and how to fix or get around them.<br />
6.1 Hardware problems.<br />
6.2 Software problems.<br />
6.3 Game specific problems.</p>
<p>7.0 Wolfenstein Spin-offs.<br />
7.01 Catacomb Abyss.<br />
7.02 Blake Stone 3D.<br />
7.03 Doom.<br />
7.04 Ken&#8217;s Labyrinth.<br />
7.05 Hugo&#8217;s Nitemare 3D.<br />
7.06 Doom 2.<br />
7.07 Terminator: Rampage.<br />
7.08 Corridor 7.<br />
7.09 The Fortress Of Dr. Radiaki.<br />
7.10 Operation Bodycount.<br />
7.11 Rise Of The Triad.<br />
7.12 Heretic.<br />
7.13 Duke Nukem 3D.<br />
7.14 Shadow Warrior.<br />
7.15 Powerslave.<br />
7.16 Quake.<br />
7.17 Descent.<br />
7.18 Dark Forces.<br />
7.19 Quake 2.<br />
7.20 HeXen.<br />
7.21 HeXen 2.<br />
7.22 SiN.<br />
7.23 Duke Nukem Forever.<br />
7.24 Descent 2.<br />
7.25 Descent 3.<br />
7.26 Daikatana.<br />
7.27 Forsaken.<br />
7.28 Heretic 2.<br />
7.29 Half-Life.<br />
7.30 Unreal.</p>
<p>8.0 Acknowledgements.</p>
<p>9.0 Revision History.</p>
<p>10.0 Future Additions To The FAQ.</p>
<p>END OF TABLE OF CONTENTS<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>0.0 ABOUT THE FAQ.</p>
<p>0.1 THE COPYRIGHT NOTICE.</p>
<p>*******************************************************************************<br />
I hereby grant the right to anyone who wishes to freely reproduce<br />
WOLFENSTEIN-3D and SPEAR of DESTINY FAQ in part or in full in any electronic<br />
or written form provided that the author as well as the acknowledged people<br />
(Section 8.0) are given due credit.</p>
<p>Adam Williamson<br />
- new maintainer of Wolfenstein-3D and Spear of Destiny FAQ</p>
<p>Date: Sep 27th, 1998.<br />
*******************************************************************************</p>
<p>0.2 FOREWORD.</p>
<p>Well&#8230;you might think this has been a kind of pointless update, but I still<br />
get frequent mails asking about Wolf (mainly cheat codes, even though they&#8217;re<br />
painstakingly covered _in_ this FAQ&#8230;) and asking for an update. So, here<br />
goes. It&#8217;s going to be a bit rough and ready, and I might miss some mistakes,<br />
so sorry. The &#8220;Wolf3D spin-offs&#8221; section could probably now be a FAQ entirely<br />
on its own, so bear with me if i&#8217;ve missed some of the 3D FPP action games<br />
now around, because they&#8217;re basically _all_ descended from Wolf in some way.</p>
<p>I would like to thank all of the contributors to this FAQ.</p>
<p>0.3 Id, APOGEE VS THE FAQ.</p>
<p>Now hear this!<br />
Apogee and id Software have nothing to do with this FAQ.<br />
They do not give me support with it (not counting some e-mail thanks from<br />
J. Wilbur at id Software).<br />
This is NOT an official publication of either id Software or Apogee.<br />
The information contained within this article is provided &#8216;as is&#8217; as I collect<br />
it from various Usenet sources.<br />
I do make an effort to check whether the information is correct at the time of<br />
the post, but as usual no guarantees are provided.</p>
<p>0.4 HOW CAN THE WOLFENSTEIN FAQ AUTHOR BE CONTACTED?</p>
<p>I can be contacted via Internet e-mail at the following address:<br />
adam@scisoft.force9.co.uk</p>
<p>0.5 HOW CAN I OBTAIN THE MOST RECENT VERSION OF THE WOLFENSTEIN FAQ?</p>
<p>1) Drop me an e-mail (&#8211;&gt; See Section 0.4).<br />
OR<br />
Try Games Domain: www.gamesdomain.com. No guarantees though.</p>
<p>0.6 WOLFENSTEIN &amp; SOD RELATED FILES AVAILABILITY VIA FTP.</p>
<p>Throughout this FAQ I&#8217;ll be refering to some Wolfenstein related files.<br />
These can be obtained through Internet FTP archives.<br />
ftp.gamers.org<br />
directory:<br />
/pub/games/wolf3d/</p>
<p>is the official wolf3d site.</p>
<p>****** &lt;&lt;&lt;&lt;&lt;&lt; (will be referred to as &#8217;3D Gamers&#8217; from now on) &gt;&gt;&gt;&gt;&gt;&gt; ******</p>
<p>I will not include any information on wolf3d related files unless they make<br />
their way to one of these sites. (Nope, wuarchive.wustl.edu won&#8217;t do Sorry!)<br />
If you don&#8217;t know how to get them there or don&#8217;t want to do it yourself<br />
or don&#8217;t have ftp access then send them to me. I&#8217;ll be happy to upload them<br />
for you.</p>
<p>1.0 THE WOLFENSTEIN NOVICE QUESTIONS.<br />
===============================================================================</p>
<p>1.1 WHAT ARE WOLFENSTEIN AND SPEAR OF DESTINY ?</p>
<p>Wolfenstein-3D is a 3-dimensional action game from id Software.<br />
(distributed as shareware by Apogee). Spear of Destiny is the commercial<br />
sequel of the same game that includes some enhanced graphics.</p>
<p>OBJECTIVE: Survival/Exploration</p>
<p>TYPE: Action</p>
<p>VIEW: First person 3-dimensional perspective.</p>
<p>FEATURES: Smooth scrolling gameplay and character animation.<br />
Full 360 degrees view sweep at any angle.<br />
VGA graphics (320x200x256), SB/SB-Pro/Adlib/Sound Src support<br />
Mouse/Joystick/Gravis pad/Keyboard interface.</p>
<p>DIFFICULTY LEVELS: 4</p>
<p>VIOLENCE RATING: PC-13 (profound carnage &#8211; analogous to the movies&#8217; PG-13)</p>
<p>COMMENTS: Impacts visually. Highly addictive. Slighty violent.</p>
<p>STORY LINE: In Wolf3D: Basically you&#8217;re a WWII allied spy imprisoned in Germany<br />
and you&#8217;re trying to escape (full story included with the game).<br />
In SoD: Capture the Spear of Destiny from a Nazi stronghold.</p>
<p>AVAILABILITY: First part of Wolf3D is shareware. Extra parts can be ordered<br />
from the distributor (more later). For Spear there is a 2-level<br />
demo version and the full version can be obtained at your local<br />
software store. There are now SoD: Missions 2+3 availible as well.</p>
<p>STAGES: Wolf3D: 6 episodes (parts) each containing 10 levels.<br />
The shareware version only contains episode 1.<br />
The registered version (pay $$) contains either 3 or 6 episodes.<br />
Altogether there are 10, 30 &amp; 60 levels in the shareware and<br />
two registered versions.<br />
SoD:    1 set with 21 levels of pulse-pounding action.<br />
The demo version only contains the first 2 levels.<br />
The registered version (pay $$) contains the full 21 levels.<br />
Also available, two extra SoD episodes, created by FormGen<br />
(NOT id or Apogee). These are very difficult to get hold of,<br />
Apogee do NOT distribute them, neither do id. I don&#8217;t think<br />
FormGen do any more either. (FormGen were the commercial<br />
distributors for SoD.)<br />
Wolf3D Super Upgrades Pack: An expansion pack for Wolf3D, compiled<br />
by Apogee. It contains about 500 extra levels, mostly taken<br />
from Compuserve or the Internet, of varying quality, the<br />
latest (1.4) version of Wolfenstein, the level editor<br />
MapEd and a random level generator (which isn&#8217;t that bad).</p>
<p>WARNING: Some people have reported being sick after playing or watching<br />
others play (a kind of motion sickness if you like). &#8211;&gt; See 3.7</p>
<p>1.2 WHAT ARE THE REQUIREMENTS TO RUN WOLFENSTEIN?</p>
<p>HARDWARE REQUIREMENTS:<br />
Processor: 80286 or better (Nope won&#8217;t run on XT).<br />
Graphics:  256Kb VGA or better.<br />
Memory:    580Kb Conventional. Also supports EMS, XMS.<br />
If EMS/XMS are available the game will use them to preload<br />
some of the graphics data.<br />
Hard Disk: Wolf3D: Approx. 1.38Mb (Shareware version)<br />
Approx. 2.40Mb (Full 6 episodes version)<br />
SoD   : Approx. 1.24Mb (Demo version)<br />
Approx. 3.06Mb (Full 21 levels version)<br />
(Support SB, SBPro, Adlib)</p>
<p>OPERATING SYSTEM &amp; COMPRESSION UTILITY COMPATIBILITY<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
DOS        : 5.0, 6.0 (should be downward compatible to 3.3 but wasn&#8217;t tested)<br />
Other OS&#8217;s : OS/2,<br />
Windows: (Note if you&#8217;ve got a SB device driver<br />
installed under Windows or a Windows TSR<br />
like an hour chime running it may interfere<br />
with some of Wolfenstein&#8217;s digitized sounds)<br />
Running WOLF3d/SoD under Windows isn&#8217;t really recommended.<br />
Windows NT: Not a chance.<br />
Windows 95/98: Usually OK, but certainly not guaranteed. If<br />
it doesn&#8217;t work, either do Start/Shut Down/<br />
Restart in MS-DOS mode, or press F8 when<br />
booting and the screen says &#8220;Starting Windows<br />
95&#8243; (or &#8220;Starting Windows 98&#8243;) and select<br />
Command Prompt Only or Previous Version of<br />
MS-DOS.</p>
<p>Compatible with: Stacker: Yes (2.0 &amp; 3.0)<br />
Superstor: Yes<br />
DOS 6.0&#8242;s Double Space: Yes</p>
<p>1.3 WHERE CAN I GET WOLFENSTEIN FROM?</p>
<p>You can ftp Wolf3D game from 3D Gamers.<br />
ftp://ftp.gamers.org/pub/games/wolf3d/official/1wolf14.zip.<br />
If you get it as a file with a .zip extension, you&#8217;ll need either PKUnzip<br />
(widely available) or WinZip (http://www.winzip.com) to decompress it.<br />
The archive size is approximately 750Kb.<br />
There is an unpacking installation with this latest version (v1.4) of<br />
Wolfenstein so there should be no problem with getting started.</p>
<p>You can also get a full version from Apogee (id&#8217;s Wolfenstein distributor).<br />
Info on ordering is included in the shareware version.<br />
Update: Wolf is available on Apogee&#8217;s website (www.apogee1.com) for $15.<br />
You can buy online and download (securely) or send an order.</p>
<p>SoD, however, is much trickier. It _is_ a commercial product, so try the<br />
bargain bins. FormGen don&#8217;t seem to be on the web and i&#8217;ve heard they&#8217;re<br />
hard to contact. There&#8217;s nothing at Apogee (naturally, because they didn&#8217;t<br />
really have anything to do with SoD). There&#8217;s a bit of info at id, but no<br />
way to order the game. So, you&#8217;re on your own. You can&#8217;t even get the demo<br />
at 3D Gamers. Sorry.</p>
<p>The Wolfenstein source code has now been made public. It&#8217;s available at:<br />
ftp://ftp.gamers.org/pub/games/wolf3d/official/wolfsrc.zip.<br />
It&#8217;s not of general interest, though, only to fairly advanced programmers.</p>
<p>1.4 HOW DO I UNPACK SHAREWARE WOLFENSTEIN?</p>
<p>You&#8217;ll need PkWare&#8217;s PkUnzip software (version 2.04g) to &#8216;unzip&#8217; the file.<br />
Create a spare directory, then copy the file you&#8217;ve obtained into it.<br />
Next use pkunzip to unarchive the file. Like so:</p>
<p>pkunzip wolf3d14.zip<br />
pkunzip soddemo2.zip</p>
<p>(Assuming your pkunzip.exe is on DOS&#8217;s command path.)</p>
<p>1.5 HOW DO I INSTALL IT TO HD?</p>
<p>Through unarching the program in 1.4 above, an INSTALLATION copy of the game<br />
was placed in the current directory. Just run INSTALL program supplied to<br />
install a runable copy on your HD.<br />
You can delete the INSTALLATION copy once a runable copy has been made<br />
(to save disk space of course).<br />
NOTE: Initially you&#8217;ll need ~4Mb of HD space to unpack and install the game.<br />
For the SoD demo, unarching the program in 1.4 above will place a runable copy<br />
on your HD and you don&#8217;t need to take any further installation steps.</p>
<p>1.6 CAN I PLAY IT FROM FLOPPY DISK?</p>
<p>You can play the shareware version of Wolf3D and the demo of SoD from floppy<br />
disk since it&#8217;s only about 1.38/1.24Mb (we&#8217;re talking 3.5&#8243; High Density disk<br />
here). You&#8217;ll have to install it to a hard disk first and then copy it across<br />
to a floppy disk.<br />
The full registered versions of Wolfenstein and Spear are much too big for a<br />
1.44Mb floppy (unless you have something like a 20Mb floptical disk drive <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  on<br />
which it would easily fit).<br />
The performance of the game running from a floppy is much the same except when<br />
you first load it up it takes it about a minute to load up all the graphics/map<br />
info, so just wait patiently. It&#8217;s a bit slower between the levels as well.<br />
In the game itself there is usually no speed differential except in certain<br />
parts where it brings in a page of graphics for some wall panels. You can then<br />
notice a split second pause.</p>
<p>1.7 WHAT&#8217;S WITH THE VERSION NUMBERS?</p>
<p>The most current version of Wolfenstein 3D is 1.4. The newest version fixes all<br />
known bugs (as did 1.1 at the time, etc.) Apart from that there is not much of<br />
a difference unless it comes to map/graphics editors. &#8211;&gt; See 1.8, 1.9 &amp; 4.X<br />
A breakdown of the versions and what the differences are is below.<br />
(If you never played Wolfenstein this will sound meaningless, but then again<br />
if you NEVER played Wolfenstein then where were you this past two years? <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
NOTE: There may have been some other bugs fixed between the versions which I<br />
don&#8217;t know about, so if you think you know e-mail me.</p>
<p>v1.0 &#8211; First release (05/05/92)<br />
v1.1 &#8211; Fixed some secret doors map bugs (on level 7 &amp; 8 in episode 1 there<br />
were secret doors left out) and also some video problems (06/10/92)<br />
v1.2 &#8211; Secret level elevator bug was fixed (introduced in 1.1 <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' />  ) (06/22/92)<br />
v1.3 &#8211; Was never released.<br />
v1.4 &#8211; Fixed something but I forgot what. It also changed slightly the graphic<br />
backdrop on the opening screen and other menus, changed the interior<br />
elevator graphic and added a calibration routine in the joystick setup<br />
menu. (12/03/92)</p>
<p>The dates next to versions are the file stamp dates of the game .exe file.<br />
They are not the actual market release game dates.</p>
<p>There were other &#8216;internal&#8217; changes between versions but they are only relevant<br />
to mapping programs. &#8211;&gt; See 4.X</p>
<p>The version numbering of Spear seems to have gone through the same routine,<br />
but currently I only have info on the initial release:<br />
v1.0 &#8211; First release (09/28/92)<br />
v1.1 &#8211; No information available (yet? call on info)<br />
v1.2 &#8211; &#8221;	&#8221;  &#8221;	&#8221; &#8221;	&#8221;<br />
v1.3 &#8211; &#8221;	&#8221;  &#8221;	&#8221; &#8221;	&#8221;<br />
v1.4 &#8211; Final release, changes from previous versions unknown<br />
(01/05/93)</p>
<p>1.8 ARE THERE MAP/GRAPHICS EDITORS AVAILABLE, AND WHERE?<br />
WHAT ARE THEY? AND WHICH FILES DO THEY CHANGE?</p>
<p>Map/Graphics editors can be obtained from the same ftp site as the game.</p>
<p>No, they are not written by id or Apogee nor supported by them.<br />
(Also &#8211;&gt; See Section 4.2)</p>
<p>READ THIS! IMPORTANT!  READ! THIS! IMPORTANT!  READ! THIS! IMPORTANT!<br />
****************************************************************************<br />
Apogee ask that you ONLY edit registered wolf3d. The latest level editors<br />
will ONLY work on registered versions. Will FTP sites PLEASE withdraw levels<br />
and graphics capable of running on shareware wolf3d. Anything that will work<br />
on registered wolf3d/SoD, and ONLY registered, is OK.<br />
****************************************************************************<br />
Ok, continuing on&#8230;</p>
<p>NOTE:!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!<br />
You are strictly not allowed to distribute the executable files from the<br />
registered full version of the game, i.e. any .exe files.<br />
Nor anything from the game for $ unless selling the game to third party<br />
(Legitimate registration transfer).</p>
<p>The editors have been obtained by reverse engineering the map/graphics files<br />
and producing programs that changed those files in a manner consistent with the<br />
game requirements of them.</p>
<p>The editor archives are:<br />
maped41.zip        map viewer/editor<br />
maped42.zip        &#8221;   &#8221;      &#8221;<br />
maped6.zip         &#8221;   &#8221;      &#8221;<br />
maped84.zip        &#8221;   &#8221;      &#8221;<br />
wolfed21.zip       graphics viewer/editor<br />
wolfm160.zip       map viewer/editor version convertor<br />
wlfaud11.zip       sound editor/player</p>
<p>MapEd 8.4 will let you convert between different versions of Wolfenstein<br />
since the map encryption for 1.0 is not compatible with 1.1 and upwards<br />
(and you may feel left out if you designed maps before with 1.0 and now have<br />
1.1 or 1.4, etc. Not so!<br />
BTW: 1.1 through to 1.4 are map/graphics compatible as known to date.)</p>
<p>Also maped41[42][6][84]/wolfm160 will automatically detect what version of<br />
Wolfenstein you have installed so you need not worry if you don&#8217;t want to<br />
convert maps (upgrade/downgrade (!) them).</p>
<p>All of these files include ample docs with them, if you already have them and<br />
want some tips or help on their differences and shortcomings, then &#8211;&gt; See 4.X</p>
<p>MapEd 8.4 is fully compatible with Wolf3d, SoD, and Blake Stone 3D. It also<br />
has limited support for other Wolf3D engine games (Corridor 7, for e.g.)</p>
<p>The aforementioned editors change the following files:</p>
<p>Map editors:<br />
MAPHEAD.XXX<br />
MAPTEMP.XXX<br />
GAMEMAPS.XXX<br />
where XXX is either .WL1 for the shareware version or .WL3 and .WL6 for the<br />
registered 3/6 episode versions respectively.<br />
Note that GAMEMAPS.XXX replaced MAPTEMP.XXX in versions of Wolfenstein 1.1 and<br />
higher, i.e. MAPTEMP.XXX is only present in v1.0. It doesn&#8217;t really make any<br />
difference since the map editors will recognize that.<br />
For Spear, XXX is either .SDM for the demo version or .SOD for the full<br />
version. To have some of the map editors work with them, you&#8217;ll need to rename<br />
them to .WL6 files and then back to play the game.<br />
Please consult Section 4.1 to see if the map editor you&#8217;re using will recognize<br />
SoD .SDM &amp; .SOD file extensions.</p>
<p>Graphics editors:<br />
VSWAP.XXX<br />
where XXX is as before.</p>
<p>1.9 ARE THERE DIFFERENT SETS OF READY MADE MAPS/GRAPHICS FILES, AND WHERE?</p>
<p>If you are looking for an alternative set of map or graphic files for your<br />
Wolfenstein game then the sites mentioned in Section 0.7 carry them as well<br />
in the same or sibling directories.<br />
3D Gamers has the add-on maps/graphics/editors, etc. in a sub-directory,<br />
ftp://ftp.gamers.org/pub/games/wolf3d/<br />
Make sure you look through an index file (normally 00index* or README to see<br />
what is what or &#8211;&gt; See 5.1 &amp; 5.2 for a short tour)</p>
<p>1.10 HOW CAN I CHEAT IN WOLFENSTEIN?</p>
<p>There is a document on ftp.cc.umanitoba.ca in /pub/wolf3d called wolfdbug.txt<br />
that describes the various cheat options in Wolfenstein and how to access them.<br />
I have reproduced it here with some updates.</p>
<p>THE WOLFENSTEIN 3-D DEBUG MODE FILE</p>
<p>(v1.0 means Wolf3D version 1.0 and v1.1 means Wolf3D version 1.1.<br />
Cheating with other versions is equivalent to v1.1 except as noted.)</p>
<p>To enter the mode, do the following:</p>
<p>1. For v1.0, instead of typing &#8220;wolf3d&#8221; to start the game, type &#8220;wolf3d -next&#8221;.<br />
For v1.1, instead of &#8220;wolf3d&#8221;, type &#8220;wolf3d -goobers&#8221;.<br />
2.  Begin or restore a game.  While in the game, hold down the TAB,<br />
CONTROL, and ENTER keys simultaneously for v1.0, or the LEFT SHIFT,<br />
ALT, and BACKSPACE keys for v1.1.  You should get a message stating<br />
that debugging keys are now available.</p>
<p>That&#8217;s it!</p>
<p>To use debugging mode commands, hold down the TAB key and one of the<br />
letter keys listed below simultaneously:</p>
<p>B   Changes the screen border color.  Don&#8217;t ask me why it&#8217;s here, but<br />
it&#8217;s here.</p>
<p>C   Displays the number of statics, doors, and actors in the level.<br />
Statics are things like food, ammo, pools of blood, etc., and actors<br />
are the bad guys.  Doors should be self-explanatory.</p>
<p>E   Moves you ahead two levels.  That&#8217;s right, not one level, but two.<br />
Unlike the W command (see below), this also takes you to the &#8220;level<br />
completed&#8221; screen and gives you percentages, bonuses, etc.<br />
In Wolf3D v1.4 and SoD, it moves ahead just one level. If you have<br />
also used the &#8220;-tedlevel&#8221; parameter (see below), this command exits<br />
the game.</p>
<p>F   Displays your current position on the level (X,Y) and orientation (A).<br />
To convert the X and Y values to coordinates that can be used in<br />
Mapedit, divide them by 65,536 and round down.  A is in degrees<br />
ranging counterclockwise from right.  (&#8220;Right&#8221; refers to the top<br />
view as seen in Mapedit.)</p>
<p>G   Turns what id calls &#8220;GOD mode&#8221; on and off.  Basically it just means<br />
that you&#8217;re invincible.  The screen still turns red when you would<br />
normally be hurt, though.  This can get very annoying if you want to<br />
do something fun like kill the episode&#8217;s boss with your knife.</p>
<p>H   Hurts you (-16% health).  Not much use to us, but I guess id had to<br />
debug their damage code just like everything else.</p>
<p>I   &#8220;Free items.&#8221;  Ups your health, ammo, and score, and gives you the<br />
next most powerful weapon.  (Machine gun if you didn&#8217;t have it,<br />
Gatling gun if you did.)</p>
<p>M   Displays memory usage.  Loads of fun.</p>
<p>N   Turns &#8220;No clipping&#8221; on or off.  This lets you walk through walls.<br />
Wall-walking does STRANGE things to the graphics (try approaching a<br />
door from the side and opening it).  It also does strange things<br />
to the bad guys.  If you walk into a room through the wall, often<br />
they won&#8217;t notice you at all, even if you walk right in front of<br />
them or fire your machine gun (in some direction besides at them,<br />
of course).  This command is not available in the registered version<br />
of Wolf3D nor in shareware versions other than v1.0 but it is in SoD.<br />
(I guess we should be glad that ANY of the commands are available.)</p>
<p>O   Changes the main viewscreen to a map of the current level, which<br />
you can scroll through using the movement keys or the mouse.  It&#8217;s<br />
neat, but I wish that it weren&#8217;t so ugly.  Those numbers are from<br />
the internal level format.  ESC will get you out.  Unfortunately<br />
this command doesn&#8217;t work in v1.1 nor in SoD.</p>
<p>P   Pauses the game, without putting up the little &#8220;Paused&#8221; window.<br />
I guess this makes it nice for taking a screen shot, although in<br />
v1.1 it changes the screen border to an ugly bright white.</p>
<p>Q   Bombs the machine in v1.0.  Exits the game in v1.1.  Both of these<br />
functions are about equally useless.</p>
<p>S   Turns slow motion on or off.  If you have a slow computer you don&#8217;t<br />
need this.</p>
<p>T   Pops up a window which displays graphics and sounds from the game.<br />
Use the left and right arrow keys to page through the entries.<br />
If you come to a blank entry, keep going.  You&#8217;ll know when you&#8217;ve<br />
reached the end (500-something) because you won&#8217;t be able to go<br />
any higher.  ESC exits.  v1.1 has some interesting graphics that<br />
v1.0 lacks, including two sprites which are particularly intriguing.<br />
Don&#8217;t bother calling Apogee and making yourself look like a fool<br />
only to be told that you didn&#8217;t win anything; I already did.<br />
(You&#8217;ll understand what I mean when you&#8217;ve seen the sprite.)</p>
<p>V   Asks you how many extra VBLs you want.  High values seem to make<br />
the game sluggish and not much else.</p>
<p>W   Warps to any level.  Although it prompts for a value from 1 to 10,<br />
you can actually enter any number up to 20 in the registered<br />
version.  Eleven through twenty correspond to levels one through<br />
ten in the episode following the one you&#8217;re currently playing.<br />
In SoD, it prompts for a value from 1 to 21.</p>
<p>X   &#8220;Extra stuff.&#8221;  Doesn&#8217;t appear to do anything.  If you can amend<br />
this, let me know.</p>
<p>Miscellaneous notes:</p>
<p>TEDLEVEL &#8211; You can use the &#8220;-tedlevel&#8221; command-line parameter to quickly<br />
start Wolf3D and warp to any level.  The parameter is followed by a<br />
two-digit number.  The tens digit is the episode number minus one, and<br />
the ones digit is the level number minus one.  For example, to go to<br />
level 10 of episode three, type:<br />
wolf3d -tedlevel 29<br />
and to go to the first episode, level 2, type:<br />
wolf3d -tedlevel 1<br />
By default, you will play the level on the &#8220;Don&#8217;t hurt me&#8221; difficulty<br />
setting.  To change this, use one of the command-line parameters &#8220;-baby&#8221;<br />
&#8220;-easy&#8221; &#8220;-normal&#8221; &#8220;-hard&#8221;.  They stand for the obvious difficulties.<br />
Using the &#8220;-tedlevel&#8221; parameter also gives you an infinite number of<br />
lives.  Combine it with &#8220;-goobers&#8221; (or &#8220;-next&#8221;) for even more fun.</p>
<p>DEMO RECORDING MODE &#8211; This &#8220;debugging&#8221; feature is not accessed in the<br />
same way as the other commands, and it is available only in v1.0.  To<br />
record a demo, follow step one from the beginning of this file, and<br />
then hold down TAB at the title screen (the one with B.J. hiding from<br />
a guard).  Unfortunately, there doesn&#8217;t seem to be any way to display<br />
these demos after they&#8217;ve been recorded, but if you&#8217;ve ever had a<br />
secret desire to play Wolfenstein 3-D with a big &#8220;DEMO&#8221; sign at the<br />
top of the screen, this is how to do it. Theory: I do not have 1.0 of<br />
wolf3d &#8211; I use 1.1 &#8211; but I think that if you leave it on the title screen<br />
long enough, you get a demo, and this is probably what you are recording.</p>
<p>SPEAR OF DESTINY &#8211; SoD&#8217;s debugging mode is quite similar to Wolf3D&#8217;s.<br />
Just use the command-line parameter &#8220;-debugmode&#8221; and the same key combo<br />
as v1.1. Oh, and be sure to check out what happens to B.J. when you turn<br />
on God mode&#8230;</p>
<p>&#8211; Ben Rudiak-Gould<br />
AOL: BenjaminRG<br />
Internet: benrg@uclink.berkeley.edu<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>. and then there&#8217;s always the LIM cheat.</p>
<p>What you do is press L, I and M all together and you get full health &amp; ammo as<br />
well as the chain gun and both keys <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  However, it will reset your score to 0!<br />
(This also renders the tab-I cheat useless). (Hold down the keys as you would<br />
hold control, alt and delete to reset the system).</p>
<p>The equivalent of this cheat for the Mac (I think&#8230;the sender did not name<br />
system) is typing in BURGER.</p>
<p>IMPORTANT: It seems that in later registered versions of v1.4 of Wolf3d the<br />
cheat mode has been disabled (appearently Apogee requested it).<br />
At the moment I have no additional info to differentiate these two versions<br />
of v1.4. If you have any such details (like file dates etc.) drop me a line.<br />
The version 1.4 included in the Super Upgrades Pack _does_ allow cheating.<br />
I don&#8217;t know about the version Apogee sell online.</p>
<p>Apogee has also stated that starting with release of their game &#8216;Biomenace&#8217;<br />
all their subsequent shareware game releases will be devoid of any in-built<br />
cheat codes. This is apparently to encourage registering the game (where<br />
the registered versions would have some kind of cheat mode (???) etc.)<br />
Update: this seems to have gone out of the window quite fast <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> . Witness<br />
all the cheats available in Duke Nukem 3D, for example&#8230;</p>
<p>1.11 HOW CAN I CONTACT id Software or Apogee?</p>
<p>Both have websites. id Software are at: http://www.idsoftware.com. Apogee<br />
are at www.apogee1.com. These sites have information on tech support -<br />
email addresses, phone numbers.</p>
<p>1.12 I THINK I FOUND AN ERROR IN THE FAQ.</p>
<p>If you find some information contained within this article incorrect<br />
I&#8217;ll appreciate you informing me of it ASAP.</p>
<p>1.13 IS WOLFENSTEIN AVAILABLE ON ANY OTHER PLATFORM THAN AN IBM COMPATIBLE?</p>
<p>There is a SNES version (blood changed to sweat, dogs changed to rats) and<br />
a Jaguar (uncensored, slightly altered graphics) version. Mac version IS now<br />
availible, and uses the Jaguar graphics. The Archimedes version has just<br />
come out. No info on graphics.</p>
<p>1.14 WHERE CAN I FIND VERSION X.Y OF WOLFENSTEIN?</p>
<p>Could be difficult. Only way to get old versions is to have registered v1.0<br />
and use the patches available at 3D Gamers (in the /releases subdirectory).<br />
This will give you v1.1 and v1.2. The site doesn&#8217;t have any old shareware<br />
releases, only v1.4.</p>
<p>1.15 WHERE DID id GET THE INSPIRATION FOR WOLFENSTEIN?</p>
<p>The The idea for Wolfenstein came from an old Apple ][ game called Castle<br />
Wolfenstein that the id guys liked. They had come up with the idea of the<br />
3D, texture-mapped, smoothly scrolling engine, and needed a game to use it<br />
with. Castle Wolfenstein seemed ideal. They couldn't think of a better name,<br />
so their legal guys went out and got the copyright on the name, and<br />
Wolfenstein 3D was born!</p>
<p>2.0 SPECIFIC QUESTIONS ABOUT THE GAME.<br />
===============================================================================</p>
<p>2.1 WHAT DO ALL THOSE GUARDS SAY IN GAME? (FOR THOSE WITH SOUNDBLASTER OR<br />
COMPATIBLE)</p>
<p>Who			When			Says What		Translation<br />
--------------------------------------------------------------------------------<br />
Guard:		He sees you     	Achtung!         	"Warning" or "Attention"<br />
or hears you<br />
shoot.</p>
<p>He dies.		(irreproducible)  He just screams in various<br />
ways.</p>
<p>Blue SS		He sees you     	Schutzstaffel!  	"Body Guard" (literal),<br />
Guard:          	or hears you                       	"SS!"<br />
shoot.</p>
<p>He dies.        	Mein leben!		"My life!"</p>
<p>White			He sees you     	Spion!          	"Spy!"<br />
Officer:        	or hears you<br />
shoot.</p>
<p>He dies.        	Nein, so was!    	"Well, I never!"<br />
(colloquial)</p>
<p>Undead		He sees you     	-                	Nothing. Silence<br />
(Zombies):      	or hears you<br />
shoot.</p>
<p>He dies         	Khaaarrghkhkh!	(Really weird sound)</p>
<p>Hans			He sees you.    	Guten Tag!      	"Good Day!"<br />
Huge Blue<br />
Guard,<br />
episode 1:<br />
He dies.        	Mutti!         	"Mommy!"</p>
<p>Dr. Schabbs,	He sees you.    	Oohahahaha!     	(Laughs)<br />
episode 2:<br />
He dies.      	Mein Gott in Himmel! 	"My God in Heaven!"</p>
<p>Hitler's		He sees you.    	Toter hund!      	"Dead Dog!"<br />
ghost,<br />
episode 3:<br />
He dies.        	Hahahahaha!     	(Laughs)</p>
<p>Hitler,		He sees you.    	Die, Allied      	"Die, Allied Pigdog!"<br />
episode 3:      				Schweinehund!</p>
<p>You blow away   	Scheisse!        	"Sh-t!"<br />
his armour.</p>
<p>He dies.        	Eva, auf        	"Good-bye Eva!"<br />
Wiedersehen!    	(NB: Eva Braun was<br />
Hitler's wife)</p>
<p>Otto			He sees you.    	Eine kleine     	"A little American!"<br />
Giftmacher,					Amerikaner!<br />
episode 4:</p>
<p>He dies.        	Donnerwetter!   	"Good heavens!"</p>
<p>Greta Grosse	She sees you.   	Kein Durchgang!  	"No Trespassing!"<br />
(Big Greta),<br />
episode 5:<br />
She dies.       	Mein Busen!      	"My repentance!"</p>
<p>General		He sees you.    	Erlauben Sie,   	"Allow me, please!"<br />
Fettgesicht		              	bitte!<br />
(General<br />
Fat-Face),       	He dies.        	Roseknospe...    	"Rosebud..."<br />
episode 6:                  					(See "Citizen Kane")</p>
<p>Trans Grosse,	He sees you.    	Einer            	"A mistake!"<br />
SoD floor 5:                        Sprachschnitzer!</p>
<p>He dies.        	Es ist schade!   	"What a pity!"</p>
<p>Barnacle		He sees you.    	Ach so!          	"Oh, I see!"<br />
Wilhelm,<br />
SoD floor 10:<br />
He dies.        	Wenn schon!      	"So what!"</p>
<p>UberMutant,		He sees you.    	-                	Nothing. Silence<br />
SoD floor 16:<br />
He dies.        	Argh!           	(Weird scream)</p>
<p>Death Knight,	He sees you.   	Tod ist mein leben! 	"Death is my life!"<br />
SoD floor 18:<br />
He dies.       	Alles ist verloren! 	"All is lost!"</p>
<p>Angel of Death,	He sees you.    	-			Prove your worth, human!<br />
SoD floor 21:<br />
He dies.        	-			You may wield the Spear...</p>
<p>--------------------------------------------------------------------------------</p>
<p>2.16 HOW MANY SHOTS DO ALL THOSE ENEMIES TAKE TO KILL?</p>
<p>Here is detailed roughly how many shots each normal enemy takes to kill.</p>
<p>1. Dog<br />
1 shot, 1 knife hit.</p>
<p>2. Brown Guard<br />
1 shot if close up and on target, or hit in back, and 2 if at a distance.<br />
If your aim is out it can be 3. About 2/3 knife hits.</p>
<p>3. SS Man<br />
About 8 shots or 12 knife hits.</p>
<p>4. Officer<br />
About 4 shots or 6 knife hits.</p>
<p>5. Mutant<br />
About 8 shots or twelve knife hits.</p>
<p>6. Hitler's Ghost<br />
About 6 shots or 10 knife hits.</p>
<p>2.17 WHAT WEAPONS DO ALL THOSE ENEMIES CARRY?</p>
<p>1. Dog<br />
Bite</p>
<p>2. Brown Guard<br />
Pistol</p>
<p>3. SS Man<br />
Machine gun (you get it if you kill him)</p>
<p>4. Officer<br />
Pistol (does more damage and fires more rapidly than the guard's)</p>
<p>5. Mutant<br />
Pistol (Faster than officer's). Also has cleavers at close range.</p>
<p>6. Hitler's Ghost<br />
Fireballs</p>
<p>7. Hans Grosse<br />
Two chainguns</p>
<p>8. Dr Schabbs<br />
Syringes</p>
<p>9. Hitler<br />
Four chainguns in armour, two out of it</p>
<p>10. Otto Giftmacher<br />
?</p>
<p>11. Gretel Grosse<br />
Two chainguns (more damaging than Hans', I think).</p>
<p>12. General Fettgesicht<br />
Two chainguns and rocket launcher</p>
<p>2.2 WHAT'S THE DIFFERENCE BETWEEN THE DIFFICULTY LEVELS OF THE GAME?</p>
<p>There are four main differences:<br />
1) There are more guards on harder difficulty levels.<br />
2) They are harder to kill (can take more shots and you have to aim better)<br />
on harder difficulty levels.<br />
NOTE: on the lowest level 'Can I play Daddy?' you can generally pick off a<br />
guard even at long distance with one shot in the general direction<br />
(well, not every time but often). On the hardest level this usually<br />
will not happen.<br />
3) On harder levels you take more damage when shot.<br />
4) NB: There are a certain number of guards on difficulty 1 (can I play<br />
daddy), the same on difficulty 2 (don't hurt me), they just do more harm,<br />
more on difficulty level 3 (bring 'em on) and a hell of a lot on difficulty<br />
level 4 (I am death incarnate! meaning: I am death personified, made into<br />
a person).</p>
<p>There is another minor difference. On the lowest level the 'first-aid kit'<br />
sometimes bumps up your health more than on other harder levels.<br />
--&gt; See 2.8 &amp; 2.15 for more.</p>
<p>2.3 WHAT ARE THE SECRET ROOMS/DOORS IN THE GAME? HOW CAN I FIND ONE?</p>
<p>The secret rooms are like any other room in Wolfenstein except they are<br />
accessed by a 'secret passage' (not really a door). There are certain wall<br />
panels which can be pushed (acted on) like a normal door. The wall will then<br />
slide back revealing a passage to another room. Secret rooms are usually used<br />
to store treasure, food, first aid and ammo packs and more powerful guns, i.e.<br />
the items of interest when survival is at stake (the treasure helps get more<br />
points which accumulate to extra lives, etc.). Sometimes they are used to store<br />
keys to locked doors, but not often (not in the Wolf3D shareware episode<br />
anyway).</p>
<p>NOTE: There is nowhere in the game that anything vital to completion is<br />
hidden behind a secret wall. Keys are just to shortcut routes. id thought<br />
necessary secret rooms would be too hard to find. This is strictly untrue,<br />
but the areas it is used (Episode 1, level 8 for example) are in tiny rooms<br />
where it is dead easy to find the pushwall.</p>
<p>Although there are no strict guidelines to where a secret room might be, you<br />
can get some slight hints on where one might be positioned. Since the maps in<br />
Wolfenstein are true (i.e. they're not warped space) then if you see a block<br />
of wall which is pretty thick and houses no standard rooms (operated by normal<br />
sliding doors) it could potentially house a secret room. Try first the obvious<br />
places on the walls e.g. Hitler's painting, nazi banner &amp; other obvious wall<br />
decorations. Some secret panels are in the corners of a room, others in the<br />
middle of a wall (midpoint of a wall in a standard room). There are also a few<br />
between two objects, like between two plants or two barrels positioned against<br />
the walls. --&gt; See 3.10 for more.</p>
<p>2.4 WHAT ARE SECRET LEVELS IN WOLFENSTEIN? HOW CAN I FIND ONE?</p>
<p>The secret levels are just another level which has been made a bit harder to<br />
find than others. To get to a secret level you must take a special elevator<br />
(well, they don't look special though, in fact in appearance they look like a<br />
normal elevator) from one of the normal (non-secret levels). Elevators like<br />
that are hidden. There's one secret level per episode (so there's one in the<br />
shareware version too <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .<br />
When you arrive at a secret level it will be marked 'level 10' on your status<br />
bar. In Spear there are two secret levels in total, marked 19 and 20.<br />
After you finish the secret level the exit elevator will take you back to the<br />
level that you should have gone were it not for the secret level. Say you got<br />
to secret level from level 1, then after secret level (10) you'll end up on<br />
level 2.<br />
For a bit of a spoiler --&gt; See 3.11</p>
<p>2.5 WHAT IS THAT FUNNY OBJECT/SPRITE IN THE GAME?</p>
<p>That funny object only occurs in the registered 3 or 6 episode version of the<br />
game. It is a sign saying to call Apogee. See, it was going to be a part of a<br />
competition with the game, like you find it and then call the distributor<br />
(Apogee it was then) and you could win something (???).<br />
The competition idea was dropped fairly quickly though, after all the mappers<br />
and editors were unleashed only weeks after the game's release. OK, for all<br />
those who haven't found it, the object is a wall saying "Phone Apogee Say<br />
Aardwolf." It isn't very exciting, trust me.</p>
<p>2.6 WHAT IS THE PURPOSE OF THE CODES LISTED AT THE END OF GAME STATS?</p>
<p>Same thing as in 2.5 the code is the checksum for your score in game. It was<br />
going to be a proof that you actually went through the game and obtain such and<br />
such score.<br />
NOTE: To my knowledge the codes only occur in Wolfenstein v1.0 &amp; 1.1<br />
(maybe 1.2, not sure)</p>
<p>2.7 ARE THERE GHOSTS IN WOLFENSTEIN? IF SO WHERE? CAN I KILL THEM?</p>
<p>There are two kinds of ghosts in Wolfenstein. The Hitler's ghosts which haunt<br />
you in episode 3 level 9 (the boss level where you kill Hitler). You can<br />
certainly kill those.<br />
There are also some funny Pacman Ghosts in episode 3 level 10 (secret level).<br />
You can't kill those but they can hurt you if you touch them. Just stay clear<br />
and you'll be ok. (Or cheat with GOD MODE --&gt; See 1.10)<br />
In Spear there are ghosts in the final floor (21). These white ghosts can be<br />
shot, but after a short while they reappear. They can also hurt you if you<br />
touch them.</p>
<p>2.8 WHAT DO OTHER OBJECTS APART FROM AMMO, FOOD ETC. DO?</p>
<p>Umm, well ... nothing really. They're there 'cause they look nice.</p>
<p>Here's a short list of all the usable objects:<br />
Ammo clip: gives you ammo (duh)<br />
Ammo box (SoD only): gives you loads of ammo <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Machine guns (Schmeisser (some people call it PM-40) &amp; Gatling gun): increase<br />
your firepower. NOTE: They do not actually take more powerful bullets, but<br />
the machine gun has rapid-fire and the chain-gun has 2 bullets at a time<br />
rapid-fire. Two bullets from a pistol will kill a guard, so will two from<br />
a pistol - it is just easier to fire from a chain-gun.<br />
Chicken meal, Dog food, Blood pool, Bloody skeleton &amp; First aid kit:<br />
extra health<br />
Cross, Chalice, Treasure chest, Crown: points<br />
Sphere with your face on it: extra life + health + ammo</p>
<p>Doors: open and close these.<br />
Keys: access locked doors.<br />
Elevator: use it to progress to next level.</p>
<p>2.9 I'VE HEARD YOU CAN DRINK BLOOD IN WOLFENSTEIN? IS THAT TRUE? HOW?</p>
<p>You can slurp up the blood pools and consume the bloody skeletons if your<br />
health falls below 11%.</p>
<p>2.10 WHAT IS 'DEATH CAM'? HOW IS IT ACTIVATED?</p>
<p>Death Cam is a animation replay of the final few seconds of the killing<br />
sequence of some the games bosses (you know, the huge guards). The only bosses<br />
subject to Death Cam are:<br />
Dr. Schabbs (episode 2)<br />
Hitler (episode 3)<br />
Otto Giftmacher (episode 4)<br />
General Fettgesicht (episode 6)<br />
The Death Cam is activated after you kill one of these bosses. After the replay<br />
the current episode concludes regardless of whether you killed all other<br />
guards, etc.<br />
There is no Death Cam in Spear. It has a nice set of end screens though.</p>
<p>NOTE: Deathcam does not replay your killing, from your viewpoint - it just<br />
shows all the guy's dying frames from close up, so it is always the same.</p>
<p>2.11 WHAT IS THE JUKEBOX FEATURE OF WOLFENSTEIN? HOW IS IT ACCESSED?</p>
<p>The JukeBox feature of Wolfenstein is just a menu of different music<br />
scores that normally play through the different levels of Wolfenstein.<br />
To access it press and hold 'm' while Wolfenstein starts (after you started<br />
it from DOS).<br />
Now you can listen to that favourite tune from the game.<br />
The Jukebox is present in all versions as I understand (shareware/registered<br />
1.0 through to 1.4). The menu of music scores may be different between<br />
the versions but it nevertheless is there.</p>
<p>2.12 WHAT ARE THOSE MUSIC TUNES IN WOLFENSTEIN?</p>
<p>What is the theme music for Wolfenstein 3-D?</p>
<p>The tune that opens Wolf 3-D is known as the "Horst Wessel Lied" (Horst<br />
Wessel's Song), which was the official Nazi party anthem.  Here are the<br />
first couple of bars to the lyrics, though further research will follow:</p>
<p>(translated from the original German)</p>
<p>Raise high the flags! Stand rank-on-rank together.... SA will march with<br />
steady, quiet tread....</p>
<p>Historical background:  Horst Wessel was an average SA (Sturmabteilung --<br />
literally, Storm Detachment; which was the Nazi goon squad) trooper and<br />
local party leader in Berlin.  He was killed in a street brawl with<br />
Communists in 1930, but not before leaving the words and music to the tune<br />
that became the Nazi anthem.   It was played along with the official German<br />
national anthem, whose tune is still used today, although with different<br />
lyrics than what was played in Nazi Germany.</p>
<p>Other musical trivia: a few bars of the U.S. Army, Navy, Air Force, and<br />
Marine Corps anthems are played throughout the game.  In one of the music<br />
pieces, a Morse-code message is played in the background...</p>
<p>The music on episode 1, mission 9 is vaguely reminiscent of the British<br />
National Anthem, God Save The Queen/King (depending on who is the monarch<br />
at the time).</p>
<p>2.13 WHAT IS THAT MORSE CODE MESSAGE IN WOLFENSTEIN?</p>
<p>In Episodes 3 &amp; 6 of the registered version the music seems to<br />
include a Morse code beeping in the background.</p>
<p>I have scooped the following from UseNet's comp.sys.ibm.pc.games.action<br />
(I don't know the originator, you know who you are)</p>
<p>Here it is:</p>
<p>TO BIG BAD WOLF DE ["de" means "from" in amateur radio Morse code jargon]<br />
LITTLE RED RIDING HOOD<br />
ELIMINATE HITLER<br />
IMPERATIVE   COMPLETE MISSION WITHIN 24 HOURS<br />
OUT</p>
<p>2.14 ARE THERE ANY MORE CHEATS/HINTS AVAILABLE?</p>
<p>There is a hint book for Wolfenstein 3D, and another for SoD. They&#8217;re both<br />
actually well worth having. They map out every level (for Wolf, all 60, for<br />
SoD, all 21 of the first episode &#8211; I don&#8217;t think FormGen made hint books<br />
for the two extra episodes), with help for getting through the level based<br />
on important points through the level. they show all secret areas and all<br />
secret levels, and also have a mine of trivia about the game&#8217;s development<br />
and some of the characters.</p>
<p>2.15 THE STATISTICS &amp; RECORDS SECTION (NUMBERS ABOUT THE GAME).</p>
<p>Ok, at the risk of repeating myself here goes:</p>
<p>The Wolfenstein game has:<br />
10 levels per episode<br />
6 episodes (full version)<br />
1 secret level per episode.</p>
<p>The Spear of Destiny game has:<br />
21 levels (full version)<br />
2 secret levels and a special end level.<br />
(Each extra Spear episode has the same structure).</p>
<p>Both games have:<br />
4 difficulty levels<br />
4 weapon types: knife, pistol, machine gun &amp; chain gun<br />
2 key types: gold &amp; silver.</p>
<p>Max ammo: 99<br />
Ammo with guns: 6<br />
Ammo with clips: 8<br />
Ammo with guards&#8217; clips: 4<br />
Ammo with ammo box (SoD only): 25<br />
Ammo with X-tra life: 25</p>
<p>Max health: 100 %<br />
Health for blood/bones: 1% (Note: health must be &lt;11% for this to work)<br />
Health for dog food: 4%<br />
Health for chicken meal: 10%<br />
Health for first aid: 25% or 35% depending on which level of difficulty<br />
Health for X-tra life: 100% (tops up to 100% from wherever your health is)</p>
<p>Score for brown guards: 100<br />
Score for dogs: 200<br />
Score for white ghosts (SoD): 200<br />
Score for white officers: 400<br />
Score for blue SS troopers: 500<br />
Score for undead: 700<br />
Score for ghosts of Hitler: 2000<br />
Score for bosses: 5000<br />
Score for cross: 100<br />
Score for chalice: 500<br />
Score for treasure chest: 1000<br />
Score for golden crown: 5000<br />
Score for getting 100% of treasure, kills or secrets on a level: 10000<br />
Score for secret level completed: 15000<br />
Score for boss level completed (SoD): 15000<br />
Score for each sec under par level time: 500</p>
<p>The following table shows the par level times for all Wolf3D episodes:</p>
<p>Level<br />
1       2       3       4       5       6       7       8<br />
E 1   1:30    2:00    2:00    3:30    3:00    3:00    2:30    2:30<br />
p 2   1:30    3:30    3:00    2:00    4:00    6:00    1:00    3:00<br />
i 3   1:30    1:30    2:30    2:30    3:30    2:30    2:00    6:00<br />
s 4   2:00    2:00    1:30    1:00    4:30    3:30    2:00    4:30<br />
o 5   2:30    1:30    2:30    2:30    4:00    3:00    4:30    3:30<br />
d 6   6:30    4:00    4:30    6:00    5:00    5:30    5:30    8:30<br />
e</p>
<p>The boss and secret levels have no par level time.</p>
<p>The following table shows the par level times for all SoD levels:<br />
Level   1       2       3       4       6       7       8<br />
1:30    3:30    2:45    3:30    4:30    3:15    2:45<br />
Level   9       11      12      13      14      15      17<br />
4:45    6:30    4:30    2:45    4:30    6:00    6:00<br />
Once again, the boss and secret levels have no par level time.</p>
<p>Extra life: every 40000 points or if you find the icon.<br />
NOTE:   extra life icon counts as treasure! If you forget one &#8211;&gt; no 100%<br />
treasure statistic!</p>
<p>NOTE: Par times cannot be edited with any edit programs I know &#8211; anyone<br />
seen one?</p>
<p>Average number of rounds (on &#8216;Death Incarnate&#8217; difficulty) required to kill:<br />
Dog: 1<br />
White ghost (SoD): 1<br />
Brown guard: 2<br />
SS trooper: 5<br />
White officer: 3<br />
Undead: 3</p>
<p>Minimum number of rounds required to kill:<br />
Ghost of Hitler: 25<br />
Hans: 40<br />
Hitler: 70 to blast him out of his harness &amp;<br />
another 70 to finish him off.<br />
Other Bosses: 80</p>
<p>3.0 THE FLAMING SECTION. (YOU&#8217;RE ANNOYED WITH WOLFENSTEIN BECAUSE&#8230;)<br />
===============================================================================</p>
<p>3.1 IT CRASHES.</p>
<p>Usually the reasons for Wolfenstein bombing out are these:</p>
<p>1) You have a hardware conflict with your soundcard.<br />
2) You have a software configuration problem.<br />
3) You have more than one version of Wolfenstein and some game files from the<br />
versions are mixed.</p>
<p>1 &amp; 2 are discussed later &#8211;&gt; See 6.1 &amp; 6.2</p>
<p>If you mixed Wolfenstein versions or put different home-brew add-on maps in the<br />
same directory then Wolfenstein might hang since map and graphics file formats<br />
are different from version 1.1 onwards.</p>
<p>3.2 THE SOUNDS ARE ALL SCREWED.</p>
<p>Either your card is not fully Soundblaster compatible or you have IRQ or DMA<br />
conflict. &#8211;&gt; See 6.1</p>
<p>3.3 YOU ARE LEFT WITH A GUN AND 8 BULLETS AFTER YOU DIE.</p>
<p>Solution<br />
a) Cheat (&#8211;&gt; See 1.10)<br />
b) Learn about secret rooms and how to find them (&#8211;&gt; See 3.10), there is<br />
plenty of ammo/food inside them.<br />
c) Save often.<br />
d) The blue SS troopers carry machine guns. Toast one with your gun and you can<br />
pick up his machine gun. If you have the machine gun already, he just drops<br />
an ammo pouch.</p>
<p>3.4 IT&#8217;S TOO HARD.</p>
<p>&#8211;&gt; See 3.3 &amp; 3.10<br />
Also start on an easy difficulty level. Don&#8217;t despair, you&#8217;ll get better. One<br />
of the advantages of veteran players is that they know the layout of the maze.<br />
They know where to find ammo, food, etc.<br />
As you get familiar with the game you&#8217;ll also be able to judge how many shots to<br />
fire and where to aim. Thus you can conserve your ammo.<br />
To preserve health learn how to use the strafe function (useful when ducking<br />
around corners).<br />
Also don&#8217;t just plunge into rooms. Hang back and see if any guards come running<br />
out. Then &#8230; Pang!<br />
Some difficulty can also be attributed to disorientation of new players.<br />
Several corridors or rooms may look alike. Try look for dead bodies (i.e. the<br />
trail that you&#8217;ve left behind) or other characteristic objects.<br />
If you&#8217;re having trouble with movement then &#8211;&gt; See 3.6 &amp; 3.7<br />
One nice hint I&#8217;ve received is about slowing the game a little. If you have<br />
turned on debugging keys then holding TAB slows the game down a bit (not as<br />
slow as slow motion from the debugging options). This means that you can let<br />
off a couple of accurate shots before the targets (guards etc.) have time<br />
to react. Great for some tight rooms and conserves ammo as well.</p>
<p>3.5 IT&#8217;S TOO EASY.</p>
<p>Like a challenge eh? Check out some home-brew maps. &#8211;&gt; See 5.1<br />
You might also try to reduce your health with the cheat mode (&#8211;&gt; See 1.10)<br />
or decide to play without machine guns. Take that for a challenge.</p>
<p>3.6 YOU KEEP RUNNING INTO THE WALLS AND MISSING THE DOORS.</p>
<p>Sounds like a major new user disorientation syndrome to me, but could also be<br />
attributed to a slow computer. See, slower machines sacrifice the frame rate to<br />
keep the gameplay speed constant. Thus you might miss a few frames here and<br />
there and that will fool you into overshooting your targets (doors, guards when<br />
you&#8217;re aiming your pistol at them, etc.) Strafe function helps here sometimes.<br />
You can also try experimenting with various input devices. Mouse is more<br />
accurate on position but slower when it comes to movement. Joystick is rather<br />
inaccurate but easy to handle and still slow. Especially your rotation speed.<br />
If you have a Thrustmaster or other joystick + configurable buttons you can<br />
program these for strafe &amp; run functions. That should make it a little easier.</p>
<p>3.7 YOU ARE FEELING DIZZY WHILE YOU PLAY IT.</p>
<p>There have been a lot of discussion about this phenomenon. In short some people<br />
experience dizziness attributed to the game movement. There were many theories,<br />
most along the line of motion sickness.<br />
Some also said that the animation is too smooth so it fools your brain into<br />
believing it to be real. Others said its too jerky and it makes you vomit like<br />
being sea sick. Another popular theory is that lack of proper acceleration<br />
(like on-off high speed) attribute to the nausea.<br />
I will not go into discussion of why. Rather I&#8217;ll post some steps people<br />
suggested. Remedies are not guaranteed to work. There are many, all are<br />
experimental and some will have opposite effects on different people. This, it<br />
seems, is a very individual problem.</p>
<p>a) Try different display sizes. Either different size monitors or use the F5<br />
function to vary the display window.<br />
b) Try sitting closer/further from the display (but don&#8217;t stick your nose in<br />
it, I don&#8217;t want you to get radiation sick). Combine with focusing/<br />
defocusing on the display or surroundings (your room, etc.) This is to see<br />
if you&#8217;re being aware that you&#8217;re looking at the monitor (by seeing other<br />
objects around it) and hopefully it may convince your brain that what you<br />
play is not really real.<br />
c) Try different machine speeds. If you have a turbo switch try playing with<br />
it on/off. See what the difference is.<br />
d) Try different input devices (&#8211;&gt; See 3.6) With a mouse you can control<br />
acceleration more accurately than with a joystick or the keyboard.<br />
e) Play on your friend&#8217;s/collegue&#8217;s computer. See if it&#8217;s better/worse.<br />
f) Have breaks while you play. Play in turns. Watch others play &amp; then play<br />
yourself.<br />
g) If you have Soundblaster try playing with/without the sound. If your<br />
soundcard is stereo try playing with headphones on. Reverse the headphones<br />
so that left becomes right. Does it confuse you more. (It has no difference<br />
on me if you want to know <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  This one is not meant as a torture (Hehe) only<br />
to see if you&#8217;re generally well adaptive.</p>
<p>After I switched machines from 386SX-25Mhz to 486DX-33Mhz I had problem<br />
adjusting too. Everything seemed &#8220;too smooth&#8221;. Now when I see it on the 386 it<br />
makes me want to vomit. Sometimes you&#8217;ll have to give it time to adjust.</p>
<p>3.8 IT NEVER GIVES YOU 100% STATS AT THE END OF LEVEL/GAME.</p>
<p>Hmm, must have missed some treasure/secret room/enemies.</p>
<p>Solution:<br />
1) Improving secret room ratio &#8211;&gt; See 3.10<br />
2) Improving treasure ratio = Improving secret ratio since most remaining<br />
treasure you missed is probably hidden.<br />
3) Improving kill ratio.<br />
A few dogs running wild may be the cause.<br />
There&#8217;s also a few places in the maze where the guards can follow you in<br />
circles. Back up your tracks, you might smash into one around the corner.</p>
<p>3.9 YOU ALWAYS RUN OUT OF AMMO/HEALTH.</p>
<p>There&#8217;s plenty of ammo/food/first aid around to last to twice the fun. Problem<br />
is knowing where to find it. Be careful to not leave behind ammo clips dropped<br />
by guards after you kill them. Its only 4 rounds but it adds up. Sometimes<br />
ammo/food/first aid is concentrated in a couple of rooms on a level. If you<br />
find that cache you&#8217;ll have no problems. Some levels have relatively little<br />
food/first aid but lots of ammo. It may be wise to plan ahead and stay healthy<br />
for that level. You can also plainly waste ammo and overshoot ensuring you&#8217;ll<br />
be hit as little as possible. Other levels may have little ammo and lots of<br />
food/first aid. Adopt ammo saving strategy there.<br />
Remember that extra-life sphere boosts both your health and ammo.<br />
Also &#8211;&gt; See 3.10</p>
<p>3.10 YOU CAN NEVER FIND ANY SECRET ROOMS.</p>
<p>Secret rooms usually house most of the treasure, ammo and health bonuses as<br />
well as machine guns and extra lives.</p>
<p>Some &#8220;obvious&#8221; places where a secret room may be located are shown below:</p>
<p>NOTE: W  = wall, o = static object like: barrel, drum, plant, etc.<br />
#  = different wall panel like: Hitler&#8217;s painting, Nazi banner, etc.<br />
[  = Sliding door.<br />
Possible secret doors are pointed to by &lt; ^ and &gt; or shown as ?</p>
<p>a) Different wall panels</p>
<p>WWWWWWWW#WWWWWWW#WWWWWWWW<br />
W       ^       ^       W<br />
W                       W<br />
# &lt;                     [<br />
W                       W<br />
W                       W<br />
WWWWWWWWWWWWWWWWWWWWWWWWW</p>
<p>b) Room corners.</p>
<p>W?WWWWWWWWWWWWWWWWWWWWW?W<br />
?                       W<br />
W                       W<br />
W                       [<br />
W                       W<br />
?                       W<br />
W?WWWWWWWWWWWWWWWWWWWWW?W</p>
<p>c) Between objects and at midpoints of a wall.</p>
<p>WWWWWWWWWWWW?WWWWWWWWWWWW<br />
Wo                      W<br />
?                       W<br />
Wo                      [<br />
W                       W<br />
W               o o     W<br />
WWWWWWWWWWWWWWWWW?WWWWWWW</p>
<p>d) In narrow alcoves</p>
<p>W?W<br />
? ?<br />
? ?<br />
WWWWWWWWW WWWWWWWWWW<br />
W                  W<br />
[                  [<br />
W                  W<br />
WWWWWWWWWWWWWWWWWWWW</p>
<p>e) On wall panel in straight line extending from an object<br />
(classic object in this example is an overhead lamp!)</p>
<p>WWWWWWW?WWWWWWWWWWW<br />
W<br />
W<br />
[      o               &lt;-- A corridor<br />
W<br />
W<br />
WWWWWWW?WWWWW</p>
<p>NOTE: Some secret rooms have secret rooms within them. Sometimes secret<br />
movable panels can be moved to block each other. Be careful not to<br />
block yourself in. This is also why sometimes you cannot get 100%<br />
secret ratio for some levels.</p>
<p>3.11 YOU CAN NEVER FIND A SECRET LEVEL.</p>
<p>Well, if you read Section 2.4 you'd know that you need to find a secret level<br />
elevator to get to a secret level. These elevators are hidden inside secret<br />
rooms (that is, behind pushwall passages). They can be pretty darn hard to find<br />
without a map. To get you going here's one from episode one.</p>
<p>Here we go. The secret level elevator for episode 1 is on level 1! It is<br />
accessible by a series of secret doors (pushwalls) in the last room of that<br />
level (the room with the normal elevator). I've drawn the room out below.</p>
<p>WWWWWWWWWWWWWWWW    L = the room with the normal<br />
WWWWWWWeWWWWWWWW        elevator to level 2<br />
WWWWWWWDWWWWWWWW    e = elevator to level 2<br />
WWWWW     WWWWWW    E = elevator to level 10<br />
WWWWW     WWWWWW    + = first aid kit <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
WWWWW     WWWWWW    [ = Sliding door<br />
WWWWW  L  W WWWW    ? = secret door (aka pushwall)<br />
WWWWW     W+WWWW    ^ = direction you face when you<br />
WWWWW     ?  WWW        are about to enter the last room L<br />
WWWWWWB[BWW?WWWW    D = Elevator door<br />
WWWWW     W  WWW    B = Nazi banner wall<br />
WWWWW     W   WW    H = Hitler's portrait wall.<br />
WWWWW  ^  WW  WW<br />
WWWWW     WW  WW<br />
WWWWW     WW  WW<br />
WWWWW     WW  WW<br />
WWWWW     W   WW<br />
W   WW<br />
HBDBWW<br />
WWEWWW<br />
WWWWW     WWWWWW<br />
WWWWW     WWWWWW</p>
<p>3.12 YOU ALWAYS GET NUKED BY THAT BIG BAD BOSS (GUARD) AT THE END.<br />
(THE STRATEGIES FOR DEFEATING THE BOSSES).</p>
<p>Note: This section is *far* from complete. Why not send in your hints<br />
for wiping those tough guys at the end.</p>
<p>---<br />
Well, here's a general guide submitted by Douglas Bottoms<br />
(BOTTOMS_DOGLAS_J@Lilly.com)</p>
<p>"Usually, I try to get as close to the boss as possible, then back STRAIGHT<br />
away from the boss while firing. Then strafing left or right to hide behind<br />
a wall (or get out of the way)."</p>
<p>NOTE: Generally not a good strategy above "Don't Hurt Me" level.</p>
<p>---</p>
<p>Note: You will find that most boss scenarios conveniently include blocks<br />
of wall behind which you can hide while the boss fires its 'salvo'.</p>
<p>Here is a specific one pertaining the Mad Doc at end of Episode 2.</p>
<p>---<br />
Episode 2: This is the Mad Doctor who is creating all the Zombies. If you go<br />
at him straight on he'll just zap you with his syringes and you'll go all<br />
red-eyed and die. If you go to the corridor to the left of the room where<br />
he's hiding and wait for him to come out you can zap him with the old chain<br />
gun from the side. There's also a first-aid kit in there which helps. Once<br />
he's retired back to the room rush out to the beginning of the level where<br />
there is a secret room (which you will already have opened up) full of ammo<br />
clips and restock on ammo. Now you can go back in for a frontal assault and<br />
finish him off. This guy doesn't fire much - I hit him a bit, get out of<br />
the way, hit him a bit, get out of the way...<br />
---</p>
<p>..and here is one specific one for Hitler at the end of Episode 3.<br />
---<br />
Episode 3: Hitler is to the left of the entrance to the final room in the<br />
final level. Hit him with the chain gun until his armor drops away. Then<br />
rush down to the end and turn right, knock off the 2 white guards in there<br />
and you'll find lots of extra ammo and some first aid. If you lurk here<br />
Hitler may come after you - in which case blast him, or if you wait long<br />
enough he'll seem to go away. If this happens go right back to the beginning<br />
of the level where there is a secret room full of ammo and stock up because<br />
you'll find he's trailed you. So turn round fast and give him everything<br />
you've got.</p>
<p>4.0 MAP/GRAPHICS EDITORS SECTION<br />
===============================================================================</p>
<p>4.1 DISCUSSION OF AVAILABLE MAP/GRAPHICS EDITORS.</p>
<p>There are 6 map/graphics editors available as far as I know.</p>
<p>a) MAPEDIT v4.1 - Map editor.</p>
<p>a) MAPEDIT v4.2 - Map editor.</p>
<p>a) MAPEDIT v6.0 - Map editor.</p>
<p>a) MAPEDIT v8.4 - Map editor.</p>
<p>b) WOLFMAP v1.6 - Map editor/version convertor.</p>
<p>c) WOLFEDIT v2.1 - Graphics editor/extractor.</p>
<p>Mapedit v4.1<br />
- Written by Bill Kirby (who incidentally retired from working on his<br />
creation).<br />
This software will let you edit Wolfenstein's maps for any version<br />
released to date (1.0 through to 1.4). It will recognize if your copy<br />
is shareware, or registered (3 episode or 6 episode).<br />
Turbo Pascal source is included so you can make your own adjustments.<br />
NOTE: Not compatible with SoD.</p>
<p>This is the 'vanilla' version of this editor. Many have changed this<br />
version to produce their custom 'enhanced' editors with more features<br />
etc. (Thus this version is where the version tree splits).<br />
The following two are the most popular.</p>
<p>Mapedit v4.2<br />
- Written by Ralf Seider (rauh@wrcd1.uni-wcppertal.de)<br />
Some new functions were added to v4.1<br />
- Item selection memory while editing.<br />
- Can select items from map (pick up using mouse)<br />
- Fill &amp; rectangle functions for easier level construction.<br />
NOTE: Not compatible with SoD.</p>
<p>Mapedit v6.0<br />
- Written by Dave Huntoon &amp; Brian Baker<br />
Some bugs of v4.1 fixed.<br />
Some new functionality added<br />
- Copy, Paste<br />
- Exchange (maps)<br />
- Help (ah, user friendly)<br />
- Write / Read individual levels to / from disk<br />
- Statistics display (# of actors on level etc.)<br />
- Compatibility with SoD.</p>
<p>Mapedit v8.4 [*** FAQ editor's choice ***]</p>
<p>- Written by Warren Buss, David Huntoon and Bryan Baker<br />
- Blake Stone compatibility<br />
- Zap function<br />
- Loads of other useful stuff!</p>
<p>Wolfmap &#8211; Written by Jan Peter Dijkstra (Sysma Automatisering).<br />
This one was based on v old version of Mapedit but then evolved into<br />
an editor of its own.<br />
It&#8217;s really more of a Wolfenstein map processor with functions such<br />
as: version conversion, level map export into intermediate file<br />
(allows moving and copying of levels), level ASCII dump for printing<br />
purposes, etc. The editor is really based on Mapedit visually with<br />
slightly more functionality. C++ source included.<br />
NOTE: Not compatible with SoD.</p>
<p>Wolfedit &#8211; Written by Bill Kirby (again!). This is a must if you want to change<br />
Wolfenstein&#8217;s graphics. Not only does it let you edit the wall<br />
panels as well as images of guards and various objects. You can also<br />
export/import images as GIF files. This makes editing with your<br />
favorite paintbrush tool easy. The picture size is limited to 64&#215;64<br />
pixels but for importing images you can position a square on a<br />
larger image and snap it into the editor.<br />
Wolfedit will not read SoD graphics file as such (VSWAP.SOD file).<br />
If you&#8217;re trying to edit SoD graphics then just rename your<br />
VSWAP.SOD file to VSWAP.WL6 before editing. Rename it back after<br />
you finished.</p>
<p>4.2 RULES TO FOLLOW WHEN EDITING.</p>
<p>IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT! READ THIS! IMPORTANT!<br />
********************************************************************************<br />
First of all I would like to stress that id Software and Apogee are not<br />
responsible for the home-brew add-ons floating around. They will offer<br />
you no support whatsoever if you encounter problems with them so<br />
DO NOT CALL Apogee about them!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!<br />
Even when Wolfenstein bombs out with an error message giving you the<br />
1-800 number of Apogee DO NOT CALL if you were playing the non-original<br />
maps/graphics. Apogee especially DOES NOT appreciate it.<br />
If you want to get help about it read the rest of this section. If you find<br />
no clues post to comp.sys.ibm.pc.games.action for help.<br />
********************************************************************************</p>
<p>Ok, Here&#8217;s a few guidelines if you&#8217;re just starting to play around with the<br />
editors. I thought I&#8217;d put something down that might save you from screaming<br />
ARGHHH!! after a few hours of editing. Most of these are just a few pointers.</p>
<p>- First of all save your work often. This one needs no explanation.<br />
- Also test it often. Some editing quirks will produce game bugs that are just<br />
plain hard to get rid off. That might mean you&#8217;ll have to start editing that<br />
level from scratch.</p>
<p>Mapping hints:<br />
- When placing elevators, put them like this:</p>
<p>********************<br />
*                  *E<br />
[                  D E<br />
*                  *E<br />
********************</p>
<p>[ = Normal door<br />
D = Elevator door<br />
E = Elevator segment.</p>
<p>Landscape objects are similar in that they are displayed as landscape<br />
when aligned east/west and as starry skies when aligned north/south.<br />
If you REALLY want to have elevators north/south then the elevator<br />
lever would have to be one of the side panel (as you enter the<br />
elevator).<br />
- Secret elevator needs floor number 6B (hex) inside it to work<br />
properly.<br />
- Mobile guards and dogs can have arrows (turning points) to direct<br />
them. Place these on the path you want them to move. When they notice<br />
you they&#8217;ll obviously break from that pattern, otherwise they&#8217;ll<br />
follow it. If no turning points are set, they will keep on walking in<br />
the direction you set them off in, walking through walls and everything.<br />
In other words, SET TURNING POINTS!<br />
- Note that when placing guards and dogs on the same arrowed path<br />
you might screw up the pattern since dogs are faster than the guards<br />
and will finally &#8216;bunch up&#8217; behind them.<br />
See map of episode 1 level 2 for an example of this.<br />
- Number of objects on one level is limited to 399.<br />
Secret doors and guard guiding arrows are NOT objects.<br />
Actors are not objects either.<br />
- Number of actors (guards/dogs, etc.) on one level is limited to 149.<br />
Note that dead guards are considered actors too.<br />
- Number of doors (sliding doors, NOT secret doors) on one level is<br />
limited to 64. This includes unlocked, locked and elevator doors.<br />
- Don&#8217;t forget you need an entrance to a level.<br />
- You also should have an exit or game end trigger (see level 9 of the<br />
shareware version to see how it&#8217;s done.)<br />
- The exit must be the elevator icon unless you changed the graphic.<br />
- Exit from level 9 leads to level 10. Thus you can have 10 straight<br />
levels with no secret level.<br />
- Secret doors can &#8220;collapse&#8221; onto one another. Thus if you have many<br />
secret doors in a row with only the first secret door positioned over<br />
a wall you can repeatedly push the same wall panel.<br />
- Too many guards in one room or area will result in the disappearing<br />
bodies phenomenon. &#8211;&gt; See 6.3<br />
- Only guards over the same floor as you will hear you shoot your gun.<br />
Since this concept is quite important to game strategy here&#8217;s a<br />
little explanation:<br />
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br />
If you fire your weapon (this does include the knife but only if you actually<br />
poke someone) in a room then all the non-deaf guys in the same room who<br />
stand/walk over the same floor values will hear you. That is they will become<br />
active and try hunt you down.<br />
Also guys in other rooms which are not connected to your present room at the<br />
moment (What I mean is the doors between that room and your current room where<br />
you are are closed) will also hear you if they stand/move over the same floor<br />
value.<br />
This allows for a variety of dynamic effects, e.g. see below:</p>
<p>1               2                 3<br />
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW<br />
G1  G2 W        G4           W     G5<br />
W                     W<br />
[        G3           [<br />
Y      W                     W<br />
W                     W<br />
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW<br />
^^^^^^          ^^^^^^^^            ^^^^^^^^^^^<br />
room             room                room<br />
with             with                with<br />
floor            floor               floor<br />
A                B                   A</p>
<p>Here&#8217;s a quick sketch of 3 rooms (walls=W) connected by sliding doors [.<br />
You (Y) are in room 1.  Rooms 1 &amp; 3 have the same type of floor.  Room 2 has<br />
a different type of floor.  G1-G5 are guards.<br />
If you shoot your weapon in room 1 then guards G1, G2 as well as G5 will<br />
become aware of your presence (G1 &amp; G2 probably are already aware of you if<br />
they saw you).  G5 will run from room 3 to room 2 (tracking your position in<br />
straight line).  Eventually he would get to room 1.  If you fire your weapon<br />
while either of the doors are open then G3 &amp; G4 will will become aware of you<br />
too.<br />
NOTE: You didn&#8217;t open either doors (I&#8217;m assuming G5 or G3 or G4 does that)<br />
unless you ran for it <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>The first floor value in the Mapedit/Wolfmap editor index is the DEAF floor<br />
(hex value=6A; this should be annotated in map editors).<br />
The guards standing on deaf floors will react only if you pass within their<br />
sight (that seems to span slightly less than 180 degrees (~90 either side of<br />
their face)).</p>
<p>Note that if you mix floors in one room (other than the DEAF floor) then only<br />
the floor which connects to the door through which you entered will become<br />
active.  Guards standing on other floors will be oblivious to you unless you<br />
shoot at them (not sure if you can run through them).</p>
<p>In a way when you enter through the sliding doors a change of active floor<br />
takes place (after the door shuts &#8211;&gt; while it&#8217;s open both floor values are<br />
active).</p>
<p>A classic example is when you enter a room through a secret door.  If the<br />
floor in that room is different then no guard in that room will respond to<br />
you shooting.</p>
<p>If you&#8217;re still unclear about this here&#8217;s an explanation by id&#8217;s<br />
J. Romero (straight from the horse&#8217;s mouth so to speak):</p>
<p>&#8220;Wolfenstein 3-D is basically made up of a lot of closed<br />
rooms.  When you open a door, the guards get a chance to<br />
see you and opening the door connects your sound area to<br />
the revealed room&#8217;s sound area, so a gunshot will be heard<br />
in both places. Guards in both places will respond to this<br />
kind of action&#8221;.</p>
<p>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br />
- Putting an object inside a wall allows you and other actors to walk<br />
through that wall. Now you know how that guard jumped you from the<br />
wall.<br />
- Directing moving actors (guards, dogs, etc.) into a wall of unity<br />
thickness makes that square wall panel permeable. That is you can<br />
walk through it in the same way as if you used the wall walking<br />
cheat. (&#8211;&gt; See 1.10)<br />
- You must have a minimum of at least the following on any level you<br />
create:<br />
1 enemy (guard, dog, etc&#8230;)<br />
1 piece of treasure (cross, jewels, etc&#8230;)<br />
1 secret door<br />
They are needed because Wolfenstein tries to calculate the % of each<br />
of that you have killed, opened, picked up, etc&#8230;, and if there are<br />
0 items of any one of the above, Wolfenstein will crash trying to<br />
divide by zero.<br />
- Secret doors can pass over/through any object that you can (kitchen<br />
utensils, food, etc.) EXCEPT Dead Guards.<br />
- Be careful not to set up secret doors that might go beyond the edge<br />
of either the bottom or left-hand sides. The top and right hand edges<br />
of the &#8220;world&#8221; are solid, but the left and bottom sides are permeable<br />
(no range checking), and weird things can happen.<br />
- Be careful not to set up secret doors such that a small passage<br />
behind them is blocked when the &#8216;pushwall moves too far&#8217; phenomenon<br />
occurs. Either insure that the pushwall can move only 2 grid<br />
locations or enlarge the passage. &#8211;&gt; See 6.3<br />
- Doors should be parallel to the walls you are inserting them in, as<br />
you will get phantom blocks of grey stone otherwise.<br />
Try placing a door all by itself without any walls and you will see<br />
that it is accompanied by two phantom walls on either side. This has<br />
presumably something to do with the opening act of a door (???). You<br />
can go through these blocks, and even open the doors within them.<br />
To clarify that here&#8217;s a sketch of a door just by itself with no<br />
walls around:<br />
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</p>
<p>P[P</p>
<p>^</p>
<p>[ &#8211; Door<br />
P &#8211; Phantom wall block<br />
^ &#8211; Direction you face when opening the door.</p>
<p>Now, if you place the door perpendicular to the wall its embedded in<br />
here&#8217;s what you&#8217;ll end up with:</p>
<p>P<br />
WWWWWWWW[WWWWWW<br />
P</p>
<p>Obviously you can&#8217;t see the door until you pass through the P wall.<br />
BTW: The phantom walls P look like the regular stone wall (or the<br />
first wall in the graphics file for that matter).<br />
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br />
- Deaf Guard floors directly in front or behind a sliding door result<br />
in the door being invisible. The floor seems to be replaced with a<br />
&#8220;force field&#8221; (it becomes an invisible wall).<br />
Of course, if what you want is an invisible barrier, then this is how<br />
to do it.<br />
Note that if you put a Deaf Guard in an elevator, you will not be<br />
able to get in! (I think this only occurs in v1.0 of Wolfenstein,<br />
later versions allow you to have deaf elevator floors)<br />
- If you make regular sliding doors into secret doors, they behave<br />
rather strangely, when you &#8220;open&#8221; them. They move away and transform<br />
into a random wall panel.<br />
- Placing two or more doors side-by-side will produce a bizarre &#8220;picket<br />
fence&#8221; wall of crazed wall panels, and will not allow you to pass<br />
through them (except the last door on the right side) but will let<br />
the bad guys through.</p>
<p>Editing the graphics, hints:<br />
&#8211;&gt; See later part of 4.5</p>
<p>4.3 COMMON EDITING ERRORS (WHAT NOT TO DO AND WHAT THEY&#8217;LL PRODUCE).</p>
<p>- You forgot to put an entry position into a level.<br />
When you start that level you&#8217;ll find that you can&#8217;t move around and<br />
you see walls in all directions.<br />
- You put too many guards in one level.<br />
Wolfenstein will terminate with the following error when entering<br />
that level:<br />
&#8216;GetNewActor: No free spots in objlist!&#8217;<br />
- You put too many objects in one level.<br />
Wolfenstein will terminate with the following error when entering<br />
that level:<br />
&#8216;Too many static objects&#8217;<br />
- You put too many doors in one level.<br />
Wolfenstein will terminate with the following error when entering<br />
that level:<br />
&#8217;64+ doors on level&#8217;<br />
- You included in your shareware episode map some objects used in<br />
non-shareware episodes only.<br />
Wolfenstein will terminate with the following error when that<br />
object/wall comes into your view:<br />
&#8216;Tried to load sparse page&#8217;<br />
If you patch the map and try to continue from the last saved position<br />
within the same level, you&#8217;ll still get this error as Wolfenstein<br />
stores the map as loaded on level entry in the save-game file. You<br />
must restart from a saved position in the previous level.<br />
Hint: always save before taking up the exit elevator of a level.<br />
- You have mixed versions of Wolfenstein maps or have corrupted<br />
map files.<br />
Wolfenstein will terminate with the following error when you start<br />
the play:<br />
&#8216;Map not 64&#215;64&#8242;<br />
Usually this is due to the fact that you might have only one<br />
MAPHEAD.??? file in the editor&#8217;s directory and many<br />
MAPTEMP.???/GAMEMAPS.??? files. In short you&#8217;re confusing the program.<br />
Determine which map files are the ones you want to play and clean up<br />
the directory.<br />
- One more error which I cannot attribute to anything I know can occur.<br />
It happens when you die for the first time on a level. Wolfenstein<br />
kicks out with this message:<br />
&#8216;MM_GetPtr: Out of Memory!&#8217;<br />
This can occur in spite of the fact that the level has few actors or<br />
objects and there&#8217;s plenty of RAM around.<br />
If you know how to fix it or what the cause is let me know.</p>
<p>4.4 MAP/GRAPHICS FILES VERSION CONVERSION.</p>
<p>Map files version conversion:<br />
Wolfmap 1.6 can convert between any version of Wolfenstein map files.<br />
Maps for versions 1.1 and higher are considered equivalent.<br />
Note though that not all wall panels map directly to the same panels<br />
through this conversion. In particular the false door of v1.0 has been<br />
removed and after conversion to v1.1 will appear as a mud-wall which<br />
will cause you problems if the maps were only the 1-episode shareware<br />
which doesn&#8217;t have the graphic for that wall.<br />
In short: don&#8217;t trust the conversion. Look through the maps carefully<br />
to see if something has gone wrong. I suspect some objects are<br />
converted to &#8216;unknown&#8217; objects as described by the editors.<br />
Also by using Mapedit 6.0 you can convert between versions of<br />
Wolfenstein &#8216;by hand&#8217; using the individual map import / export<br />
facility. Just load up maps of one version, export all the levels<br />
to disk (one at a time). Quit the editor, restart with map files<br />
of a different version and import those individual levels in.<br />
Note: This does mean you have to have the destination version map<br />
file available (as a place holder for the imported maps).</p>
<p>Graphic files version conversion:<br />
No known convertors exist. If you know one let me know.<br />
Yes, that does mean you&#8217;ll have to import all the walls etc. as GIFs<br />
into the version of the file you want.</p>
<p>4.5 EDITORS COMPATIBILITY WITH THE GAME AND EACH OTHER.<br />
Mapedit, Wolfmap and Wolfedit are compatible with all versions of Wolfenstein<br />
from 1.0 to 1.4 shareware and both of the registered releases.<br />
Mapedit 6.0 and 8.0 will also read/write SoD files. For Wolfmap you&#8217;ll need<br />
new definition files. &#8211;&gt; See 5.3</p>
<p>Wolfmap is compatible with Mapedit, but Mapedit is NOT compatible with Wolfmap.<br />
That is, files processed by Wolfmap are not readable by Mapedit.</p>
<p>Sometimes the objects edited do not always appear as they should. An example is<br />
missing sliding doors when they were placed in the map. The door vacancy is<br />
present instead but you cannot move through it. Someone suggested that this<br />
can by fixed by changing floor values next to the object/door in question.<br />
You can also move the door to another place on the wall.<br />
I know it may stuffup your design but it should help.<br />
NOTE: Placing a deaf-floor by the door will always make it invisible. For some<br />
reason v1.0 of Wolfenstein experiences more of these problems (?).<br />
Also &#8211;&gt; See 4.2</p>
<p>Wolfedit has no major problems with wall panel graphics. There are some<br />
problems when it comes to objects such as lamps, dog food, guards, etc. It<br />
seems each object has a &#8216;size&#8217; parameter. Editing the object may overrun that<br />
limit. Wolfedit won&#8217;t let you save the file if any objects are at fault.<br />
Curiously even editing the colour (shade) of an object may adversely affect it.<br />
Most importantly though objects need to have a blank background. This is<br />
denoted by the bright pink background colour in the Wolfedit editor. (Have a<br />
look at some standard objects that came with Wolfenstein.)</p>
<p>4.6 HOW TO MAKE A HARDCOPY (PRINTOUT) OF THE MAPS.</p>
<p>I recall there are four ways.<br />
1) Use printscreen key + graphics.com program under DOS to capture the screen<br />
of one of the map editors.<br />
2) Use Wolfmap&#8217;s ASCII map dump feature. Then print it as any file. There are<br />
also other utilities for that. &#8211;&gt; See 5.3<br />
3) Capture map screen under Windows and print it later (costly on ribbon or<br />
toner since in bitmap mode).<br />
4) Use a TSR screen shot utility such as PCX-Dump to dump a screen from one<br />
of the editors. Then print it as you would a graphics file.<br />
NOTE: If you only want maps to original Wolfenstein then there are some already<br />
made. &#8211;&gt; See 5.3<br />
to ftp.gamers.org, the list has changed substantially, so I removed the<br />
section. I might update it sometime in the future. -Adam, 98&gt;</p>
<p>6.0 WOLFENSTEIN BUGS &amp; PROBLEMS (KNOWN TO DATE),<br />
AND HOW TO FIX OR GET AROUND THEM.<br />
===============================================================================</p>
<p>6.1 HARDWARE PROBLEMS.</p>
<p>- Sound FX all screwed or cut out (SB + compat only).<br />
If your sounds are short or hang the machine shortly into the game<br />
then most likely you have an IRQ mismatch on your soundcard. Try<br />
changing it. Good values are 5 &amp; 7.<br />
Also try DMA channel change, although #1 (default) should be ok.<br />
&#8230; and don&#8217;t forget to set your BLASTER variable in DOS like this:<br />
(Best to put this in AUTOEXEC.BAT)</p>
<p>SET BLASTER=A220 I5 D1 T4<br />
^^^  ^  ^  ^</p>
<p>A=??? port number for your soundcard.<br />
I=? interrupt number for your soundcard.<br />
D=? DMA channel number for your soundcard.<br />
T=? Type of your sound card (must consult manual).<br />
99% of the time you&#8217;ll only need to fiddle around with I &amp; T.<br />
NOTE: the values pointed at may be different for you.<br />
Consult your SB &amp; Computer manual.<br />
As far as I know T4=SB Pro &amp; T3=Regular Sb.<br />
Dunno About others (anyone?).</p>
<p>- You get some weird graphics on the screen then later the games hangs.<br />
a) Change your SB IRQ number. Some graphics cards will clash with<br />
it (Don&#8217;t ask me why, it could help&#8230;)<br />
b) If your system is VLB you might try a newer Wolfenstein version.<br />
Try version 1.4 (since version 1.0 has a video problem)</p>
<p>6.2 SOFTWARE PROBLEMS.</p>
<p>- Game hangs. Sound hangs on last note.<br />
Try getting rid of some TSRs.<br />
Also some EMM managers can cause the problem with older versions of<br />
Wolfenstein.<br />
v1.1 is notorious for hanging under EMM386.EXE. The problem is<br />
apparently related to VGA card compatibility. It seems some of the<br />
earlier HiColor cards (15/16 bit RAMDACs) do not coexist peacefully<br />
with Creative Labs. SB products. Some of the early SB chips are posing<br />
some problems too.<br />
If Wolfenstein hangs with EMM386 with EMS enabled (/RAM option) then<br />
try the /NOEMS switch. If still no joy then try only HIMEM.SYS with<br />
no EMM386 (extended memory only).</p>
<p>- Game hangs or refuses to run with memory problems.<br />
If you have DR-DOS 6.0 + QEMM with stealth then disable stealth mode.<br />
Wolfenstein doesn&#8217;t quite agree with it.</p>
<p>- Game hangs at the &#8216;Get Psyched&#8217; screen.<br />
Err, you probably mixed some version numbers and have a very messy<br />
directory with 999 add-on maps installed. Wolfenstein won&#8217;t like that.</p>
<p>- Game hangs with some horizontal stripes through the status bar.<br />
- Heisen-bug, a glitch. Mostly with the add-on maps.<br />
Reboot, probably won&#8217;t happen again.<br />
- Also happens if you mixed versions of the VSWAP.??? file and of the<br />
game itself. Make sure you have the appropriate version of the game.</p>
<p>- Game seems to run but all you can see is some weird graphics.<br />
- Must have got a slightly corrupt VSWAP.??? file. Hope you have<br />
a backup somewhere (Nya Nya Nya!)<br />
- You cheater! You tried to go above the last level 10 with the TAB-W<br />
cheat. Ha! (Yes this IS possible with some versions).<br />
- Err, if you edited that map then you forgot to place level entrance<br />
somewhere (duh).</p>
<p>6.3 GAME SPECIFIC PROBLEMS.</p>
<p>- &#8216;DISAPPEARING BODIES&#8217; phenomenon. This occurs when there are so many enemies<br />
in your view at a time that the game stops displaying some. The game engine as<br />
it seems is limited to only so many &#8220;sprites&#8221;. Anything beyond that and you<br />
won&#8217;t be sure which guys will start disappearing. This only occurs on a<br />
couple of levels in Wolfenstein I think. Be aware if you are editing your own<br />
map! There is no fix. The engine is set and id won&#8217;t rework it.</p>
<p>- &#8216;PUSHWALL MOVES TOO FAR&#8217; phenomenon. This is when the pushwall (or secret door<br />
if you prefer) moves TOO FAR and blocks your further passage into the room<br />
full of goodies etc. I cannot recall if there is one in episode one, but<br />
apparently there are at least two places where this occurs in episode 6.</p>
<p>Episode 6, level 2.  This is the FIRST pushwall in the map.  All others on<br />
this level are *behind* it.</p>
<p>This is shown below:</p>
<p>before pushing:<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWW   W   WWW<br />
?*  WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW</p>
<p>after pushing:<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWW   W   WWW<br />
?   *  WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW<br />
WWWWWWWWWWWWWWWWW   WWW</p>
<p>You are where the &#8216;*&#8217; is, and you push the pushwall &#8216;?&#8217;.<br />
&#8216;W&#8217; is other parts of walls.<br />
It&#8217;s supposed to move two grid locations and stop, so you can go around it.<br />
Instead, it moves three, and blocks everything.</p>
<p>NOTE: This does not always happen. That is, sometimes the pushwall will move<br />
2 grid locations, i.e. correctly.<br />
Also any interference from guards behind it is not connected with this<br />
since that would prevent pushwall moving at all or impede it to move<br />
only 1 grid location.</p>
<p>Solution: Well, it looks like there isn&#8217;t one at the moment.<br />
There was a suggestion of inserting &#8220;stacks 9, 256&#8243; in the config.sys file,<br />
but this doesn&#8217;t seem to help.<br />
The only suggestion is to save frequently and if you experience the problem,<br />
to start over from the last saved position. Maybe the pushwall moves back<br />
correctly this time.</p>
<p>7.0 WOLFENSTEIN SPIN-OFFS.<br />
===============================================================================</p>
<p>In this section of the FAQ, I will detail the many games which Wolfenstein<br />
has inspired. If you can&#8217;t get enough Wolfenstein, get some of these! NB:<br />
I am not including RPG type games &#8211; ie Shadowcaster &#8211; as these have taken<br />
their inspiration more from Ultima Underworld.</p>
<p>Note: ARGH! This section could be one _huge_ mother with the huge expansion<br />
in 3D games. I&#8217;m adding the contemporary ones more or less from memory, so<br />
correct me if I miss any or get something wrong.</p>
<p>7.01 CATACOMB ABYSS.</p>
<p>This was an id game for those with EGA monitors, loosely based on the<br />
Wolfenstein engine. It was released by Gamer&#8217;s Edge, who put nowhere near the<br />
same standard of presentation on it as Apogee would have. The sound was bad -<br />
no SB music! However, all this aside, Catacomb Abyss is a very good game. It<br />
introduced some new features. You fire fireballs, of which you have an<br />
unlimited number, at the undead enemies. Ha! Undead? DEAD! You can pick up<br />
spells, such as the machine-gun effect spell, which streams off a line of<br />
fireballs at the enemy. The graphics are nothing to write home about -<br />
&#8220;functional&#8221; is as far as it gets. However, this is highly recommended to<br />
Wolfenstein fans.</p>
<p>7.02 BLAKE STONE 3D.</p>
<p>This was the real sequel to Wolfenstein 3D. Released around the same time as<br />
Doom (oops), it was set in a futuristic setting. Very similar to Wolfenstein,<br />
although with more enemies, and some other new features, like food units,<br />
&#8220;intelligent&#8221; enemies, floor mounted enemies, remote-linked doors and a cool<br />
gun, the Plasma discharger. Basically a grenade launcher with a different<br />
name. This is a very atmospheric game which did not get the attention it<br />
deserved at the time, due to the release of&#8230;</p>
<p>7.03 DOOM.</p>
<p>Wow. What else can I say. This was (and still is) the ultimate 3D game. The<br />
major differences between this and Wolfenstein were:<br />
-Non-orthagonal walls (they can be at any angle to each other, not just<br />
90 degrees)<br />
-Different height levels<br />
-Different lighting levels (ie: it&#8217;s bloody dark)<br />
-Weapons with different strengths (ie: the shotgun is more powerful than the<br />
chaingun, but it&#8217;s not rapid-fire)<br />
-Real heavy-duty weapons (rocket-launcher? BFG-9000 (also known as the<br />
Antichrist)<br />
-Network, serial and modem multiplayer support<br />
-Armour (yes, i&#8217;m British)<br />
This is an absolute landmark of a game. If it isn&#8217;t in your collection (and<br />
you&#8217;ve got a VGA 386 with 4MB of ram or better), go get it now.</p>
<p>7.04 KEN&#8217;S LABYRINTH.</p>
<p>This was knocked up by one guy after playing Wolfenstein, and it shows. Crap.<br />
Crap to the nth degree. Utter dog-poo. Don&#8217;t waste the download time. Just<br />
out of interest, the guy who wrote this was snapped up by Apogee (who<br />
obviously saw more in it than I did) and went on to make the build engine.<br />
Ken Silverman I think he&#8217;s called, or something similar.</p>
<p>7.05 HUGO&#8217;S NITEMARE 3D.</p>
<p>This is an interesting game, firmly in the Wolfenstein mode. It puts a more<br />
&#8220;puzzly&#8221; face onto things. Certain guns are more effective against certain<br />
enemies. Try it if you liked Enigma for Wolfenstein (See Wolfenstein add-ons<br />
section).</p>
<p>7.06 DOOM 2.</p>
<p>The new sequel to Doom, sub-titled Hell On Earth. This added a few new enemies,<br />
new textures and music, and a new weapon (double-barelled shotgun). At the<br />
time of release, people thought it didn&#8217;t really add enough, but in time it<br />
has become more of a classic than Doom. It has an incredible range of quality<br />
add-ons, available at ftp://ftp.cdrom.com/pub/idgames, and even now &#8211; 5 years<br />
after its release &#8211; there&#8217;s still an active Doom 2 &#8220;scene&#8221;. Since the public<br />
release of the source code, new &#8220;source mods&#8221; have been released with<br />
some major new features, such as SVGA support, up to 16 player networking,<br />
TCP/IP (internet) support, looking and shooting up and down. Info on all this<br />
and more at http://www.doomworld.com.</p>
<p>7.07 TERMINATOR: RAMPAGE.</p>
<p>A commercial Wolfenstein look-alike by Bethesda Softworks. This isn&#8217;t very<br />
good, the main criticisms being that it is:<br />
a) Too slow<br />
b) Too complicated.<br />
It does have a good variety of weapons, though.</p>
<p>7.08 CORRIDOR 7.</p>
<p>This is another commercial offering, by Gametek. They licensed the Wolfenstein<br />
engine, and proceeded to totally mess it up, and produce a boring, slow,<br />
repetitive game. Oh dear&#8230;what a wasted oppurtunity.</p>
<p>7.09 THE FORTRESS OF DR RADIAKI.</p>
<p>This is yet another commercial offering, and has exactly the same criticisms<br />
as the others.</p>
<p>7.10 OPERATION BODYCOUNT.</p>
<p>See above.</p>
<p>7.11 RISE OF THE TRIAD.</p>
<p>An Apogee game, which marked the evolution between Wolf3D and the final<br />
build engine. The engine in this is actually a very early, primitive version<br />
of the build engine (featured in Duke Nukem 3D, Shadow Warrior, Blood etc).<br />
It still had the orthoganal walls, but implemented basic sprite-based<br />
floors-on-floors (actually, little platforms in the air you could stand on),<br />
a much more varied range of weaponry, multiplayer, and different floor/ceiling<br />
heights (er, I think). As a game, it sold quite a few copies (more than any<br />
other Apogee game at the time), but really had only cult success.</p>
<p>7.12 HERETIC.</p>
<p>Was a game by Raven Software, which used a slightly modified Doom engine.<br />
It was fantasy based, but felt more like a Doom TC than anything. However,<br />
the level design was excellent, and quite a few people enjoyed this. The<br />
3rd party add-on scene didn&#8217;t really develop, though. There was a Raven<br />
expansion pack called Shadow of the Serpent Riders (I think).</p>
<p>7.13 DUKE NUKEM 3D</p>
<p>This was the first appearance of 3D Realms&#8217;s fully-developed build engine. It<br />
was a slight improvement on the Doom engine, with slopes, floor-on-floor<br />
tricks (advanced sprite-based floor on floor and the ability to have sectors<br />
over other sectors as long as you couldn&#8217;t see from one to the other),<br />
look up/down, a jetpack, SVGA and other small enhancements. It wasn&#8217;t up<br />
to the standard of the Quake engine, but in many ways it was a much more<br />
developed and sophisticated single-player game, with extensive environment<br />
interaction and good level design. It didn&#8217;t support on-line gaming very<br />
well, however, and the 3rd-party scene wasn&#8217;t great &#8211; it still exists in<br />
a small way, but it never got to the stage that Doom&#8217;s or Quake&#8217;s did.</p>
<p>7.14 SHADOW WARRIOR.</p>
<p>Was another build game from 3D Realms. Updated the interaction a little, and<br />
had an urban ninja type setting. Not really much of a success. The feel and<br />
balance of the game weren&#8217;t really right, and it came out much too late -<br />
Quake was well-established, and the build engine just felt old. (Oh, BTW,<br />
3D Realms is a subsidiary of Apogee exclusively dealing in 3D games).</p>
<p>7.15 RUINS, aka POWERSLAVE</p>
<p>This was to be a 3D Realms build release, but was abandoned in development<br />
and sold to another company, who renamed it Powerslave. I haven&#8217;t plaued<br />
it, but it didn&#8217;t make much of an impact at all. Was also released on PSX<br />
and Saturn.</p>
<p>7.16 QUAKE.</p>
<p>This was the biggie. id&#8217;s next big game after Doom2 was a huge leap forward<br />
for the 3D game genre. It had a fully polygon-based, true 3D engine, with<br />
real, controllable gravity, polygonal monsters, 3D acclerator support,<br />
client/server TCP/IP networking &#8211; internet support, that is &#8211; along with<br />
conventional network support, for up to 16 players, and a lot of other<br />
stuff besides. As a single-player game it was rather disappointing, and not<br />
up to the standard of either Doom2 or Duke Nukem 3D, but it excelled in<br />
multiplayer and 3rd party modification &#8211; easy level editing and a scripting<br />
language called QuakeC allowed extensive modification, to the extent of<br />
something like QuakeRally, which basically turned Quake into a racing game.<br />
The Quake &#8220;scene&#8221; was something on a scale never seen before, with literally<br />
thousands of internet servers active 24 hours, multiplayer mods like CTF<br />
and TeamFortress, and conventions attended by hundreds with big corporate<br />
sponsorship and prizes worth thousands of dollars.</p>
<p>7.17 DESCENT.</p>
<p>This was a game by Parallax Software (distributed by Interplay). It was<br />
a Doom style engine with six degrees of freedom and sectors over sectors<br />
in a way similar to Duke3D. Gameplay-wise, it was tunnel-based, and in<br />
ships without gravity, giving it its own distinct feel. Quite a success.</p>
<p>7.18 DARK FORCES.</p>
<p>LucasArts&#8217; first Doom-style game, set in the Star Wars universe. Fairly<br />
primitive engine for the time (just before Duke 3D&#8217;s release, I think),<br />
but the setting and the careful attention to detail made this still a<br />
good game.</p>
<p>7.19 QUAKE II.</p>
<p>id&#8217;s sequel to Quake was a much more extensive update than Doom 2 was over<br />
Doom. The engine is basically the same, but the 3D support is built in,<br />
the internet support is much more refined, coloured lighting is supported<br />
and implemented extensively, and the setting is entirely different. It&#8217;s<br />
set in a fairly well-conceived future universe, with a much better plotted<br />
and designed single-player game, much better than the disappointing single<br />
player option in Quake 1. All the weapons and enemies are either entirely<br />
changed or extensively redesigned, except for the grenade launcher, which<br />
is pretty much the same, and the same goes for the enemies. However, Quake<br />
II hasn&#8217;t totally taken over from Quake I &#8211; the two seem to be more or less<br />
co-existing.</p>
<p>7.20 HeXen.</p>
<p>This was Raven&#8217;s (first) sequel to Heretic. It was based on the Doom engine<br />
again, but this time modified it much more extensively &#8211; with the best<br />
scripting engine created until QuakeC &#8211; and shifted the emphasis of the game<br />
slightly, more towards action/adventure than pure action. A very good &#8220;finished<br />
product&#8221; game, but not ideal for modification (despite the scripting language).</p>
<p>7.21 HeXen 2.</p>
<p>Raven&#8217;s sequel to HeXen, based on the Quake 2 (I think) engine. Not as good as<br />
HeXen, without as much imagination or good design, and downright frustrating<br />
in parts. Didn&#8217;t really take off.</p>
<p>7.22 SiN.</p>
<p>Ritual&#8217;s take on the Quake 2 engine seems (from a quick play of the demo) to have<br />
a Duke Nukem 3D&#8217;ish setting and drive, with ingenious use of the engine to<br />
support extensive interaction and &#8220;realistic&#8221; situations (a bank hold-up, in<br />
the demo). Could be interesting.</p>
<p>7.23 Duke Nukem Forever.</p>
<p>Oops. (Adam realises he should have mentioned Unreal by now). OK, look at the last<br />
entry in this section. Finished? Good. This game will be based on the Unreal<br />
engine &#8211; it was originally going to use the Quake2 engine, but the programmers<br />
(3D Realms) say the Unreal engine suits the game better. Other than that, not<br />
much info is really available, but expect it to be similar to the first Duke<br />
game&#8230;quirky. <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>7.24 Descent 2.</p>
<p>Sequel to Descent 2. Curiously, the situation here is very analogous to that<br />
of Wolf3D and SoD. Descent 2 really doesn&#8217;t add _too_ much to Descent, although<br />
there is new stuff, and the new release was basically intended to be commercial<br />
to widen the sales (like SoD) and the mission structure was changed (like SoD).<br />
Pretty similar to Descent, really, and still pretty good. Quite popular on Kali.</p>
<p>7.25 Descent 3.</p>
<p>This should be a much more comprehensive update &#8211; it should be, to have a chance<br />
of competing with Forsaken. Not much info available though.</p>
<p>7.26 Daikatana.</p>
<p>Ion Storm&#8217;s Quake 2 engine game (Ion Storm is John Romero&#8217;s pet company). Is set<br />
across diverse eras in time, and looks very impressive.</p>
<p>7.27 Forsaken.</p>
<p>This is quite a big game right now. Obviously inspired by Descent, and plays very<br />
similarly, but &#8211; especially graphically &#8211; is a huge step forward. It supports<br />
Direct 3D extensively, and looks wonderful, and runs very smoothly. It&#8217;s more<br />
varied, with more weaponry and different enemies, and should make Descent 3 really<br />
pull its socks up.</p>
<p>7.28 Heretic 2.</p>
<p>This is Raven&#8217;s second bash at a sequel to Heretic, and (as far as I know) is totally<br />
separate from the HeXen series. It&#8217;s based on a modified Quake 2 engine, I think,<br />
and will be 3rd person, to accommodate the range of moves and stunts the main<br />
character can perform. From this, it seems to be a cross between the Tomb Raider<br />
style of game and the Doom style.</p>
<p>7.29 Half-Life.</p>
<p>Valve Software&#8217;s take on the original Quake (NOT Quake 2, i&#8217;m pretty sure) engine.<br />
Although the technology is slightly outdated, Valve promise Half-Life is taking<br />
a different direction from other ports, with different enemies and styles of<br />
play. Hmm&#8230;</p>
<p>7.30 Unreal.</p>
<p>The first new engine to pose a major threat to the Quake 2 engine is certainly on<br />
the same level, and probably better in some ways. However, the game isn&#8217;t that great,<br />
apparently. Single player is fairly good, but the general opinion is that the<br />
multiplayer is a complete loss.</p>
<p>8.0 ACKNOWLEDGEMENTS.<br />
===============================================================================</p>
<p>Lastly I would like to thank all who contributed to this FAQ.<br />
In no particular order, thanks go to:</p>
<p>Ben Rudiak-Gould    (benrg@ocf.Berkeley.EDU)<br />
Jay Wilbur      (jayw@idcube.idsoftware.com)<br />
Brian D Milner      (Brian.Milner@brunel.ac.uk)<br />
Fred Brown      (brown@dgaust.oz.dg.com)<br />
Nancy Rabinowitz    (nrabinow@itsmail1.hamilton.edu)<br />
Greg Cohen      (rn.3332@rose.com)<br />
Stephen Schimpf     (stephen@eggneb.astro.ucla.edu)<br />
Don Campbell        (donc@cognos.com)<br />
Andrew Baker Glazier    (glazier@isr.harvard.edu)<br />
Tony Lezard         (tony@mantis.co.uk)<br />
Frans P. de Vries   (fpv@xymph.iaf.nl)<br />
John Edwards        (edwards@tincup.enet.dec.com)<br />
*Bob O&#8217;Bob      (obrien@netcom.com)<br />
Richard Ward        (rrward@netcom.com)<br />
Dov Sherman     (ab3588@stat.appstate.edu)<br />
Ben Castricum       (media03@relay.nluug.nl)<br />
Mark Deplyn         (mbd@ukc.ac.uk)<br />
Joe Siegler     (apogee@delphi.com)<br />
Elias Papavassilopoulos (ep104@cus.cam.ac.uk)<br />
*John Romero        (romero@idcube.idsoftware.com)<br />
Iain Noble      (100020.2125@CompuServe.COM)<br />
Douglas Bottoms     (BOTTOMS_DOGLAS_J@Lilly.com)<br />
Charles E. Corway   (72672.1553@CompuServe.COM)<br />
Stanley Stasiak (ooops&#8230;forgotten your e-mail address&#8230;apologies)</p>
<p>????? ????? brown@dgaust.oz.dg.com  &lt;&lt;&lt; ( Could not trace this address )</p>
<p>Lastly id Software Inc. cannot be forgotten since without their efforts this<br />
FAQ would never have existed (Buhahahahahaha!)<br />
Oh, and did I mention Apogee, the friendly shareware distributors <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>If I forgot your name here then e-mail me a whinge and I&#8217;ll fix that.</p>
<p>* &#8211; means grabbed from News posts rather than e-mail<br />
so you may not even know you helped with the FAQ <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>9.0 REVISION HISTORY.<br />
===============================================================================</p>
<p>Changes to the FAQ &#8211; for anyone interested and my beta testers (Thank you <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>2.0 &#8211;   Initial upgrade. Subdivided the whole FAQ into many sections.<br />
Extensive help on map editors, extra maps, trivia, etc.<br />
Officially started stamping version numbers on the FAQ.<br />
2.01 &#8211;  Added Section 2.2 part 3) Tony Lezard (tony@mantis.co.uk) Thank you.<br />
2.02 &#8211;  Added sounds of undead (Section 2.1), scores for undead &amp; white<br />
officers (Section 2.15). Corrected tons of spelling &amp; whitespace.<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
Corrected some of the email info in preamble upfront.<br />
2.02b &#8211; Filled paragraphs to at least 75 characters. Added Hitler&#8217;s Ghost<br />
score plus kill averages (Section 2.15).<br />
Also some minor layout corrections.<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
2.02c &#8211; Added Section 9.0 Revision History. Also included 2nd reason for crash<br />
(Section 6.2) with horizontal stripes.<br />
2.03  &#8211; Added &#8216;pushwall phenomenon&#8217; (Section 6.3).<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
2.10  &#8211; Removed word &#8216;castle&#8217; from Wolfenstein&#8217;s title.<br />
Standardised name of id Software throughout (thx Jay).<br />
(remember to rescan DEBUG file after each update)<br />
Added my e-mail address to the FAQ header proper.<br />
Added a copyright notice blurb (Section 0.1)<br />
Added object in wall bug &amp; effect to Section 4.2<br />
Minute changes Section 9.0<br />
Standardised sample map characters (Sections 6.3 &amp; 3.10)<br />
More help with SB setting (Section 6.1)<br />
Weird graphics cause added (Section 6.2)<br />
More maps/graphics add-ons info added (Sections 5.1 &amp; 5.2)<br />
Added my sig to EOF.<br />
2.10  &#8211; Added id&#8217;s help e-mail address (Section 1.11)<br />
Added Section 1.12<br />
Added Section 10.0<br />
Added more info on how to get most recent version of FAQ.<br />
2.11  &#8211; Some spelling stuffups all over the place.<br />
Added Section 2.4 (secret levels etc.), renamed sections above 2.4<br />
Added Section 3.11<br />
Added sound import/export utility to Section 5.3<br />
2.12  &#8211; Fixed a number of bugs in Section 4.2 (6c should be 6b etc.)<br />
ab3588@stat.appstate.edu (Dov Sherman) Thank you.<br />
Also added more guidelines to Section 4.2<br />
rrward@netcom.com (Richard Ward) Thank you.<br />
Section 4.6 .exe should be .com<br />
Added LIM Cheat to Section 1.10<br />
media03@relay.nluug.nl (Ben Castricum) Thanks for reminder.<br />
Added enm3-v30 and darkmap1 to Section 5.1<br />
More typos fixed (ARRGGGHH!)<br />
Added w3dcool to Section 5.2<br />
2.13  &#8211; Section 2.15 bonus for time is 500 not 1000.<br />
Other minor numeric errors in Section 2.15 bosses score.<br />
Some Grammar in Section 2.4<br />
2.14  &#8211; Inserted Section 2.10 Death Cam Question. Renumbered subsequent<br />
sections and pointers.<br />
Ran spell-checker again (!!!)<br />
2.15  &#8211; More paragraphing and whitespace corrections.<br />
Included suggestion to Section 6.3.<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
2.16  &#8211; Removed references to self-extracting Wolfenstein archive from<br />
Sections 1.3 &amp; 1.4 (No longer valid)<br />
and forgot to thank someone for it (hmm who was it?)<br />
Added info to Section 1.3 about where to find PkUnzip software.<br />
Changed the wording of Section 0.0<br />
Changed ftp FAQ upload compression from compress (.Z) to pkzip (.zip)<br />
Changed Section 1.12 to reflect the change.<br />
2.17  &#8211; Removed one more reference to self-extracting archive (Section 1.3)<br />
Added another mapping hint for secret doors and fixed deaf floor<br />
value (Section 4.2). Elaborated on &#8216;sparse page&#8217; problem (Section 4.3)<br />
Added secret level completion score and par level time table to<br />
Section 2.15  fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
2.17b &#8211; Removed e-mail addresses which will seize to be valid soon.<br />
More stuff for (Section 9.0)<br />
Added AUTOEXEC.BAT reference to Section 6.1.<br />
Identified &#8216;mbd&#8217; in Section 9.0 and added Apogee ack (duh).<br />
3.0   &#8211; Major upgrade to include info on Spear of Destiny.<br />
edwards@tincup.enet.dec.com (John Edwards) and<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
3.01  &#8211; More minor fixes all over the place (does this guy ever give up? <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Clarified debugging mode keys functionality for different versions of<br />
the games and added &#8216;score lost&#8217; warning to LIM cheat (Section 1.10).<br />
Added &#8216;landscape&#8217; mapping hint (Section 4.2) and &#8216;input device&#8217; hint to<br />
dizziness phenomenon (Section 3.7). Added &#8216;w3d_cc1&#8242; and &#8216;sod_cc1&#8242; maps<br />
(Section 5.1) and &#8216;wfgrchrt&#8217; add-on (Section 5.3)<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
3.10  &#8211; Small fixes all over the place apogee@delphi.com (Joe Siegler)<br />
Thank you.<br />
Game slowdown hint included in Section 3.4 ep104@cus.cam.ac.uk<br />
(Elias &#8216;CaveMan&#8217; Papavassilopoulos) Thank you.<br />
Section 1.7 elaborated for SoD.<br />
Added SoD Boss sounds to Section 2.1<br />
Sections 2.8,2.15 &#8216;ammo chest&#8217; is now &#8216;ammo box&#8217;.<br />
Added &#8216;PM-40&#8242; and Elevator use to section 2.8<br />
Added SoD related info to Section 2.11<br />
Added number of weapons/keys to section 2.15<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
Moved major section 2.X behind section 4.X and renamed the Sections<br />
accordingly. (section 2.X=4.X, 3.X=2.X, 4.X=3.X) Realigned all pointers<br />
(hopefully).<br />
Added &#8216;map not 64&#215;64&#8242; error to Section 4.3<br />
Added VLB suggestion (hopefully it works&#8230;) in Section 6.1<br />
Included both Unix &amp; DOS versions in uploads.<br />
3.11  &#8211; Basically a bugfix release.<br />
Some more hints for Section 4.2.<br />
(wolf sound area explanation J. Romero (romero@idcube.idsoftware.com))<br />
Some more stuff in sections 4.3,4.4,4.5.<br />
Forgot to renumber section 9.0 consistent with section reshuffle<br />
in version 3.10. Fixed.<br />
Removed beta-testing remark in section 2.1<br />
3.12  &#8211; Added &#8216;cheat mode disabled&#8217; notice to Section 1.10<br />
Added &#8216;=&#8217; main section underlines.<br />
Changed 1.12 repost frequency info to 4 weeks.<br />
Changed 2.15 rounds/boss quoted as &#8216;minimum&#8217; not &#8216;average&#8217;.<br />
Added more editors info to Section 4.1<br />
3.20  &#8211; Greatly expanded Section 0.<br />
Slightly changed Sections 1.3, 1.8 &amp; 1.9 to comply with expansion<br />
of Section 0.<br />
Section 1.12 info moved to Section 0.5<br />
Section 1.12 replaced with info on bug finding within FAQ.<br />
Added non-existance of cheat modes in subsequent Apogee games<br />
notice to Section 1.10<br />
Added &#8216;Death Incarnate&#8217; remark to Section 2.15<br />
Added info for &#8216;by-hand&#8217; map version conversion with Mapedit 6.0<br />
to Section 4.4<br />
Added PCX-Dump option to Section 4.6<br />
Clarified EMM/RAMDAC related sound problems in Section 6.2<br />
Inserted new Section 2.11 (Jukebox feature) &amp; moved up Sections<br />
above 2.11<br />
Added Section 1.13 Availability for other platforms.<br />
Added Section 3.12 Boss strategy BOTTOMS_DOGLAS_J@Lilly.com<br />
(Douglas Bottoms) Thank you.<br />
Added note about not calling Apogee about add-ons to Section 4.2<br />
Added &#8216;music trivia&#8217; Section 2.12 &amp; moved up Sections above 2.12<br />
72672.1553@CompuServe.COM (Charles E. Corway) Thank you.<br />
Added &#8216;Morse code message&#8217; Section 2.13 &amp; moved up Sections above 2.13<br />
(originator unknown)<br />
Added Wolf3D commercialisation note to Section 1.3<br />
Added info on finding different versions of Wolfenstein as Section 1.14<br />
Added &#8216;wlfaud11&#8242; &amp; &#8216;morewolf3dmaps&#8217; to Section 5.3<br />
Added &#8216;wolfbonk&#8217;, &#8216;wolfclwn&#8217; &amp; &#8216;wolfstf&#8217; to Section 5.2<br />
Added &#8216;insanity&#8217; levels to Section 5.1<br />
Added &#8217;3dbusse&#8217; &amp; &#8216;wlfkosh1&#8242; to Section 5.2<br />
Added T4 &amp; T3 to Section 6.1<br />
3.21  &#8211; YABRE: Yet Another Bugfix ReleasE <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   (Yep, he does it one more time <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
Spelling, spacing and filling changes not tagged.<br />
Corrected pointer to Section 2.15 in Section 2.2, and numbering of<br />
Sections 2.14 &amp; 2.15<br />
Added remark about Wolfmap definition files to Section 4.5<br />
Added rating &amp; comment for &#8216;sod_cc1&#8242; to Section 5.1<br />
Replaced &#8216;morewolf3dmaps&#8217; with &#8216;allwolfsodmaps&#8217; and added<br />
&#8216;allwolfsodmapdefs&#8217; to Section 5.3<br />
fpv@xymph.iaf.nl (Frans de Vries) Thank you.<br />
3.30  &#8211; Added more boss strategies to Section 3.12<br />
100020.2125@CompuServe.COM (Ian Noble) Thank you.<br />
Fixed some of that German in Section 2.1<br />
Added &#8216;xmasswlf&#8217; &amp; &#8216;wolfen60&#8242; to Section 5.1<br />
Added &#8216;barney10&#8242; &amp; &#8216;barney14&#8242; to Section 5.2<br />
Added &#8216;ultwlf13&#8242; to Section 5.3</p>
<p>4.00  &#8211; General update of information.</p>
<p>4.10  &#8211; Table 2.1 narrowed. &#8220;Where did id Get the idea for Wolfenstein?&#8221;<br />
added. All occurences of id changed to iD (cos its the logo they used for<br />
the old Keen games and it looks cool). Added &#8220;Wolfenstein Spin-offs&#8221;<br />
section.</p>
<p>4.15  &#8211; Added &#8220;How many hits do all those enemies take?&#8221; and &#8220;What weapons<br />
all those enemies carry?&#8221; sections.</p>
<p>4.16  &#8211; Added Dark Forces and Descent to the Wolfenstein Spin-offs section.<br />
modified ROTT&#8217;s and Heretic&#8217;s entry in same, due to them coming out.</p>
<p>4.20 &#8211; Changed format of some tables slightly. Best viewed with WordPad.<br />
Updated references to ftp sites, updated availability info and contact info.<br />
Removed add-ons section (possibly temporarily). Clarified debug mode cheats.<br />
Extensively updated spin-offs section. Changed iD back to id, because it&#8217;s how<br />
it should be spelt, and iD hasn&#8217;t actually ever been used anywhere <img src='http://blastmagazine.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
<p>10.0 FUTURE ADDITIONS TO THE FAQ.<br />
===============================================================================</p>
<p>On the agenda are:</p>
<p>- More specific Boss strategies (call on info)<br />
- Include pointer to detailed map/graphics filespecs (if and when they arrive)</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<p>So there! Phew!<br />
That&#8217;s the end.<br />
Now go and play the game!</p>
<p>Adam Williamson.</p>
</div>]]></content:encoded>
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		<title>The Old Shoebox: Download Blake Stone: Aliens of Gold</title>
		<link>http://blastmagazine.com/the-magazine/technology/the-old-shoebox-download-blake-stone-aliens-of-gold/</link>
		<comments>http://blastmagazine.com/the-magazine/technology/the-old-shoebox-download-blake-stone-aliens-of-gold/#comments</comments>
		<pubDate>Fri, 01 Aug 2008 05:09:26 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Retro]]></category>
		<category><![CDATA[Science and Technology]]></category>
		<category><![CDATA[The Old Shoebox]]></category>
		<category><![CDATA[3d realms]]></category>
		<category><![CDATA[apogee]]></category>
		<category><![CDATA[blake stone]]></category>
		<category><![CDATA[blake stone: aliens of gold]]></category>
		<category><![CDATA[bstone]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[first person shooter]]></category>
		<category><![CDATA[shareware]]></category>
		<category><![CDATA[wolf 3d]]></category>
		<category><![CDATA[wolfenstein 3d]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=1902</guid>
		<description><![CDATA[Ahh, 1993. The first person shooter was bursting forth in popularity, but how did Blake Stone fare?]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><div style="border-right: #cccccc 0px solid; padding-right: 5px; border-top: #cccccc 5px solid; padding-left: 5px; font-weight: bold; float: right; margin-left: 5px; border-left: #cccccc 0px solid; width: 100px; line-height: 18px; padding-top: 5px; border-bottom: #cccccc 5px solid; font-family: verdana;"><span style="font-size: xx-small;"><strong>Don&#8217;t miss:</strong><br />
<a href="http://blastmagazine.com/category/technology/old-shoebox/">More Shoebox</a><br />
<a href="http://www.3drealms.com/blake/">Official website</a><br />
<a href="/files/1bs30.zip">Download now</a></span></div>
<p>Ahh, 1993. The first person shooter was bursting forth in popularity with Wolfenstein 3D and Doom. We sped through command prompts and wrote our own config.sys and autoexec.bat files to make sure we had the free memory to run our new games. The biggest challenge: was it worth the memory sacrifice to enable the mouse?</p>
<p>One week before id Software took over the world with the shareware release of Doom, Apogee followed the monumental success of Wolf 3D with their next action shooter, Blake Stone: Aliens of Gold. Doom squashed it; Blake Stone sold poorly despite positive reviews. id even had a stake in Blake Stone, it build the texture mapping engine for the game. But Doom was destined for icon status.</p>
<p>&#8220;We had decent pre-orders and the first couple of months were pretty good but sales dropped pretty quickly,&#8221; said Mike Maynard, in a 1996 <a href="http://www.3drealms.com/news/2006/03/the_apogee_legacy_12.html">interview</a>. His company, Jam Productions, put out Blake Stone. &#8220;Had we gotten more input from Apogee earlier on in the development process I think we could&#8217;ve released the game 3-4 months earlier than we did.&#8221;</p>
<p>The game set in the year 2140. Robert Wills Stone III &#8212; Blake &#8212; is an agent of the British Intelligence, recruited after a highly successful career in the Royal Navy. He was sent out to investigate Dr. Phrus Goldfire, a mad geneticist whose criminal organization, STAR, is set out to conquer the world. Stone has to fight through six campaigns, representing six different STAR facilities, to destroy Goldfire&#8217;s mutant and human army before it can invade.</p>
<p><iframe title="YouTube video player" class="youtube-player" type="text/html" width="425" height="344" src="http://www.youtube.com/embed/u8YQEyrbVpE" frameborder="0" allowFullScreen="true"> </iframe></p>
<p>This was a big game, built on an engine that was based on the original Wolfenstein 3D engine. The six campaigns provided many hours of gameplay.</p>
<p>The game has a lot of features including food tokens to increase health, friendly &#8220;informant&#8221; scientists who give you items, and the previews of the main boss, Dr. Goldfire, appearing throughout the campaigns to fight you, only to retreat once you hit him enough times.</p>
<p>This was another game I found on the old, red Aztech&#8217;s Super Shareware Games CD that came with my first CD-ROM drive. It&#8217;s a permanent fixture in The Old Shoebox.</p>
<p>The full version is <a href="http://www.buy3drealms.com/blakstonalof1.html">available</a> from Apogee/3D Realms for $10. Apogee and Jam would follow with a sequel in 1994.</p>
<p><a href="/files/1bs30.zip">Download Blake Stone: Aliens of Gold shareware FREE from Blast Magazine.</a></p>
</div>]]></content:encoded>
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		<title>E3 2008: id Software partnering with EA</title>
		<link>http://blastmagazine.com/the-magazine/technology/id-software-partnering-with-ea/</link>
		<comments>http://blastmagazine.com/the-magazine/technology/id-software-partnering-with-ea/#comments</comments>
		<pubDate>Tue, 15 Jul 2008 00:58:11 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Doom]]></category>
		<category><![CDATA[E3 2008]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Science and Technology]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[rage]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=1573</guid>
		<description><![CDATA[LOS ANGELES &#8212; In a landmark team-up, Electronic Arts will welcome the creator of the first person shooter, id Software, as its newest partner. &#8220;It really is a good match for an indie studio like id, because it gives us access to their world-wide marketing muscle,&#8221; said id&#8217;s John Carmack during the Electronic Arts E3 [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>LOS ANGELES &#8212; In a landmark team-up, Electronic Arts will welcome the creator of the first person shooter, id Software, as its newest partner.</p>
<p>&#8220;It really is a good match for an indie studio like id, because it gives us access to their world-wide marketing muscle,&#8221; said id&#8217;s John Carmack during the Electronic Arts E3 press conference Monday.</p>
<p>The team-up will result in a new title, &#8220;Rage,&#8221; billed as a combination of shooting, driving and open-world.</p>
<p>&#8220;It&#8217;s a fresh look for us,&#8221; Carmack said.</p>
<p>More details will be unveiled at id&#8217;s Quakecon in Dallas later this month.</p>
</div>]]></content:encoded>
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		<title>Wad Tools 2.0</title>
		<link>http://blastmagazine.com/the-magazine/gaming/doom/wad-tools-20/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/doom/wad-tools-20/#comments</comments>
		<pubDate>Wed, 02 Apr 2008 05:01:09 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Doom]]></category>
		<category><![CDATA[Programs]]></category>
		<category><![CDATA[doom wad]]></category>
		<category><![CDATA[wad file]]></category>
		<category><![CDATA[wad tools]]></category>
		<category><![CDATA[wad tools 2.0]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=1104</guid>
		<description><![CDATA[Maybe one of the most useful Doom-related software utilities ever made, and one of the most relevant today, Wad Tools 2.0 is a command line tool that lets you literally browse through a WAD file like Doom2.wad, Hexen.wad and user-created PWAD levels. Why is this useful? Because with Wad Tools 2.0, (also called WT2) you [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>Maybe one of the most useful Doom-related software utilities ever made, and one of the most relevant today, Wad Tools 2.0 is a command line tool that lets you literally browse through a WAD file like Doom2.wad, Hexen.wad and user-created PWAD levels.</p>
<p><img src="http://blastmagazine.com/wp-content/uploads/2008/03/shtgc0.gif" alt="The Doom shotgun being fired and reloaded" align="left" hspace="5" vspace="0" />Why is this useful?  Because with Wad Tools 2.0, (also called WT2) you can insert, replace or just download any of the character images, sprites, textures and other images in the game. And this is a big boost for fans of the game, developers, and fan site builders like me here.</p>
<p>This gives our Doom Page a big boost because we can show detailed images from the game and pull user-created resources to illustrate what really goes into level design.</p>
<p>It&#8217;s a very simple, very small program that performs one basic task &#8212; exploring Doom game files.</p>
<p>WT 2.0 was a big accomplishment for the developer, who inserted on-the-fly resource replacement into this version over 1.0.</p>
<p>With this program, you see not only how much work went into Doom and its many user and commercial additions, but also how quite basic it all is. Doom is a series of images, changing and reacting to the environment. You can actually see the shotgun firing, the fist punching, the chemical barrel exploding and all the gory and bloody scenery that went into this gaming franchise.</p>
<p>From the creator:</p>
<blockquote><p>WAD Tools 2.0 &#8220;Documentation&#8221;This has been sitting on my hard drive for about 2 months now, and I figured with the recent releases of DOOM II and Heretic, it would be useful once again. WT 2.0 is pretty much like WT 1.0, but with thefollowing additions:</p>
<ul>
<li>Graphics can be exported to BMP (a bug in LBM exporting is also fixed)</li>
<li>Resources can be edited in the WAD file. You no longer have to export it, edit it, and then import it back into the WAD file. This would have been pretty useful back when the DOOM formats were being figured out, but oh well&#8230;</li>
<li>In the editor, Tab switches between hex and ascii view.</li>
<li>In the graphic viewer, you can use up arrow and down arrow (or Enter and Backspace) to flip through graphics. It makes it a lot easier to view them, in addition to letting you see the animation sequences.</li>
</ul>
<p>Program syntax is &#8220;WT wadfilename&#8221;. The default wadfile is DOOM2.WAD.</p></blockquote>
<p><a href="/files/doom/WT.EXE">Download Wad Tools 2.0 free from Blast Magazine</a></p>
<p><img src="http://blastmagazine.com/wp-content/uploads/2008/03/tomw2_1.jpg" alt="Doom 2 computer-like wall texture" /></p>
</div>]]></content:encoded>
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		<title>Download Doom1.wad</title>
		<link>http://blastmagazine.com/the-magazine/technology/download-doom1wad/</link>
		<comments>http://blastmagazine.com/the-magazine/technology/download-doom1wad/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 07:00:47 +0000</pubDate>
		<dc:creator>Blast Magazine Newsroom</dc:creator>
				<category><![CDATA[Doom]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Levels]]></category>
		<category><![CDATA[Science and Technology]]></category>
		<category><![CDATA[doom1.wad]]></category>
		<category><![CDATA[shareware]]></category>
		<category><![CDATA[wad]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=1096</guid>
		<description><![CDATA[Very simple. Very basic. Download the Shareware Doom1.wad free from Blast Magazine.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>Very simple. Very basic. <a href="/files/doom/wads/doom1.wad">Download the Shareware Doom1.wad</a> free from Blast Magazine.</p>
</div>]]></content:encoded>
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		<title>Doom Metrics</title>
		<link>http://blastmagazine.com/the-magazine/gaming/doom/doom-metrics/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/doom/doom-metrics/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 07:00:46 +0000</pubDate>
		<dc:creator>Blast Magazine Newsroom</dc:creator>
				<category><![CDATA[Documentation]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[level editing]]></category>
		<category><![CDATA[pwad]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=1088</guid>
		<description><![CDATA[This document tells level editors and creators about the limits and size specifications of Doom Doom Metrics &#8212;&#8212;&#8212;&#8212; Scott Ampoker (scott@basis.com) Creation of a successful Doom level requires that the PWAD designer be aware of the &#8220;physical&#8221; sizes and limitations of the Doom world. On a less critical level, the choice of wall, floor, and [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p><em>This document tells level editors and creators about the limits and size specifications of Doom</em></p>
<p>Doom Metrics<br />
&#8212;&#8212;&#8212;&#8212;<br />
Scott Ampoker (scott@basis.com)</p>
<p>Creation of a successful Doom level requires that the PWAD designer be aware of the &#8220;physical&#8221; sizes and limitations of the Doom world.  On a less critical level, the choice of wall, floor, and ceiling textures will have some influence on room dimensions.  This document is primarily concerned with physical limitations.  This document is not complete,<br />
and as I explain below, it is not absolute either.  I regret that I haven&#8217;t determined the map limits of a Doom level.  The data structures would appear to allow grid coordinates as well and floor/ceiling heights from -32768..32767.  However, map editors impose stricter limits.</p>
<p>To determine physical limitations, I created a simple level with three sectors resembling this:</p>
<p>*&#8212;&#8212;&#8212;&#8211;*            *&#8212;&#8212;&#8212;&#8212;*<br />
|                |             |                 |<br />
|                *&#8212;&#8212;&#8212;*                 |<br />
|               |              |                 |<br />
|               *&#8212;&#8212;&#8212;*                  |<br />
|               |              |                 |<br />
*&#8212;&#8212;&#8212;&#8211;*             *&#8212;&#8212;&#8212;&#8212;*</p>
<p>By manipulating the height and width of the center sector I was able to determine minimum clearances.  While it was easy to perform tests with &#8220;the player&#8221;, it was a little trickier testing the various enemies. I had to get an enemy to chase me through the center hallway.  Unfortunately, this does not lead to definitive results.  If the width of the hallway is<br />
near the minimum limit, the enemy is far less likely to enter the hallway within a short period of time.  This would give the false impression that the hallway is already too narrow.  I advise PWAD designers to allow extra clearance if it is intended that enemies move easily from one sector to the next.</p>
<p>After performing most of my tests, I received the April 13 version of  &#8220;The Unofficial Doom Specs&#8221; by Matt Fell.  Unlike the earlier version I had been using, this version provided the actual width and height of each object.  I found this useful in comfirming most (but not all) of my test results and for filling in the missing data on the Spiderdemon which I<br />
hadn&#8217;t tested at all.  (Many thanks to Matt for his invaluable contributions). It appears that the minimum width through which an object will pass is greater than the actual diameter of the object.  For example, The 32-wide player requires a width of 33 (although Fell reports a minimum width of 34).  I will list the physical dimensions as well as the minimum clearances I have actually seen work.  I left a value empty (&#8220;-&#8221;) if I hadn&#8217;t satisfactorily established a minimum.</p>
<p>MINUMIM<br />
ACTUAL 	       CLEARANCE<br />
OBJECT		HEIGHT  WIDTH        HEIGHT  WIDTH<br />
&#8212;&#8212;		&#8212;&#8212;  &#8212;&#8211;        &#8212;&#8212;  &#8212;&#8211;<br />
Player	          56      32           56      33<br />
Trooper/Sarg      56      40	       56      44<br />
Imp		  56      40           56      44<br />
Demon/Spectre	  56      60	       56      64<br />
Cacodemon	  56      62	       56      64<br />
Lost Soul	  56      32	       56       -<br />
Baron		  64      48	       64       -<br />
Cyberdemon	 110      80          110       -<br />
Spiderdemon      100     256		-	-</p>
<p><img src="http://blastmagazine.com/wp-content/uploads/2008/03/doomsargemeasure.jpg" alt="Doom Sergeant measurements/Blast Magazine illustration" /></p>
<p>NOTE: Rising doors stop 4 units short of the neighboring ceiling.  In order to ensure the minimum doorway height of 56, the neighboring ceiling should have a clearance of at least 60.</p>
<p>ANOTHER NOTE: When passing from one sector to the next, an object must fit between the higher of the two floors and the lower of the two ceilings.</p>
<p>STEPS AND STAIRS</p>
<p>It appears that any creature with legs can step up as many as 24 units at a time.  (I haven&#8217;t verified this with the Spiderdemon).  As we all know, the player can step down from any height.  Enemies appear to be limited to descending at most 24 units at a time.  (Floating enemies aren&#8217;t constrained by steps).</p>
<p>Although a simple step up or down is easy to handle, stairways arefar more complicated.  I figured that the depth of each step (the distance front of one step to the front of the next step) had to be a factor.  The test results confirmed this but were confusing at best.</p>
<p>The player can climb steps with a depth as *narrow as 1*!  This could be creatively used in PWADS since it would appear that the player is scaling a sheer wall.</p>
<p>Enemies are much more picky about steps.  For example, I discovered that a trooper would descend stairs that had a minimum step depth of 33 with the maximum riser height of 24.  When I changed the riser height to some smaller value, the mimimum required depth got smaller too.  I gasped in horror realizing the amount of work it would take to figure out the magic formula, by trial and error, for each enemy.  For what it&#8217;s worth, the following table shows the minimum observed depth for 24-unit risers.  You can assume these to be a safe values for any smaller riser.  If your creatures appear to be afraid of the stairs, try adjusting the riser to depth ratio to create a kinder and gentler stairway.  (I did not test the<br />
Cyberdemon or the Spiderdemon in this area.)</p>
<p>OBJECT		MINIMUM STEP DEPTH WITH 24-UNIT RISER<br />
&#8212;&#8212;		&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
Trooper/Sarg	33<br />
Imp		33<br />
Demon/Spectre	51<br />
Cacodemon	N/A<br />
Lost Soul	N/A<br />
Baron		41<br />
Cyberdemon	-<br />
Spiderdemon	-</p>
<p>WALL/ROOM DIMENSIONS</p>
<p>Unlike the physical limits described above, wall/room dimensions are determined more by aesthetic factors than by numerical requirements.  However, in the absence of hard rules, there are magic numbers and standard situations that come up from time to time.  It is not practical to cover every situation here.  When in doubt, you should always examine any of the stardard Doom levels for guidance.  It is helpful to always think in powers of 2.  Doom level editors should provide a user setable snap grid adjustable down to 8 units.</p>
<p>Room sizes are, of couse, entirely arbitrary.  However, hallway and corridor widths are commonly 64 or 128 units wide.</p>
<p>Most general wall textures are 128 x 128 units.  The manner in which the wall textures are rendered is described in a separate document (MANAGING TEXTURES AND THE &#8220;UNPEGGED&#8221; ATTRIBUTE).  The use of &#8220;unpegged&#8221; attributes and X, Y offset modifiers enables the PWAD designer to satisfactorily use these wall textures on any wall space.</p>
<p>Some of the available wall textures have more specific uses such as doors, switches, decorations, and wall thickness filler.  Doors are usually 64 or 128 units wide.  Door heights can vary.  72 units seems to be a common door height in the standard Doom levels.</p>
<p>Decorations and switches normally appear on wall textures that are 64 units wide (a few are 128).  When placing these textures on non-standard wall widths, the decoration/switch will not appear centered without adjusting the texture X-offset.</p>
<p>Wall thickness filler is used on the insides of door tracks, windows, and the occasional alcove.  Textures intended for such use normally 8 or 16 units wide but are designed to tile well with non-standard wall thicknesses and heights.</p>
<p>Special stair riser textures are 8 and 16 units high.  However, any texture may be used on a stair riser.</p>
<p>FLOORS AND CEILINGS<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>The textures used for floors and ceilings are all 64 x 64 units.  Unlike wall textures, floor and ceiling textures are aligned and oriented with respect to the underlying map coordinate grid.  Since these textures are tiled globally, they will always create seamless transitions from one sector to the next (assuming the adjoining sector has similar floor/ceiling textures).</p>
<p>Some floor/ceiling textures have specific markings on them that are important.  For example, some ceiling textures have a grid of lights. To ensure that the ceiling lights in a sector tile correctly, not only must the sector size be a proper multiple of a single light, but the sector itself must be placed on the map at an appropriate grid line.</p>
<p>A transporter pad has a special design.  In order for the image on the transporter pad to appear correct, the pad must be aligned on a 64 x 64 map grid.</p>
<p>There are some special stair step textures (STEP1 and STEP2).  These could be used for the top surface of each stair.  If you wish to use these textures for your stairs, make sure you pick the texure with the proper north/south or east/west orientation and snap your stairs to a 64-unit width and a 32-unit depth.</p>
<p>REAL WORLD SCALE<br />
&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>Occasionally, a PWAD designer wishes to create a Doom level based on an actual place (such as his office building or home).  I undertook such a project using the actual blue prints as my reference.  This creates the problem of equating Doom measurement units to real world units. There is no magic formula.  The Doom engine does not appear to render things with consistant aspect ratio.  For my project, I found that the following scale produced a satisfying result that &#8220;felt right&#8221; when walking through the level:</p>
<p>16 Horizontal Doom units = 1 horizontal foot<br />
10 Vertical Doom units = 1 vertical foot</p>
<p>You may wish to experiment with these values to suit your tastes.  The vertical scale seems to be the hardest to pin down.  Heights look different in Doom depending on whether the player is near or far from the feature in question.</p>
</div>]]></content:encoded>
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		<title>The Doom Pistol FAQ version 1.1</title>
		<link>http://blastmagazine.com/the-magazine/gaming/doom/the-doom-pistol-faq-version-11/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/doom/the-doom-pistol-faq-version-11/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 07:00:21 +0000</pubDate>
		<dc:creator>Blast Magazine Newsroom</dc:creator>
				<category><![CDATA[Documentation]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[bullet]]></category>
		<category><![CDATA[faq]]></category>
		<category><![CDATA[pistol]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=1087</guid>
		<description><![CDATA[The best part of the "Unofficial Doom Pistol FAQ" is that it lists the number of shots it takes to kill all Doom enemies using just the trusty pistol. [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p><em>The best part of the &#8220;Unofficial Doom Pistol FAQ&#8221; is that it lists the number of shots it takes to kill all Doom enemies using just the trusty pistol.</em></p>
<p>*************************<br />
* THE UNOFFICIAL DOOM *<br />
* PISTOL FAQ *<br />
* BY *<br />
* RAMBUTT *<br />
*************************</p>
<p>version 1.1, 2/4/96</p>
<p>Contents<br />
&#8212;&#8212;&#8211;</p>
<p>1. Why a Pistol Faq ?<br />
2. What Is It Good For ?<br />
3. How Many Bullets Does It Hold ?<br />
4. How Long Does It Take To Kill Something ?<br />
5. The Pistol In DethMatch<br />
6. Where Can I Find This Faq ?<br />
7. Disclaimer<br />
8. Trademark Information<br />
9. Copyright Notice<br />
10. How To Contact Me<br />
11. Revision History</p>
<p>=========================================<br />
(1) WHY A PISTOL FAQ ?<br />
=========================================</p>
<p>After reading Tony Fabris&#8217; BFG Faq and Dan Tyrrell&#8217;s Rocket Launcher Faq, I decided to write a faq about the pistol in hopes that it would either answer some question about it or give you a good laugh while you read.</p>
<p>Now all we need are faqs for the chainsaw, shotgun/super shotgun, chaingun, and the plasma rifle. Any takers?</p>
<p>=========================================<br />
(2) WHAT IS IT GOOD FOR ?<br />
=========================================</p>
<p>To most people, the pistol isn&#8217;t good for anything. But a Doomer who can get 100% kills on any given level on Ultra Violence or Nightmare should be considered a &#8220;Doom God&#8221; or if not that, at least feared.</p>
<p>To those Doomers who are comfortable using the more powerful weapons, the pistol isn&#8217;t useful for anything except killing Zombie Men, Shotgun Guys, Imps, and maybe Demons. But if you practice, one day you too will kill the Cyberdemon or Spider Mastermind using only the pistol ! Of course, I was<br />
cheating when I did it&#8230;&#8230;&#8230;</p>
<p>=========================================<br />
(3) HOW MANY BULLETS DOES IT HOLD ?<br />
=========================================</p>
<p>Normally, the pistol holds 200 bullets. When you find a backpack, the amount of ammo is increased to 400 bullets.</p>
<p>(Note : the pistol and chaingun share the same ammo.)</p>
<p>=========================================<br />
(4) HOW LONG DOES IT TAKE TO KILL SOMETHING ?<br />
=========================================</p>
<p>Ok, the following shows just how many direct hits you need to kill a certain monster, give or take depending on where you hit them ;</p>
<p>Monster Bullets<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; &#8212;&#8212;-<br />
Player (100% health) 10<br />
Zombie Men 2<br />
Shotgun Guy 3<br />
Heavy Weapon Dude 7<br />
Imp 6<br />
Demon 14<br />
Spectre 14<br />
Lost Soul 10<br />
Cacodemon 36<br />
Pain Elemental 40<br />
Mancubus 60<br />
Revenant 30<br />
Hell Knight 50<br />
Baron Of Hell 100<br />
Arachnotron 50<br />
Archvile 70<br />
Cyberdemon 400<br />
Spider Mastermind 300</p>
<p>Note : if you miss, then it takes more ammo.</p>
<p>=========================================<br />
(5) THE PISTOL IN DETHMATCH<br />
=========================================</p>
<p>There are several methods of using the pistol in DethMatch, here&#8217;s a few of my favorites&#8221;</p>
<p>1. You find an invulerability sphere. Whip out the pistol and torture your oppenent to death ! This is always quite fun&#8230;..<br />
2. You have the BFG, but instead you use the pistol against your opponent. Just when they think your dead, you pull out the BFG and surprise them ! Very<br />
satisfying&#8230;..<br />
3. You hit your opponent with a rocket or a stream of plasma that almost frags them and then you finish them off with a single pistol shot.</p>
<p>=========================================<br />
(6) WHERE CAN I FIND THIS FAQ ?<br />
=========================================</p>
<p>(defunct)</p>
<p>=========================================<br />
(7) DISCLAIMER<br />
=========================================</p>
<p>This FAQ is to aid in informing the Doom playing public at large about the pistol that appears in DOOM, DOOM II, and THE ULTIMATE DOOM by the masters who call themselves &#8220;id Software&#8221;. This is in no way intended to promote the killing of yourself, others, or anything that breathes or moves, unless it&#8217;s bigger than you are with a pistol. Additionally, I claim NO responsibility regarding ANY illegal activity concerning the use of this FAQ (or pistols, for that matter), or that is indirectly related to this FAQ. The information contained in this FAQ only refers to id Software indirectly, and questioning id Software regarding any information in this FAQ is not recommended AT ALL. However, questioning me about this information is, for a price, of course.</p>
<p>=========================================<br />
(8) TRADEMARK INFORMATION<br />
=========================================</p>
<p>All specific names included herein are trademarks and are so acknowledged: id Software, DOOM, DOOM II, THE ULTIMATE DOOM. Any trademarks I failed to mentioned here are still hypothetically acknowledged.</p>
<p>=========================================<br />
(9) COPYRIGHT NOTICE<br />
=========================================</p>
<p>This article is Copyright 1996 by Rambutt. All of my rights are reserved.<br />
You are hereby granted the following rights:</p>
<p>I. To make copies of this work in original form, so long as they are complete, include the copyright notice, are in electronic form, and give me credit.</p>
<p>II. To distribute this work, or copies made under the provisions above, so long as it&#8217;s the ORIGINAL, you don&#8217;t charge anyone for it, it&#8217;s not in a electronic magazine or within software (unless you ask me nicely !), it&#8217;s the latest version (as far as you know), and there aren&#8217;t any coffee stains or any other stains on the copies.</p>
<p>These rights are temporary and revocable upon written, oral, other notice by Rambutt, or upon your death (unless your death was faked). This copyright notice shall be governed by the laws of the state of Oklahoma. If you would like additional rights beyond those granted above, get&#8217;em yourself.</p>
<p>=========================================<br />
(10) HOW TO CONTACT ME (defunct)<br />
=========================================</p>
<p>If for some strange reason you feel the urge to actually talk to me, here&#8217;s<br />
how and where to reach me:</p>
<p>On The Wall : Rambutt<br />
On Code Red : Rambutt<br />
On Jackalope Junction : find me by my real name (whatever that is)<br />
On the Internet : Rambutt9@aol.com<br />
By phone : call the operator<br />
By snail-mail : do you really want to do this ?</p>
<p>=========================================<br />
(11) REVISION HISTORY<br />
=========================================</p>
<p>ver1.0 Born on 2/4/1996.<br />
-first release (duh&#8230;)<br />
-section 9 and 10 are taken directly from &#8220;Rambutt&#8217;s Doom FAQ II&#8221; ver<br />
0.17, by me<br />
-section 7 and 8 are modified versions of their counterparts in<br />
&#8220;Rambutt&#8217;s Doom FAQ II&#8221;, ver0.17, still by me</p>
<p>ver1.1 Same day as first version.<br />
-added section 6</p>
<p>This article copyright 1996 by Rambutt, in association with Overbored Publishers, a division of Lawsuit, Ink. All rights reserved as stated above.</p>
</div>]]></content:encoded>
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		<title>PWAD: DOOMED to Run Amok v1.0</title>
		<link>http://blastmagazine.com/the-magazine/gaming/doom/doomed-to-run-amok-v10-doom-pwad/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/doom/doomed-to-run-amok-v10-doom-pwad/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 07:00:09 +0000</pubDate>
		<dc:creator>Blast Magazine Newsroom</dc:creator>
				<category><![CDATA[Doom]]></category>
		<category><![CDATA[Levels]]></category>
		<category><![CDATA[doomed to run amok]]></category>
		<category><![CDATA[level]]></category>
		<category><![CDATA[pwad]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/?p=1090</guid>
		<description><![CDATA[Doom levels usually come with a specific template of information telling you about the level, its compatibility and build issues and what to expect. Doomed to Run Amok was one of the coolest levels included in the D!ZONE 150 CD-ROM from Wizard Works. It includes new graphics and sounds! ======================================= Title: DOOMED to Run Amok [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p><em>Doom levels usually come with a specific template of information telling you about the level, its compatibility and build issues and what to expect.</em></p>
<p><em>Doomed to Run Amok was one of the coolest levels included in the D!ZONE 150 CD-ROM from Wizard Works. It includes new graphics and sounds!</em></p>
<p>=======================================<br />
<strong> Title:</strong> DOOMED to Run Amok v1.0<br />
<strong> Filename: </strong>AMOK10t.WAD (t=Total Build, with Sound, Music, etc.)<br />
<strong> Author: </strong>David L. Davis<br />
<strong> Email Address          :</strong> (None)<br />
<strong> Misc. Author Info      :</strong> In late 30&#8242;s, SR. PC Programmer / Analyst, and                        bitten with &#8220;DOOM&#8221; madness!</p>
<p><strong>Description: </strong>Waste the &#8220;BAD GUYS&#8221;, what else?.</p>
<p><strong>Additional Credits to:</strong><br />
id Software Team                         (DOOM &#8220;The Game&#8221; / &#8220;The Graphic Engine&#8221;)<br />
Brendon Wyber  (DEU v5.21 / Map &amp; Thing Editor)<br />
Raphael Quinet (DEU v5.21 /  &#8221;  &#8221;   &#8221;      &#8221;  )<br />
Colin Reed (BSP v1.2x / DOOM Node Builder)<br />
Bill Neisius (DMMUSIC v1.0a / Music Util)<br />
Bill Neisius (DMGRAPH v1.0  / Graph Util)<br />
Bill Neisius (DMAUD   v1.1  / Audio Util)<br />
Matt Fell (The &#8220;OFFICIAL&#8221; DOOM FAQ v5.6 / Info)<br />
Matt Fell (The &#8220;UNOFFICIAL&#8221; DOOM SPEC v1.3 / Docs)<br />
MDC Development (TEXTREF v1.0 / Docs)<br />
Brain Marshall (DOOM 3D Engine Techniques / Info)<br />
=======================================</p>
<p>* Play Information *<br />
<strong> Episode and Level #: </strong>E2M1<br />
<strong> Single Player:</strong> Yes<br />
<strong> Cooperative 2-4 Player: </strong>Yes *Not Tested*<br />
<strong> Deathmatch  2-4 Player:</strong> No<br />
<strong> Difficulty Settings:</strong> Yes<br />
<strong> Exit Level:</strong> Yes (That&#8217;s if you can get by the Cyber-Demon!)<br />
<strong> New Sounds:</strong> Yes, Replacement Sounds for Plamsa Gun,                        Rocket Launcher, and a few others.<br />
<strong> New Graphics:</strong> Yes (Status Bar now has a Marble Face),                        a new TekDoom Door, and TekCude (Wall Textures)<br />
<strong> Special Graphics:</strong> a Preview of a few Villains from DOOM II within                        a hidden secret room. (Wall Textures) (&#8220;DOOM II &#8230;its going to be HELL on EARTH!!&#8221;)<br />
<strong> New Music: </strong>Yes, (New Age &#8211; Title Unknown)<br />
<strong> Demos Replaced:</strong> None</p>
<p><img src="http://blastmagazine.com/wp-content/uploads/2008/03/doomamuk4.jpg" alt="DOOMED to Run Amok v1.0 Doom Screenshot" /></p>
<p>* Construction *<br />
Base: Brand-Spanking New level from scratch<br />
Build Time: 180+ hours (Every free moment for a month, course                        rebuilds can take a little while on a 386DX/25 Mhz                        machine with a Big WAD like this one!!.) Plus                        the time to learn how to use DEU, BSP, DOOM Utils,                        and reading all the DOOM information out-there!<br />
Editor(s) used: DEU v5.21, BSP v1.2me (a Recompiled version of                        BSP v1.2x with Math Emulation Support)                        DMMUSIC v1.0a, DMGRAPH v1.0, &amp; DMAUD v1.1<br />
Known Bugs: Some Texture Alignment Problems.</p>
<p>* Copyright / Permissions *<br />
Authors may NOT use this level as a base to build additional levels, but portions of this level may be &#8220;cut and pasted&#8221; into your own base levels if original authorship is placed within the &#8220;Additional Credits&#8221; section.</p>
<p>You MAY distribute this WAD, provided you include this file, with no modifications.  You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.</p>
<p>Download <a href="http://blastmagazine.com/files/doom/wads/AMOK10T.WAD">Doomed to Run Amok </a></p>
</div>]]></content:encoded>
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		<item>
		<title>The Ultimate Doom readme</title>
		<link>http://blastmagazine.com/the-magazine/gaming/doom/the-ultimate-doom-readme/</link>
		<comments>http://blastmagazine.com/the-magazine/gaming/doom/the-ultimate-doom-readme/#comments</comments>
		<pubDate>Sun, 23 Mar 2008 06:12:55 +0000</pubDate>
		<dc:creator>Blast Magazine Newsroom</dc:creator>
				<category><![CDATA[Documentation]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[manual]]></category>
		<category><![CDATA[ultimate doom]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/2008/03/the-ultimate-doom-readme/</guid>
		<description><![CDATA[Here is the original readme.txt file for The Ultimate Doom for all of you researchers out there.]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>Welcome to THE ULTIMATE DOOM!<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
What you have here is a very special edition of DOOM.  It contains a new, never-seen-before FOURTH EPISODE that makes the first three episodes look like a walk in the park!  You also get 5 free hours of playtime on DWANGO, the DOOM Wide-Area Network Game Organization, where you can call up 24-hours a day and find someone to frag.</p>
<p>Just run the DWANGO program and choose the server closest to you, tell the server you&#8217;re a new user, enter your information, then log onto the server. Press the F5 key and choose Enter Authorization Number &#8211; type in the number that came with your ULTIMATE DOOM box.</p>
<p>id Software respectfully requests that you do not modify the levels for the shareware version of DOOM.  We feel that the distribution of new levels that work with the shareware version of DOOM will lessen a potential user&#8217;s incentive to purchase the registered version.</p>
<p>If you would like to work with modified levels of DOOM, we encourage you to purchase the registered version of the game.</p>
<p>Make sure you read the DOOM FAQ v6.666 if you have any problems or are anxious to find out about the World of DOOM!  The 4 files<br />
of the FAQ are DMFAQ66A.TXT, DMFAQ66B.TXT, etc.  Enjoy!</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
Auxiliary programs<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<p>There are a number of auxiliary programs that come with DOOM. These are DM.EXE, the DeathManager you use as a front-end for network and modem play; DWANGO.EXE, the client software for the NEW multiplayer gaming environment of the future; IPXSETUP.EXE, the IPX Network Device Driver that enables you to play DOOM over an office network that uses the IPX protocol and SERSETUP.EXE, the Serial Device Driver that enables you to play DOOM over the modem or serial cable.</p>
<p>The documentation for the DM.EXE program is named DM.TXT, the documentation for the DWANGO.EXE program is named DWANGO.TXT. The documentation for the IPXSETUP.EXE and SERSETUP.EXE programs follow.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
Get our latest releases from the following places:</p>
<p>ftp.idsoftware.com              id Software&#8217;s ftp site<br />
www.idsoftware.com              id Software&#8217;s WWW Home Page</p>
<p>id Software&#8217;s BBS home:<br />
Software Creations BBS &#8220;Home of the Authors&#8221;<br />
1200/2400 V.42/MNP:             508-365-2359<br />
2400-16.8k HST US Robotics:     508-368-4137<br />
2400-14.4k V.32/V.32bis Hayes:  508-368-7036</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
_______<br />
____|__     |               (R)<br />
&#8211;|       |    |&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
|   ____|__  |  Association of<br />
|  |       |_|  Shareware<br />
|__|   o   |    Professionals<br />
&#8212;&#8211;|   |   |&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
|___|___|    MEMBER</p>
<p>OMBUDSMAN STATEMENT</p>
<p>This program was written by a member of the Association of Shareware Professionals (ASP). ASP wants to make sure that the shareware<br />
principle works for you. If you are unable to resolve a shareware-related problem with an ASP member by contacting the member directly, ASP may be able to help. The ASP Ombudsman can help you resolve a dispute or problem with an ASP member, but does not provide technical support for members&#8217; products. Please write to the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442 orsend a CompuServe message via CompuServe Mail to ASP Ombudsman 70007,3536.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
DOOM ADDENDUM<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
Welcome to DOOM. Before playing, you&#8217;ll need to read the DOOM manual and this addendum which contains information for playing in Multiplayer mode, as well as technical support and troubleshooting instructions. To avoid compatibility errors, please make sure that your machine and network conform to the system requirements listed below.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
SYSTEM REQUIREMENTS<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
DOOM(TM) requires an IBM compatible 386 or better with 4 megs of RAM, a VGA graphics card, and a hard disk drive. A 486 or better, a Sound Blaster Pro(TM) or 100% compatible sound card is recommended. A network that uses the IPX protocol is required for network gameplay.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
MULTIPLAYER MODE<br />
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GETTING STARTED<br />
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1. Install DOOM as described in the manual.</p>
<p>2. Launch DOOM from the SETUP program, by going to the directory in which you installed DOOM, type SETUP, and press the ENTER key. (If you are installing DOOM for the first time the SETUP program will be automatically launched.)</p>
<p>Unlike playing DOOM in single player mode, DOOM in multiplayer mode must be run either from the SETUP program or by using the command line parameters mentioned later in this addendum.</p>
<p>3. The SETUP program not only allows you to configure DOOM to your system but lets you tell DOOM information that is necessary for the multiplayer game, (i.e. number of players, kill level, mode, etc.) The SETUP program is simple to use&#8211;providing context sensitive help at the bottom of the screen.</p>
<p>NUMBER OF PLAYERS: A maximum of four people can play multiplayer DOOM on a network.</p>
<p>COMPATIBLE NETWORKS: To play multiplayer, you must have a network that uses the IPX protocol. Check your network manuals for information regarding your protocol. Novell networks use the IPX protocol.</p>
<p>MULTIPLE GAMES ON THE NET: To play a multiplayer game while another group is also playing the multiplayer game, you&#8217;ll need to change your network port address from the SETUP application. The port address tells your server where to send information that is sent over the network. Network addresses range from 1-64000. You should refer to the person in charge of your network for possible port addresses.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
MULTIPLAYER INSTRUCTIONS<br />
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Many of the rules for playing DOOM change for the multiplayer game. Read the following information carefully before you begin to play DOOM in multiplayer mode.</p>
<p>MENUS: When you activate the Options menu or submenus, the game KEEPS RUNNING so that other players can continue with the action. So it is best to find a safe place before adjusting screen sizes or sounds.</p>
<p>UNPAUSE: A player may Pause the game by pressing the PAUSE key, but any other player can Unpause the game by pressing the PAUSE key again. Make sure it&#8217;s OK with your buddies before taking a breather.</p>
<p>SAVE: When you do a savegame during a network game, it saves on every player&#8217;s system in the savegame slot you select, writing over whatever was there. Before saving the game, players should agree on a safe slot to save in.</p>
<p>LOAD: You cannot load a saved game while playing a multiplayer game. To load a game everyone must quit from the current game and restart the game from the saved game. To start a game from a saved game, you can either select it from the SETUP program or identify it as a command line<br />
parameter.</p>
<p>WEAPONS: When a player runs over a weapon, he picks it up, but the weapon remains in the game for other players to take. Note: Shotguns dropped by former human sergeants are removed from the game after being picked up or smashed.</p>
<p>DEATH: If you die and restart in the level, previously taken items and destroyed monsters DON&#8217;T reappear. Even though you&#8217;ve died, other players have survived. We didn&#8217;t want to undo all of their fine destruction by reviving every monster in the area. However, this also means the level will eventually run dry of monsters and ammunition. You&#8217;ll have to decide when the level is played out.</p>
<p>UNIFORM COLORS: In net games, each player&#8217;s uniform is a different color. The color of your character is the color behind your face on the status bar. The colors are BROWN, INDIGO (black), GREEN, and RED.</p>
<p>CHAT MODE: In a multiplayer game you can communicate with other players in the Chat mode. To enter into Chant mode and broadcast a message to all the players, press the letter t. A cursor will appear where your messaging is normally placed. To broadcast to a specific player, instead of pressing t you&#8217;ll need to press the first letter of the player&#8217;s color. (B)rown, (I)ndigo, (G)reen, and (R)ed. For example, to send a message to the brown character, you would press the letter b.</p>
<p>CHAT MACROS: In a multiplayer game, you can send your own pre-defined macros (defined in the SETUP program) by initiating Chat mode (as stated above), then holding ALT and pressing the number key that corresponds to the macro you wish to send. For example, if macro #2 is &#8220;Eat it and die!&#8221;, initiate Chat mode by pressing &#8216;T&#8217;, then hold down ALT and press 2.</p>
<p>EXITING A LEVEL: When one player exits a level, all players instantly exit with him, regardless of their position or their status.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
COOPERATIVE OR DEATHMATCH MODE<br />
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There are two ways to play multiplayer&#8211;DeathMatch and Cooperative. In Cooperative mode the players work together. In DeathMatch mode your mission is to kill everything that moves, including your buddies. You can choose which mode you wish to play from the SETUP application. The differences between Cooperative and DeathMatch mode are as follows:</p>
<p>WHERE YOU START: In Cooperative mode each player begins in the same area. In DeathMatch mode the players begin in completely different areas&#8211;if you want to see your buddy you&#8217;ll need to hunt him down. Plus, each time you die, you&#8217;ll restart in one of several random locations.</p>
<p>KEYS: Unlike in single-player or Cooperative mode gameplay, in DeathMatch mode the players start each location with the keys necessary for opening any locked door in that area.</p>
<p>STATUS BAR: In DeathMatch mode the ARMS section on the status bar is replaced with &#8220;FRAG.&#8221; The FRAG section displays the number of times you&#8217;ve killed your opponents.</p>
<p>AUTOMAP: In Cooperative mode the Automap works the same way it does in single-player mode. Each player is represented by a different color arrow. In DeathMatch mode you won&#8217;t receive the pleasure of seeing your opponents on the map. Just like the monsters, your friends could be just around<br />
the corner, and you won&#8217;t know until you face them.</p>
<p>SPY MODE: If you&#8217;re playing in Cooperative mode, press F12 to toggle through the other players&#8217; viewpoint(s). Press any other key to return to your view. You still retain your own status bar at the bottom, and if your view reddens from pain it is YOU, not your partner, who has been hit.</p>
<p>INTERMISSION SCREENS: In both Cooperative and DeathMatch mode the intermission screen tallies your achievement. In Cooperative mode the intermission screen lists the achievements for all players in the game. In DeathMatch mode the intermission provides a death count on everyone, letting<br />
you know who killed whom.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
DEATHMATCH MODE GAMEPLAY NOTES<br />
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The rules for completing or winning a DeathMatch game have intentionally been left general. Any player can exit an area and force all of the players to move to the next area. Also, there is no limit on how many kills are required to declare a player the winner. We decided to leave this up to you. You<br />
know what you like best!</p>
<p>Note: Before you play DOOM in DeathMatch mode you should be familiar with the layout of every area in DOOM. As you know,in DeathMatch mode your startup location is random and often in an area that is very hostile.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
MULTIPLAYER DEMO RECORDING<br />
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You can record your tournaments for posterity!  To record multi-player demos, add the line &#8220;-record demoz&#8221; to the command-line. Make sure the other player is recording also, or it won&#8217;t work. If you need more time, add the &#8220;-maxdemo &lt;K&gt;&#8221; option to increase demo buffer space.  Make sure both of you specify the same amount. DOOM defaults to 128K of demo buffer space, to specify 1meg you would type &#8220;-maxdemo 1024&#8243; on the command-line.</p>
<p>IF DOOM BOMBS TO DOS WITH A &#8220;Z_MALLOC&#8221; ERROR, YOU DON&#8217;T HAVE ENOUGH MEMORY FOR THE MAXDEMO AMOUNT SPECIFIED!</p>
<p>When you wish to stop recording, press the Q or F10 keys and both players will exit to DOS.  To play the demo back, merely type, &#8220;DOOM -playdemo demoz&#8221; and the demo will play back.  To see the other player, press the F12 key.  Press F12 to toggle between all players in the demo.  The TAB key will display the automap.</p>
<p>You can set the name of the demo file to anything you want. &#8220;demoz&#8221; was just an example name.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
RUNNING DOOM FROM THE COMMAND LINE<br />
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Much of the information you give to DOOM through the SETUP program can be provided by passing program parameters to the appropriate device driver on the command line.</p>
<p>NETWORK PLAY<br />
&#8212;&#8212;&#8212;&#8212;<br />
When you want to run a network game, you use IPXSETUP.EXE which is the device driver for DOOM&#8217;s network mode. The parameters are as follows:</p>
<p>-NODES starts DOOM as a network game and sets the number of players who are going to play. If you don&#8217;t specify the number of nodes, the default is 2.</p>
<p>-nodes &lt;# of players&gt;</p>
<p>-PORT sets the port from which to play DOOM multiplayer on the network. By setting a different port, more than one group of players can play DOOM on a single network.</p>
<p>-port &lt;# of the port&gt;</p>
<p>MODEM PLAY<br />
&#8212;&#8212;&#8212;-<br />
When you want to play a modem or null-modem game, you need to run SERSETUP.EXE which is the device driver for DOOM&#8217;s serial communications mode.  The parameters are as follows:</p>
<p>-DIAL tells the program which number to dial, if you&#8217;re going to do the calling.<br />
-dial &lt;phone number&gt;</p>
<p>-ANSWER puts your modem into Answer mode so someone can call you and play DOOM.<br />
-answer</p>
<p>-COM1, -COM2, -COM3, -COM4 specifies which COM port your modem or serial cable is connected to. Very important!<br />
-com1</p>
<p>-8250 tells SERSETUP to set the UART to 8250.  Just in case your 16550 UART is acting up at the higher speed.<br />
-8250</p>
<p>-IRQ sets the IRQ for the COM port.<br />
-irq &lt;irq number&gt;</p>
<p>-PORT sets the COM I/O port that SERSETUP uses to communicate with your modem.  To use hexadecimal, such as the number 0x3f8, you<br />
would type &#8220;-port 0x3f8&#8243;. -port &lt;port number&gt;</p>
<p>-&lt;#&gt; sets the baud rate of your COM port, overriding the value in the MODEM.CFG if you&#8217;re running a modem game.  Legal values are<br />
9600, 14400, 38400, 57600.<br />
Example: -14400</p>
<p>Note that to run a null-modem game, you must have a null-modem cable plugged into a serial port on both computers and each computer runs SERSETUP.EXE with a -COM# parameter as well as any General Parameters.  Do not use the -ANSWER or -DIAL parameters, or SERSETUP will think you&#8217;re using a modem. To get a null-modem cable, go to CompUSA or Radio Shack and say,&#8221;I need a null-modem cable to run a DOOM multiplayer game.&#8221;</p>
<p>VERY IMPORTANT!<br />
You will need to run the SETUP program and select Choose Modem from the Network/Modem/Serial menu so you can set your modem init string correctly.  Merely select the modem and press Enter and SETUP will create a new MODEM.CFG file that corresponds to your modem (the MODEM.CFG file is used by SERSETUP for initing the modem.)</p>
<p>If your modem is not in the list, you will most likely need to edit the MODEM.CFG file in the DOOM directory.  The first line of the file is an initialization string that:<br />
* Turns off error-correction<br />
* Turns off data-compression<br />
The MODEM.CFG file has a Hayes-standard init string like this: AT Z S=46 &amp;Q0 &amp;D0 You just add your own commands after the &#8220;AT Z &#8221; if your modem doesn&#8217;t work with these settings &#8212; dig up your modem manual for the correct settings.</p>
<p>The second line is a hangup string used when you quit DOOM.</p>
<p>The third line is the baud rate at which you want your COM port set. The legal settings are: 9600, 14400, 38400, 57600.</p>
<p>If the modem connection isn&#8217;t working when you call your friend, have him call you instead.  Try setting the modem to GENERIC (in the SETUP.EXE program) if your modems don&#8217;t connect.</p>
<p>If you STILL can&#8217;t get the modems to connect, both of you should run your favorite COMM programs and connect with 9600, no error correction and no data compression.  Then quit the COMM program and keep the connection going.  Then just run SERSETUP with a -COM# parameter (as if you were running a null-modem game) since you&#8217;re already connected.</p>
<p>If you had trouble connecting, but figured out some settings that work, please fax them to us at (214) 686-9288 so we can expand our modem init string database and perhaps have the SETUP program ask you for your modem type in a future version of DOOM.</p>
<p>GENERAL PARAMETERS<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
These parameters can be passed straight to DOOM, or passed to IPXSETUP or SERSETUP, which then pass them to DOOM.</p>
<p>-LOADGAME allows you to start DOOM from a specified save game. Instead of using the saved game name, simply enter the number that corresponds to the slot you saved the game to on the SAVE GAME screen (0-5). -loadgame &lt;# of the game&gt;</p>
<p>-DEATHMATCH starts DOOM as a DeathMatch game. If you don&#8217;t enter DEATHMATCH as a command line parameter, DOOM will default to the Cooperative mode.</p>
<p>-deathmatch</p>
<p>-ALTDEATH specifies respawning items during DEATHMATCH. NOTE: Invulnerability and Invisibility do not respawn.<br />
-deathmatch -altdeath</p>
<p>-SKILL sets the skill level (1-5) you wish to play.   Only useful with -warp &#8212; see below.<br />
-skill &lt;# of skill level&gt;</p>
<p>-EPISODE sets the episode (1-3) you wish to play. The default episode is Episode One, Knee-Deep in the Dead.<br />
-episode &lt;# of the episode&gt;</p>
<p>-CONFIG allows you to use your configuration file from any directory you choose. This is primarily for diskless workstations that don&#8217;t have a C: drive to save config information to. You need to rename the default.cfg file created by the SETUP program to a directory and name of your choosing to avoid conflicts. -config &lt;pathname&gt;  ex. -config f:\doom\data\myconfig.cfg</p>
<p>-NOMONSTERS allows you to start playing with NO MONSTERS running around!  This is great for DeathMatch where, really, the monsters<br />
just get in the way.  Only useful with -warp &#8212; see below.<br />
-nomonsters</p>
<p>-RECORD tells DOOM to record the game you are starting. Demo files will be saved as &lt;filename&gt;.lmp.<br />
-record &lt;filename&gt;</p>
<p>-MAXDEMO xxx If you want to record a demo bigger than 128k, use this option. xxx will be the size (in kilobytes) of the demo. example -MAXDEMO 1024 will record a 1 megabyte demo.<br />
-record &lt;filename&gt; -maxdemo xxx</p>
<p>-RESPAWN tells DOOM that, yes, you are a badass, and yes, you want all the monsters to respawn around 8 seconds after you kill them.  The NIGHTMARE skill level already does this. Note that using -respawn and -nomonsters at the same time is a dumb thing to do.  Only useful with -warp &#8212; see below.<br />
-respawn</p>
<p>-TURBO xxx gives you a speed boost. This is great in DeathMatch! The value xxx can be from 0 to 250. The other player(s) will be notified of your speed increase!  THIS IS CONSIDERED CHEATING IN SINGLE PLAYER MODE!<br />
-turbo xxx</p>
<p>@&lt;filename&gt; will allow you to specify a Response file that DOOM will read additional command-line parameters from.  For example, typing &#8216;DOOM @MYPARMS&#8217; will tell DOOM to look in the MYPARMS file for additional command-line parameters.  The file format is simply one parameter per line with a carriage return to terminate the line. Each parameter is typed exactly as you would type it on the DOS command-line.</p>
<p>-FAST will make the monsters move and shoot up to 3 times faster, just as if you were playing in Nightmare mode, but without the respawning.  Only useful with -warp &#8212; see below.<br />
-fast</p>
<p>-TIMER &lt;# of minutes&gt; will make DOOM exit the current level after a specified amount of minutes, going to the intermission screen.<br />
This option is only useful in DeathMatch mode.<br />
-timer xxx</p>
<p>An example line for entering the above information would be: doom -loadgame 3 -deathmatch -skill 4 -timer 10</p>
<p>IMPORTANT:  Only the following command-line parameters are available while using the -WARP parameter:<br />
-fast, -nomonsters, -skill, -respawn.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
ADDING MORE PHONE NUMBERS TO YOUR LIST<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
You must use a text editor (such as EDIT that comes with DOS) to edit the MODEM.NUM file.  The format is simple.  The first line is the Person&#8217;s name (which will appear in the list), the second line is the phone number.  The third line should be blank.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
DOOM, the DOOM logo and DOOM likenesses are trademarks of id Software, inc.,(C)1993. IBM is a registered trademark of International Business Machines, inc. Sound Blaster is a registered trademark of Creative Labs, inc. All other trademarks are the property of their respective companies.</p>
<p>Special thanks to ZOOM in their help for 28.8 modem support.</p>
</div>]]></content:encoded>
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		<title>Two big tech additions coming in April</title>
		<link>http://blastmagazine.com/the-magazine/technology/two-big-tech-additions-coming-in-april/</link>
		<comments>http://blastmagazine.com/the-magazine/technology/two-big-tech-additions-coming-in-april/#comments</comments>
		<pubDate>Sat, 22 Mar 2008 15:45:33 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Science and Technology]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[drop]]></category>
		<category><![CDATA[drop-down]]></category>
		<category><![CDATA[pwad]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/2008/03/two-big-tech-additions-coming-in-april/</guid>
		<description><![CDATA[We have two huge additions to the tech section coming April 1. First, we&#8217;re throwing up a Doom Page, with docs, levels, programs and all kinds of lost pieces of data celebrating the Doom universe which gave us the FPS gaming genre. We&#8217;ve found old FAQ&#8217;s, thousands of old PWAD levels, level editors, total conversions [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>We have two huge additions to the tech section coming April 1.</p>
<p>First, we&#8217;re throwing up a <a href="/technology/doom" title="Blast Magazine Doom Page">Doom Page</a>, with docs, levels, programs and all kinds of lost pieces of data celebrating the Doom universe which gave us the FPS gaming genre.</p>
<p>We&#8217;ve found old FAQ&#8217;s, thousands of old PWAD levels, level editors, total conversions and share versions of new episodes like Hell2Pay. And we&#8217;re gonna give&#8217;em to you.</p>
<p>To kick off the happy feeling of Doom, I&#8217;m giving you all a glimpse of the page and letting you <a href="http://blastmagazine.com/2008/03/download-doom-95/">download</a> the Doom 95 Windows front-end with Doom1.wad shareware attached.</p>
<p>The second new addition to Blast&#8217;s tech pages is <a href="/technology/drop/">The Drop Folder</a>.</p>
<p>In college, I did my workstudy with Northeastern&#8217;s &#8220;RESNET&#8221; computer team. We always had our &#8220;Drop&#8221; folder (or CD, flash drive, etc) that contained the tools and programs that we felt were absolutely vital.</p>
<p>I&#8217;m expanding that a bit &#8212; beyond just utilities like Hijack This! and stuff &#8212; to include a well-maintained list of programs and tidbits that make your life easier. And actually, I could use some help. If you know of a program or download that makes your life easier, leave a comment on this article and let me know about it!!</p>
<p>I&#8217;m already figuring on including some wicked good apps like FileZilla Portable,  DOSBox, Pidgin, the latest build of WordPress and I have some goodies saved up that you&#8217;ll see in April. I&#8217;m hoping to make this an active list of nerdware and a one-stop place to pull your vital apps from the web without complicated sign-ups or long waits.</p>
<p>We also just installed drop-down menus. Let me know if there are any problems!</p>
<p>-jg</p>
</div>]]></content:encoded>
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		<title>Download Doom 95</title>
		<link>http://blastmagazine.com/the-magazine/technology/download-doom-95/</link>
		<comments>http://blastmagazine.com/the-magazine/technology/download-doom-95/#comments</comments>
		<pubDate>Sat, 22 Mar 2008 15:00:37 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Doom]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Game Demos]]></category>
		<category><![CDATA[Programs]]></category>
		<category><![CDATA[Science and Technology]]></category>
		<category><![CDATA[doom 95]]></category>
		<category><![CDATA[shareware]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/2008/03/download-doom-95/</guid>
		<description><![CDATA[From id: &#8220;Doom 95 continues the hyperviolent exploits that propelled the original Doom to infamy. Face the onslaught of demons and specters that populate this terror-filled underworld. Slip a few shells into your shotgun and get ready to kick some demon butt.&#8221; Doom 95 was Doom&#8217;s first foray into the native Windows world. It let [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>From id: &#8220;Doom 95 continues the hyperviolent exploits that propelled the original Doom to infamy. Face the onslaught of demons and specters that populate this terror-filled underworld. Slip a few shells into your shotgun and get ready to kick some demon butt.&#8221;</p>
<p>Doom 95 was Doom&#8217;s first foray into the native Windows world. It let you run Doom, Doom 2 and PWAD&#8217;s in 640&#215;480 resolution &#8212; twice the image quality of the original Dos version.</p>
<p>While it suffers some compatibility issues on modern systems, Doom 95 remains a decent, quick, portable and easy option for running Doom and user-created levels. Doom 95 includes the shareware Doom1.wad first episode.</p>
<p><a href="/files/doom/doom95.zip">Download Doom 95 free from Blast Magazine</a></p>
</div>]]></content:encoded>
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		<title>The Old Shoebox: Heretic shareware</title>
		<link>http://blastmagazine.com/the-magazine/technology/the-old-shoebox-heretic-shareware/</link>
		<comments>http://blastmagazine.com/the-magazine/technology/the-old-shoebox-heretic-shareware/#comments</comments>
		<pubDate>Mon, 03 Mar 2008 07:00:58 +0000</pubDate>
		<dc:creator>John M. Guilfoil</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Retro]]></category>
		<category><![CDATA[Science and Technology]]></category>
		<category><![CDATA[The Old Shoebox]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[gt interactive]]></category>
		<category><![CDATA[heretic]]></category>
		<category><![CDATA[hexen]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[quake]]></category>
		<category><![CDATA[raven]]></category>
		<category><![CDATA[shareware]]></category>

		<guid isPermaLink="false">http://blastmagazine.com/2008/03/the-old-shoebox-heretic-shareware/</guid>
		<description><![CDATA[Released quickly after Doom, using a modified version of the same game engine, Heretic is a fantasy first person shooter designed by Raven Software, published by id Software, and distributed, along with everything else in those days, by GT Interactive in 1994. Heretic introduced ambient noise &#8212; evil laughter and such &#8212; that was random, [...]]]></description>
			<content:encoded><![CDATA[<div class="KonaBody"><p>Released quickly after Doom, using a modified version of the same game engine, Heretic is a fantasy first person shooter designed by Raven Software, published by id Software, and distributed, along with everything else in those days, by GT Interactive in 1994.</p>
<p>Heretic introduced ambient noise &#8212; evil laughter and such &#8212; that was random, as opposed to Doom&#8217;s enemy-spawned noises.</p>
<p>Like the Doom story, Heretic has hellish elements, demons and tons of different weapons at your disposal. There were also plenty of <a href="http://www.gamespot.com/pc/action/heretic/hints.html?om_act=convert&amp;om_clk=tabs&amp;tag=tabs;cheats">cheat codes</a>.</p>
<p>There has always been a ton of literature and source documentation on the Doom/Heretic/Hexen/Quake games, and I was able to dig up the original <a href="/2008/03/the-heretic-faq/">FAQ for Heretic</a>, which is a fun, long read and will tell you just about everything you&#8217;d ever want to know about this ultra-classic title.</p>
<blockquote><p>Heretic is a supernatural blast-fest that is the most realistic, action-packed fantasy combat computer game for the PC.  Created by the graphic masters at Raven Software in concert with the technical gurus of id Software, Heretic adds new levels of play and graphic wonder to the tried and true DOOM gaming environment.</p></blockquote>
<p>In the old days, PC games came in large boxes, twice the size of the puny ones they come in now. Even my original Heretic shareware CD came in a large box and cost money at Toys&#8221;R&#8221;Us way back when.</p>
<p>One of the best things about these games in the present is that their source code has been released, and modern, high-resolution, Direct3D versions of the game are being <a href="http://www.doomsdayhq.com/">made available</a> to breathe new life into games like Heretic. This is a fine example of &#8220;they don&#8217;t make them like they used to.&#8221;</p>
<p><strong>Ye Olde System Requirements:</strong></p>
<ul>
<li>IBM PC and compatibles/MS DOS (works on <a href="http://dosbox.com/">DOSBox</a>)</li>
<li>486-33</li>
<li>4 MB RAM</li>
<li>10 MB  hard disk space</li>
</ul>
<p><a href="/files/HTIC_V10.zip">Download Heretic shareware from Blast Magazine</a></p>
</div>]]></content:encoded>
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