Wolfenstein
3-D and Spear of Destiny Tips on Designing Good
Levels
By Brian
J. "Blazkowicz" Rowan Designer of "The
Renovation" and "Conflict in the Fatherland" (C)copyright
1994-1999
Table of
Contents 1.0 - Introduction
to
Wolfenstein Level Editing 1.1 - Thanks and Praise to
iD Software 2.0 - Description
of the
Level Editors 2.1 - Where Are These
Editors Available? 2.2 - I Keep Getting
"Runtime Error 200" When I Run Mapedit; Why? 2.3
- Differences Between
Wolf3D and SOD 2.4 - Editing Spear of
Destiny Additional Missions 2 & 3 3.0 - Designing
New Levels:
MAP mode 3.1 - Getting
Started 3.2 -
Walls 3.3 - Floor
Codes 3.31 - What Happens if you
Mess Up... 3.32 - "Deaf Guard"
Floor
Code Errors 3.4 -
Doors 3.5 - Secret Doors
(Pushwalls) 3.6 -
Elevators 3.7 - Secret
Elevators 3.8 - Overall Tips and
Strategies for Level Design 3.9 - Ceiling
Colors 4.0 - Designing
New Levels:
OBJECT mode 4.1 -
Guards 4.11 - Moving (Patrolling)
Guards 4.12 - Stationary
Guards 4.2 -
Tricks 4.3 - Ammo and
Weapons 4.4 - Food and Health
Packets 4.5 -
Treasure 4.6 -
Keys 4.7 -
"Furniture" 4.8 - Other
Objects 5.0 Other
Tips/Strategies 5.1 - Number of Objects in
View 5.2 - Special Wall
Types 5.3 - Hiding Secret
Areas 5.4 - Rearranging the Order
of Your Levels (without changing the EXE) 6.0 - Playtesting
your New
Level(s) 6.1 - Common
Problems 7.0 - Graphics
and Sound
Editing: Things You Should Know 7.1 - Graphics
Editing 7.2 - Sound
Editing 8.0 - Other
Available
Modified Levels
APPENDIX
A: Level
Data Quick Reference A-1 - Wolfenstein Level
Limits A-2 - Treasure/Ammo/Health
Calculations, etc. APPENDIX B: Colour Reference
B-0 - Wolfenstein Colour Palette
B-1
- Wolfenstein Ceiling Colour Reference
B-2
- Spear of Destiny Ceiling Colour Chart
APPENDIX C: Troubleshooting / Strange Effects Reference
Epilogue
1.0
- Introduction to Wolfenstein Level Editing Hello to all you Wolf-3D
fans (and hackers)! This file is a bunch of tips I've put together about
successfully creating a good Wolfenstein or Spear of Destiny level, using "the"
map editor, MapEdit. What I've learned over the past few years is that you can't
just create a decent level by selecting a map/wall type and dragging your mouse
across the screen. Of course, I suppose your view of "decent" depends on what
you like, but I tend to like the "realistic" design that the original Wolf3D
levels seemed to have. This document will show you some of the best ways to make
those kinds of levels (because what kind of tips do you need to drag a mouse
cursor across the screen?). Over
time I've seen plenty
of Wolfenstein levels.
I have a collection of well over 800 levels created by
various authors. A few of them were
good...but only a few. The rest contained
either a ridiculous number of Pushwalls (100+),
were random maps, or even simple
modifications of the original Wolfenstein levels. All of
these last types of
levels are, IMHO, "Wolfenstein junk". I think that if you want
to make levels,
you should want the people who will play them to get the same sense of enjoyment
out of them as we all have from the original iD Software levels. To do this, you
have to
attack the level creation process with a certain diligence that involves
a thorough knowledge
of all of the original 60 levels. It may help if you work
on your levels in the same place
and atmospheric conditions, if possible, that
you originally played Wolfenstein in. I've found
that helps me immensely at
times. Also, if you want to make high quality levels, take a look
at what iD
Software has done with theirs. Mimic their designs. Choose the same combinations
of wall textures and ceiling colors. In the end, you ought to come out with a
pretty decent
level. Just remember that good levels are not made only by the
amount of German soldiers it
contains -- they're made by graphic appearance and
playability as well. Please
take
note that this level design guide is
written with MapEdit in mind as the editor of choice. It was written well before
FloEdit was ever
conceived. Most things are generally the same, as FloEdit's level editor is
based on MapEdit code and looks very similar. You shouldn't have any problem
adapting any mentioned techniques to Flo's editor if that's your
preference.
Back to TOC 1.1 - Thanks and
Praise
to iD Software Before
we start, I must give
thanks to iD Software, Inc., for creating
this great game, and to Apogee for
distributing it, because without them there wouldn't BE
any Wolfenstein, or,
obviously, any map editors. Oh, yes, and please be aware that my use
of the term
"hackers" refers to people who enjoy looking into games and programs
to see what
makes them work - not "crackers",
who are the nuts that infiltrate networks and
lock
people out and cause general chaos.
Back to
TOC
2.0
- Description of the Level Editors There are currently two
modern-day Wolfenstein editors that have been kept up to date after all this
time:
-
Mapedit,
by Bill Kirby, with modifications by Dave Huntoon, Bryan Baker, Matt Gruson,
and Warren Buss. This is the original editor for Wolfenstein, which first
debuted back in 1992. Current version: 8.4 Platform:
DOS
- FloEdit,
by Florian Stöhr. This new and very awesome editor can do it all:
levels, sprites, walls, VGAGRAPH images, even digital sounds. It edits like
nothing you've ever seen -- a complete all-in-one solution. The level editor
is essentially MapEdit, built right in -- and ported to Windows. You can edit
the definition files right in the editor, even do awesome things like
add slots for graphics to the VSWAP! It's a miracle! Edits both
Wolfenstein and Spear.
Current version: 1.0 Platform: Windows
95/98
These are both very
excellent programs -- I recommend FloEdit for its sheer versatility and
excellent design. If you choose to download the original DOS-based Mapedit, take
note that versions 7.0 and higher of MapEdit do not support the shareware
version of Wolfenstein (and for good reason). One particularly nice feature of
MapEdit is that it can save individual floor files which can be read into any
level. This is nice when you want to distribute just a few floors to a friend
who also has a copy of the editor.
Back to
TOC 2.1 - Where Are These
Editors Available? You can
find
Mapedit in many corners of the Internet,
but to be specific, you can get the latest version, 8.4, from our download section: Editors
& Utilities! Follow this
link for
an immediate download.
Back to
TOC 2.2 - I Keep Getting
"Runtime Error 200" When I Run Mapedit;
Why? Mapedit
was
apparently written and compiled in Pascal
7. Programs such as this tend to kick off "Runtime Error 200" when they are run
on a P6-based computer, of approximately 200 MHz or faster. This problem seems
to exist in Mapedit versions 8.1 and higher. There is a very small EXE patching
utility available on my website (BRuntimePatch.zip) that fixes
this.
You can download the utility directly by clicking
here.
Back
to
TOC
2.3
- Differences Between
Wolf3D and SOD Wolfenstein
3D came first. May of 1992 was its first
release, and updated versions followed very quickly
(for bugfixes, map error
corrections, minor mods, etc.). I'm not sure exactly how long Spear
of Destiny
has been around. Wolfenstein has been distributed 4 different ways over the
years.
First it was distributed as shareware by Apogee Software Productions, and
not available in
retail stores. Then iD themselves started distributing the game
in stores, and including the
hint book. It was packaged in a green box with
cover art by Julie Bell. A year or so later,
GT Software picked up the
distribution rights to the game and started selling it in stores,
on CD-ROM. The
packaging was the same as before, except this time the box was black instead
of
green. Nowadays, Activision (distributors of iD's Quake II) are selling
Wolfenstein. You
can buy it in the stores or on Activision's website, and it
comes with the full version of
Spear of Destiny too! Wolfenstein's
last & latest version is 1.4g, which
unfortunately has the infamous debug mode disabled, at the request of Apogee
Software (what's with that, Apogee?). Fortunately for you, if you buy any
of the retail versions I was just talking about, they give you a slightly
earlier edition of 1.4 (1.4c I think), which has the debug mode enabled.
What nice chaps! Of course,
there are differences between Wolf3D and
Spear. Aside from the differences between versions, Spear's VSWAP
(graphics/sound/etc resource file) has some more graphics to better suit the
theme of the new game. Also, the maphead file layout is different: Wolf3D's map
file is 60 levels divided up into 6 episodes, and Spear's is only 21 levels in
one big episode. There are other intricate differences which become more and
more obvious the more you look at the source code. :) I won't go into them here,
as their effects are negligible. There
are some more obvious graphical differences
between these two games. First of all, the full version of Wolfenstein 3D has 6
bosses: Hans Grosse, Dr. Schabbs, Adolf Hitler, Otto Giftmacher, Gretel Grosse,
and General Fettgesicht. Spear of Destiny has 5 different bosses: Trans Grosse,
Barnacle Wilhelm, the Ubermutant, the Death Knight, and the Angel of Death.
There are also some changes in the decorative object list, and 10 additional
wall textures were added to Spear of Destiny.
Back to
TOC 2.4 - Editing Spear of
Destiny "Lost Missions" 2 &
3 A while back,
the
FormGen company produced two new 21-level missions for Spear of Destiny, sold
separately from the original product or together as a CD-ROM package. These new
missions include new graphics, sounds, and of course, levels. MapEdit versions
8.0 and above come with their own definition files for these episodes. Editing
these additional missions is just like editing the original. I don't personally
make levels for these missions because the graphics are too cartoony and
amateurish for my taste. Granted, it's not easy to make graphics for a game, but
unless you can do it well, please don't do it.
Back to
TOC
3.0
- Designing New Levels: Map Mode When you
first start Mapedit, you'll see the contents
of the existing map file's first level on the screen. If you plan to start a new
level, clear the floor by pressing C on your keyboard. A confirmation message
will appear; press the Y key. The entire level screen will then fill with the
map value assigned to the left mouse button (if you've read the manual you know
all this, but I'm repeating it just to clarify). I usually prefer to assign a
wall type, not a floor code, to the LMB (left mouse button) before you clear the
level. The outside rim of the map is gray stone, despite what you've selected
with the LMB, to establish the required boundaries of the map; you must have at
least a 1-tile thick wall around the outer edge of the level. After clearing the
level, assign the wall type that you had on the LMB to the right
mouse button. That way, when you're putting down the walls of a room before
you lay down the floor codes, you can use the RMB sort of as a "backspace" key
if you lay down something in the wrong place.
Back to
TOC 3.1 - Getting Started The first
thing I always put in is the entrance to the
level and the Player Start Position (by default a little green arrow). You can
either have the player, B.J. Blazkowicz, start out in a "dead" elevator (an
elevator whose switch does not work) or just in front of a "Level Entrance" wall
type. Wolf3D always uses the latter, while Spear always uses the former. Just
make sure that if you put the player inside a dead elevator that you use the
"Fake Elevator" or "Elevator Rails" (see section 3.6) wall type, not the
standard "Elevator"
wall, or the player will be able to just spin around, throw
the switch, and finish the level right off! Believe me -- I've seen that
before. I
always design the walls of a room first, then I put in the doors, and then the
floor codes. You may not want to do it this way, but I find it easier to erase
and re-design walls using the "backspace" method I mentioned above.
Back to
TOC 3.2 - Walls I
get a little annoyed at some of these queer levels that have wall graphics on
one wall all mixed up; for instance, they'll have a "Wood / Iron Cross" stuck in
the middle of a "Grey Brick" wall, or a "Grey Stone" stuck in the middle
of a
"Blue Stone" wall...what's with that? It might sound cool in the editor,
but in the game it looks ridiculous and unrealistic. You never see that kind of
craziness in the original Wolf maps, so if you're trying to be true to the
originals, do everyone a favor and avoid this. Try to give each stretch of wall
(or each series of rooms, ideally) its own unique texture, and only mix the ones
that are meantto be mixed (like "Grey Stone" and "Grey Stone / Banner").
The only way I would say you could connect totally different wall types and have
it look anywhere near decent would be if you were to recess the different wall
type 1 square into from the wall, like this: 
Also,
it looks a bit silly to make an entire wall
Hitler pictures (or some other decoration), especially if the wall is more than
4 blocks long. Try not
to
use too many discrete wall textures in a
single level. There is such a thing as too much variance.
I was guilty of this
in my first 60 levels, and it's a little annoying to see a different
texture
every time you open a door. I suggest letting various "areas" of the level
use
different textures, not just various "rooms". A series of wood-paneled rooms
could be like an office area, while another sector of the level might be all red
brick. As
a general rule, I would try not to use more than 4 or 5 different
texture styles on a level.
Of course, that doesn't mean individual
textures, like "Blue wall / swastika".
A texture style would be, for example,
the entire "Blue wall" set of textures, including
"Blue wall", "Blue
wall /
swastika", and "Blue wall / skull". Overall,
if you want to
design a level of the same
quality of iD Software's, you have to look at the
original level whose slot you're about to
replace, and keep in mind what wall
textures were used for the most part, and of what style
most rooms were. Then,
when you create your level, give it a certain subtle similarity to
the original
level and I guarantee you'll be satisfied with the results.
Back to
TOC 3.3 - Floor Codes There
seems to be a little misunderstanding with the
use of floor codes. I've seen a lot of levels where the whole thing is one floor
code. Sure, that's fine, but only if you want every guard on the entire floor to
wake up if you do so much as fire a shot (as long as they're not "deaf"). Warren
Buss, member of the Mapedit team, recommends using a different floor code for
each individual room. What I do is take a composite of these two ideas. I assign
individual floor codes to each contiguous GROUP of rooms in a level. That may be
a whole series of dungeon cells, or three rooms and a hallway, or just two
adjacent rooms. Whatever your pleasure, just keep in mind that whenever you fire
a shot on a certain floor code, every guard standing on that code
ANYWHERE on the level will come to life and start to make their way
towards your position. On occasion, this might be the effect you want. For
instance, near the beginning of the level you could arrange for the player to
initiate a firefight on one particular floor code. Meanwhile, somewhere else on
the level, you could place a few guards on that same floor code. They would wake
up and start to chase the player down, but the player wouldn't realize it. Use
this technique to introduce some randomness into your levels, particularly if
they are designed in a non-linear sense. While they're busy exploring, a door
might suddenly fly open and an Officer might come running through with his gun
blazing -- and the player never heard him bark a warning! Use this knowledge to
put floor codes to good use. I
mentioned guards
being "deaf" in the above paragraph. What I mean is, guards
who are standing on
the special "Deaf Guard" or "Ambush Guard" floor code
(code
006a).
Any guard placed on this floor code will not respond to the sound of your
gun firing, but
he will still respond to the sight of you. Indeed, a deaf
guard's eyesight is increased dramatically.
He is able to see for one tile in
all 8 directions around him. So if you plan to sneak up
on this guy, you'd
better shoot before you get too close! Take note that the "deaf guard"
floor
code cannot be used on moving (patrolling) guards, those guys who casually walk
around
on a defined path before they see you. More on the specific applications
of this floor code
is explained in sections 4.11 and 4.12. The specific
placement of floor codes in secret rooms
is very important. The floor code in a secret room (accessed by a pushwall)
MUST BE the same as the room from which you entered. For instance, if you
have a big room with a secret door on one side that reveals a secret treasure
cache when pushed, the floor code in the treasure room would have to be the same
as the floor in the big room. Making it something different won't crash the game
(most of the time), but it will create another very big problem. If you use a
different floor code in a secret room, none of the guards in the secret room
will respond to you, unless you shoot and hit them. They'll be like stone
statues, blind and deaf. The original maps of Wolfenstein and Spear of Destiny
usually don't have guards hidden in secret rooms (at least not the first room of
a sequence), but you as the designer are not required to follow this rule. One
thing you have to remember when you put guards in a secret room is: The guards
must be marked "deaf" or they'll come running when you fire a shot in the room
outside; therefore they might block the pushwall when you try to open it. Again,
we return to that rule of thumb: Whenever you fire a shot on a certain floor
code, all guards on that same code, no matter how far away, will wake up and
start hunting you down. If you want to hide guards in your secret area but you
don't want to make them deaf, you could put another room adjacent to the secret
room, separated by a normal door, and give the new room its own unique floor
code. The guards, when put in that room, wouldn't have to be deaf, and they
won't hear you when you shoot up the Nazis outside.
Back to
TOC 3.31 - What Happens if
you Mess Up... Don't
ever put a square or two of one floor code in a
room with a different floor code. This will generate very strange
results! The last time I accidentally did this, not only did the ceiling change
color as I went in and out of rooms ("What's happening here?" I thought in
confusion), but at the end of the level, my treasure ratio was 109%! Weird, huh?
If you want to mess with your players' minds (and generally be thought of as a
lousy level designer), you can do this. Otherwise...
Back to
TOC 3.32 - "Deaf Guard"
Floor Code Errors Two important
things to remember when making guards
deaf via the use of the "deaf guard" floor code:
- Never put a deaf
guard directly in
front of or behind a door. When the game is run,
the door in question will not be seen;
rather there will be a blank space
which the player will not be able to cross (some people
have called this the
"invisible force field effect"). This is fine if you meant
to have it happen
(another realism-destroying effect), but bad if done inadvertently.
- Too many deaf
guards all grouped right next to each other will ultimately cause a strange
effect with some of these guards. One or more of them will be "paralyzed", and
just sit there being unresponsive until you shoot them down -- the same way
they act if you put a different floor code in a secret room, as I explained in
section 3.3. Let me tell you, does it ever look stupid when you put two dozen
guards in a key room or elevator room, all standing adjacent to each other,
and make them all deaf -- and then when you walk inside the room, everyone
just stands there like idiots!
Back to
TOC
3.4
- Doors You can
have
a maximum of 63 doors on one level (not
including pushwalls). Any more than that will cause
Wolf3D to kick out an error
to the effect of: "64+ doors on level!" after the "Get
Psyched!"
screen.
There are some rules to follow when placing doors: 
One way
to avoid this situation is to place the two
doors so that they each share this square, as shown below: 
Take note
that the problem with a "phantom door slot"
will not always occur. Only if the doors are facing a certain way will it
happen. Don't ask me why...
Back to
TOC 3.5 - Secret Doors (Pushwalls) If you
looked at the original Wolfenstein maps,
particularly Episode 6, you may have noticed in a couple places that secret
doors are expected to slide back only 2 squares, and if they slid back any more
they would block your way into the passage beyond. I have found that if a secret
door is able to move 3 spaces (it has nothing behind it), it WILL move three
spaces. This is a bug in the game engine that was never corrected. It exists in
Spear of Destiny as well (though not in any of Wolfenstein's spin-off sequels,
such as Blake Stone or Corridor 7). Therefore,
you should, at all costs, avoid placing
secret pushwalls so that they would have to move less
than 3 squares in order
for you to get by. Basically, it is safer for you to assume that a
pushwall WILL
move 3 squares if it has the room to do so, and adjust your designs accordingly.
Back to
TOC
3.6
- Elevators Designing
elevators can be tricky business, especially
if you want to stray from the usual 1-tile square elevator car. Elevator wall
types are one of only very few others that look one way when aligned north/south
(vertically), and look a totally different way when aligned east/west
(horizontally). Below is an example: 
So, if
you align an elevator left/right (horizontally),
the switch will be on the wall in front of you as you enter, with the rails on
each side. Illustration: 
If you
align it up/down (vertically), you'll have to
put the switch on either the left, right, or both sides as you come in. Another
illustration: 
If you
have the switch on only one side, you'll have to
choose another wall type ("Steel" works well) to use on the other side, as you
can't put rails on the side of a vertical elevator. Oh, yeah, if you're making a
level for Spear, you can use the new wall type "Elevator Wall", which the
original Wolf3D doesn't have. Just perfect for vertical elevators, it displays a
normal elevator wall when aligned either way. When I make new levels, I tend to
extract that graphic from Spear and replace one of Wolfenstein's with it. It
comes in very handy. In the Mapedit MAP legend,
there are two additional Elevator textures that deserve mention. One is the
"Elevator Rails" wall type. The "Elevator Rails" and "Elevator"
wall codes, when
placed, actually look the same in the game. The difference is that, at least in
version 1.4, the switch on the "Elevator Rails" wall cannot be operated (seems
to me like I got it to work on my old version 1.2). The other wall that deserves
mention is the "Fake Elevator" wall type. On the east/west sides of this tile is
the elevator switch in the upward position (already thrown). It is
non-functional and cannot be used to end the level. You've probably seen this
wall type used in the original game levels. The curious thing about this wall
type though, is that on the north/south sides, it is completely blank! It's just
filled with dark gray. What a waste of good texture space! Of course, you can go
into the VSWAP file with a graphics editor and put any texture there that you
like.
Back
to
TOC
3.7
- Secret Elevators Secret
elevators
are ones that take the player to the
secret level and are always (unless you want to spoil
the challenge) hidden
behind pushwalls and in complicated secret areas, making them hard to
find in
most cases. Secret elevators are just like normal elevators except for one
thing:
The floor code inside the elevator must be 006b (in the editor, it's the
small, round, dark
green one, near the beginning of the list).
-
IMPORTANT! The
secret elevator must always be on the same level
as it was originally, or the player will return to the wrong level after
finishing the secret floor. For example, the game is programmed to return to
level 2 after finishing the secret floor in episode 1, because the secret
elevator was on floor 1. So if you put the secret elevator on floor 6, it'll
still go back to floor 2 when the player gets done on the secret level. That
was my biggest disappointment when I first started making levels. If you want
to change this, you'll need to alter and recompile the source code. It may be
possible to change this in the existing WOLF3D.EXE with a hex editor, but I
don't know anyone who's managed it yet.
Oh
yeah,
and if you're designing a huge maze to lead to
your latest and greatest secret level, don't forget to put in a conventional way
out of the level!
Back
to
TOC 3.8 - Setting and Theme
Try to
be creative about your design of levels (but not
creative to the point of abstraction, because that's not what this game is meant
to do). Ask yourself: How might a realistic Nazi castle be laid out? What sort
of rooms would this level have? What is the purpose of this entire installation?
Plan what sort of theme each level will have ahead of time. For instance, will
level 1 be more of a "basement", or will it be a "weapons storage" level,
or
maybe even just a huge security bunker full of Nazis? Dependant on how you want
your level to be thought of, you should use certain types of wall codes to give
it the corresponding look. For example, one of my "Renovation" levels was called
"Sewers", so I composed the level's walls almost completely of gray stone
w/slime. As you get further up in an episode, I suggest using more
"distinguished" wall types like the brown marble or wood panels. As you get up
toward levels 7 and 8 in an original Wolf3D mission, things usually start to
look like an "officers only" club. Of course, depending on the story for your
episode or mission, that may be reversed, or totally untrue
whatsoever. There
are some practical and technical matters that
should be taken into consideration, too. Avoid making huge rooms that take up
half the level; as you get further and further away from a wall or object the
detail is toned down significantly and it ends up looking a little weird (like
it actually isn't real!). That's because of something called aliasing, but I
won't go into that now. Try using some strangely-shaped rooms every so often to
liven things up a little; plain old rectangular rooms and halls get a little
boring after a while. Also, avoid using the "landscape" wall type anywhere but
behind white pillars or other static object the player can't get past. If the
player is allowed to get to close to the landscape wall, they begin to wonder
why they bump into the blue sky rather than fleeing from the castle. All these
are considerations which help preserve the realism of the game. It's hard enough
to maintain a true sense of realism in a game running at 320x200 in 256 colors
with orthogonal walls that are all the same height and no light shading. :)
Don't make it harder on yourself.
- IMPORTANT! Choose
whether you're going to align the landscape
walls north/south or east/west on
a level, and orient ALL of them in
that direction. The landscape wall is special because
it shows a green
landscape (day) on the north and south sides, and a starry sky (night)
on the
east and west sides. So, displaying both views on the same level doesn't
exactly
make sense. For their original levels, iD Software chose whether they
would make an entire
episode take place during the day or night. You'll
never find a mixture of the two
in any episode. Just for the record, here's a
chart of their decisions:
- Episode 1:
Day
- Episode 2:
Night
- Episode 3:
Unknown (Landscape wall never used in episode)
- Episode 4: Day
- Episode 5:
Unknown (Landscape wall never used in episode)
- Episode 6:
Night
Finally,
another tip on landscape walls: When you put
them somewhere, don't put them flush with the walls around them. This looks, for
lack of a better word, dumb. Below is another artistic example: 
WRONG.
Don't
do this. It makes the normal wall type look like it has no
depth. 
RIGHT. This
looks better.
Back to
TOC
3.9
Ceiling Colors CONSIDER
CEILING
COLORS!! I
know this might sound a little ridiculous to some of you, but it's really
a good
idea to think about the color of the ceiling on a particular level before you
start
making any plans about which wall textures to use. The whole purpose of
doing this hinges
on the fact that some wall types look really awful with
certain colors, while others look
really good. Of course, if you don't care
about that, go ahead and skip this section, but
I'm telling you -- it makes a
difference. ID Software obviously chose the ceiling colors to
match with the
textures they would be using on each level. Episode 1 is the exception, because
it's all that damn gray that I HATE (palette index 1d, or 29 for the hexadecimal
impaired).
But take Episode 4, level 6 for instance. What's the ceiling color?
Blue. What texture is
used for at least the first half of the level? Blue stone.
They match perfectly. Do you think
that was done accidentally? Uhhhh...no! So
when you're designing your own levels, unless you
have access to the source code
where you can change the colors of the ceilings, plan to use
textures that go
well with the ceiling color for that particular floor. Appendix
B-1
of
this file contains a chart
of what colors are used on which floors. The
hexadecimal/decimal values following the color
description are the palette index
numbers for that color. This may help you source code hacking
fellows out there.
Spear of Destiny uses the same colors on different levels, while adding
several
new ones. Appendix B-2
contains a chart of the Spear of
Destiny colors. The different
ceiling colors will have varied effects
on the overall "feel" of the level you're playing. A brighter ceiling color will
seem to have the effect of brightening the ambient light of the whole level.
This visual illusory stuff is pretty much the only way to alter the "lighting"
in Wolfenstein. If I had the knowledge, I'd write some additional code for the
game that would allow for light shading with distance. Maybe if I had some
source from another raycasting engine that had light shading, I could do it. But
right now I think that's a little beyond me, and I don't even know if
it's possible. I've noticed
that only certain wall types look good
with certain ceiling colors, and I made up a chart of some suggestions. It's a
little incomplete, as I haven't laid down one wall of every color on every level
with a different ceiling color just to test it, but I have a general
idea.
-
DARK GRAY:
Looks good with almost any wall type, especially gray stone or gray brick.
Also good with gray stone w/slime. This color looks particularly odd with
brown walls, including brown weave, brown stone, and brown marble. Generally,
all of the shareware textures look good here because well, all the ceilings
in the shareware game were gray! Duhhh!
-
PURPLE:
Looks good basically only with purple walls. Anything else looks
disgusting.
-
MUSTARD
YELLOW: Best with gray stone w/slime. Regular gray stone also looks good.
Pretty cool with red brick and wood, too. Most people hate this color but I
really like it for some reason. Maybe because Episode 2 has always been my
favorite...and not because of the damn mutants!
-
LIGHT
BROWN: Can be disgusting with certain wall types. This is a perfect match
with "brown weave", that rock texture used on E5L6. A little strange with
wood, but I like it. Not bad w/gray stone or red brick. I'm not sure, but this
probably looks its worst against something dark like blue stone or
purple.
-
CYAN: Best
with steel, where it matches perfectly. Looks a bit peculiar with dark walls.
Gives a "lighted" impression to a level (not to mention your monitor),
especially w/gray brick, stone, or blue walls. Blue stone looks pretty good,
also.
Back to
TOC
4.0
- Designing New Levels: Object Mode After
you've got your walls, doors, and floor codes in
a room, you're ready to put in the objects. The category "Objects" in Mapedit
includes Statics, or the stuff like ceiling lamps and tables that just
sit there, and Actors, which are the Nazis themselves. Mapedit's Object
mode also includes a few miscellaneous items like starting points and turning
points. Some of you may want to design the rooms and the walls before you even
think about objects, but I don't go by that strategy. I like to fully design
parts of a level at a time, then play that part, check for errors, then fix them
when I go back to the editor to continue designing it.
- You can
have a maximum of 399 static objects on a
level. Guards (including the dead SA), secret doors, turning points, and the
player start positions are NOT considered statics, and are not part of this
tally. I typically find that static objects are the things I run out of space
for first, because I like to place lots of decorations and such in my levels. It
tends to improve the overall look of the whole thing.
- Of course,
the most important type of "objects" (even
though they're called actors)
are the Nazis themselves. Following them,
there's ammo, weapons, health, and treasure. These
are things the player can
pick up and use to his/her advantage. Then there's "furniture",
the purely
decorative elements such as plants and tables that do nothing but sit around and
look good (or bad, depending on where you put them). Finally, there's another
category of
objects that are "invisible", such as the turning points, the
end game trigger (Wolf3D
only), and the player start points. Turning points
direct the path of moving guards. The end
game trigger tells the game to end the
episode when the player crosses it (used in the original
episodes 1 and 5, boss
levels). Finally, the player start positions are...oh, come on. You
can figure
that one out, can't you?
-
IMPORTANT! This
one's fun: Note that if you use the maximum
number of objects, you may find yourself running low on ammo as you blaze
through the level's content of Nazi guard. Why? Because you've got so many
objects on the level, the Nazis you juice can't afford the memory to drop
their ammo! If you've got the maximum number of objects, only one clip of ammo
can be dropped at a time. If you never pick up that one clip, you won't get
any more until something causes some other objects to be removed from memory
-- such as the player picking up treasure items. The point here is that this
can be sort of a nice challenge if that's the effect you want!
Back to
TOC
4.1
- Guards
- Maximum number
of guards on a level: 149
There
are two types of guards: Stationary and moving
(patrolling) guards. I shouldn't have to explain the differences; stationary
guards just stand there, while moving ones walk calmly along a path you specify
by using "turning points", previously mentioned. Since placing stationary guards
is pretty easy (though there are a few tricks you can employ), I'll talk about
placing patrolling guards first.
Back to
TOC 4.11 - Moving (Patrolling)
Guards Putting
moving guards in an area can be a little
tricky. If there are a lot of static objects in a room, you might have some
trouble maneuvering the guards around them (barrels, pillars, tables, etc). Of
course, you could have them walk right through them, but then that object
becomes transparent to even the player and, for instance, your "maze" of barrels
will be easily penetrable (more info on that one under "Tricks"). You control
where and in which direction the guards walk by using those white arrows called
Turning Points, under OBJECTS in the editor. You don't have to keep putting them
in every square the moving guard will walk on. Just place one where you want him
to turn. If, by
chance, you put a guard on a path that
intersects with the path of another moving guard, and the two guards collide,
both will simply stop moving completely (either the character's animation will
freeze or one guard will be walking against the other guy like a toy robot). Any
guard behind him scheduled to walk on the same path will bump into him and also
freeze. This chain-reaction will eventually hit every guard on the same path, so
when you get around to coming in the room, they'll all be packed in a corner
somewhere. This is most common when dogs and any other guard are on the same
path; dogs move faster than any guard and will eventually ram into them, causing
both sprites to freeze in mid-animation. Take note, however, that this seems to
be a common problem when laying out long, winding paths for guards with turning
arrows, particularly paths with diagonal turning points. And strangely enough, I
get the "guards packed in the corner" problem more in v1.4 of the game than I
did with v1.2. Since
recompiling the Wolfenstein source code, I
re-enabled the No
Clipping cheat in Wolf3D so I can check up on the patrolling
guards. As Warren Buss explained
in his own map tips file, this cheat can be
used to pass through walls and disrupt the normal
checking of floor codes, so
you can oftentimes drop in on guards without being seen. Ever
put a pushwall
into a room, and make that room have a different floor code? Pushwalls don't
act
as "triggers" that connect and disconnect different floor codes, like regular
doors do, so the floor codes on each side have to be the same. If you walk onto
a different
floor code without crossing through a door, most of the time any
guards in that area will
not see you because you're "not officially on their
floor code". It's kind of weird.
Anyway, the No Clipping cheat allows this to
happen, so you can see your guards walking around
without them noticing you and
breaking their motion path to attack you. You can use this cheat
in Spear of
Destiny without changing anything, or Wolfenstein if you re-enable it in the
code like I did. Watch out, though, because sometimes enabling the No Clipping
mode can make
Wolfenstein act a little weird until you quit and restart the
game.
Back
to
TOC 4.12 - Stationary Guards Stationary
guards are much easier. You can place them
anywhere you want. A special attribute you can assign to stationary guards is
the "deaf guard" attribute, something I already mentioned in section 3.3. This
is achieved by placing the "deaf guard" floor code (a gray "X" in the mapdata
legend) on the same square the guard is standing on. This means that unless the
guard sees you or is hit, he won't react to your shooting. This is useful for
guards waiting right behind a door; making them "deaf" will cause them to wait
there and ambush the player when he/she comes through the door. It's also useful
for guards in secret rooms. Since secret rooms accessed by a pushwall need the
same floor code as the room on the other side of the pushwall, any guards inside
will hear you shooting outside, and they may block the pushwall from moving
later. Making them "deaf" (or putting them in a room behind a regular door) will
prevent this. Take note that you cannot assign the deaf guard floor code
to a moving guard. Not
only
will a guard on the "deaf guard" floor code
not be able to hear you, he sees like a hawk. This guy can see for one square in
all eight directions around him (yes, he can see what's behind him, too), and
sometimes he can even see through the corners of the walls! It's a little
surprising, to say the least, when you hear a guard suddenly sound off and
there's no one in the room with you -- because he saw you through the corner of
a wall. That effect is created (by accident) in episode 1, level 4, of my
"Renovation" maps. You're just strolling down a hall and suddenly:
"Schutzstaffel!" And it isn't until a few seconds later when the player enters
another room, that they see the mystery SS barging towards them.
Weird.
Back
to
TOC 4.2 Tricks There's
a couple of special tricks I've learned with
placing guards on a level. These are kind of "cheesy" tricks, and sometimes you
might want to warn the people who will play the level about it, because it can
be a little unfair if they don't know this is ahead of them. They also tend to
have a nasty habit of destroying the realism of the whole gaming experience, so
unless you're aiming for that, I would avoid these. Like I
mentioned a little while ago, you can place
moving guards in such a way so as they make normally blockable objects
penetrable to the player (and other guards). In some cases this can
eliminate the need for secret doors, so all you have to do is walk against the
wall and you'll fall in. This is also an interesting trick to use to make the
player think the elevator is blocked by that barrel when, in fact, the barrel
has been walked through, so now it's transparent! You could have such a moving
guard in a room with a bunch of other normal moving guards moving around the
perimeter of the room. Have him start off walking through an object, then
include an extra turning point in his path so that after walking through it he
falls into step with the rest of the guards. That'll make your special guard
nice and inconspicuous. The other trick you can use with guards is to put them
inside a wall. In that instance, you can be walking through a room that
looks empty - but as soon as you walk past, half a dozen Nazis come
pouring out of the woodwork (quite literally!). Putting stationary guards inside
wall squares doesn't work too well; since they're not on a floor code at all,
weird effects are created. To accomplish the "penetrable" object or wall effect,
what you have to do is this: Place a moving guard in your level, 1 tile away
from (and facing) a static object or wall tile that you want to make penetrable.
If it is an object, the guard will keep walking in the original direction, and
you can place additional turning points to direct him along a normal patrolling
path. If it is a wall that you want to make penetrable, then put two turning points
facing each other inside the wall, like this: 
The guard
will walk into the wall and stay in there,
out of sight. Then, when the player comes in, the guards see him immediately and
-- pang! The poor dope gets quite a scare. When you do this, the wall square(s)
the guards walked through become transparent to the player, like the objects
trick I mentioned above. Therefore, behind these transparent walls is a prime
(although unrealistic) place to hide secret rooms, because the wall looks
solid, but the player doesn't know it's not until he or she bumps up against it
and falls in.
Back
to
TOC 4.3 - Ammo and Weapons It's important
to leave at least a little ammo
scattered around the level for the player to pick up; after all, the whole point
of the game is shooting at people. If the player should happen to die, they'll
have to restart the level with a pistol and 8 bullets. For this reason, it's
also a good idea (unless you're really nasty) to put a machine gun somewhere
close to the player's start position, or an SS that'll drop his MP-40 when you
kill him. Also, it's polite to stick a chaingun in a secret area someplace on
every level or so. I think every level I made for "The Renovation" had a
chaingun tucked away someplace -- in fact one had 4 -- but sometimes it wasn't
so easy to get! You don't have to give them away. Make the player work for their
chainage!
Back
to
TOC 4.4 - Food and Health
Packets These
are very important items too. If a level is
totally devoid of any medkits or food, the average player could die rather
quickly, especially on "Death Incarnate" and if they've come from the previous
level with a lot of bullet wounds. Leave a stash of healing somewhere near the
beginning of the level, and drop some chicken or dog food along the way to the
keys & the elevator. Don't just leave chicken meals scattered in the hallway
or something, though. That looks ridiculous. I know the Nazis are idiots, but
would even they just leave dinner on the floor in the castle hallways? What's
with that? Make a kitchen or a mess hall area with tables, pots and pans, etc.
to leave food in. Even just a small room with a set of table and chairs and one
or two chicken meals is good. Anyway, also keep in mind that 1-ups (extra lives)
bring your health straight to 100% and your bullet count up by 25 when you grab
'em.
Back
to
TOC 4.5 - Treasure Treasure
is important, too. It is for this very reason
that I wish more games would have scoring systems, with treasure or something
you can get to rack up points. I know it's not very realistic, but I like trying
to get a high score by grabbing all the treasure on a level! Remember that the
amount of treasure collected is tallied up at the end of each level (except for
secret and boss levels). There are five types of treasure, and here they are
ranging from least to most point value: 1-Up: 0
Points (but gives you 100% health and 25 bullets) Cross: 100
Points Chalice: 500
Points Treasure Chest:
1000
Points Crown: 5000
Points While
1-Ups do not provide you with any points, they do
count as part of the treasure ratio. If you're going to put treasure on a level,
it's most realistic to hide it, or at least the more "expensive" varieties, as
I'm sure you've already guessed. One
more
thing. I believe somewhere it says that if you
have no treasure on a level the game will give out an error when it goes to
count up your treasure ratio? Not so, at least not in version 1.4. This also
applies to the other categories. They'll just end up being 0%.
Back to
TOC 4.6 - Keys There
are basically four ways, using key placement, to
make a player complete a level:
- You can require
no keys to be obtained before the level can be finished (but what fun is
that?).
- You can require
only one key to be obtained before the level can be finished.
- You can make one
key necessary to open the door to the other key, which in turn is necessary to
open the door to the elevator.
- You can have
both keys equally hard to obtain, and the elevator locked behind both silver
and gold key doors to make the level an even bigger stumper.
Personally,
I prefer the third choice, the one the
original Wolfenstein designers usually went for. In my "Renovation"
levels I used mostly the fourth way, but in my second level set ("Conflict in
the Fatherland") I almost always require the silver key to open the gold key
room (or at least the path to it), which in turn opens the elevator
room.
Back
to
TOC 4.7 - "Furniture"
- REMINDER:
Maximum number of statics on a level: 399
This category
includes stuff like ceiling lamps,
columns, oil drums, plants, kitchen utensils, and whatever other "static" or
"decorative" objects the game has. I think this kind of object has a definite
impact on the look and feel of a level. For instance, a room without ceiling
lights is nasty. It looks really bad to me for some reason. Adding static
sprites is really important. Without them, your level ends up looking
like a working demo for a crusty old raycasting engine. Just having walls is a
no-no. Here's my philosophy: Try to put a lot of decorative objects like plants,
lamps, and tables in areas that are normally visited by Nazis, such as a
"kitchen" area in the middle of an episode. A secret level or sewer level should
have fewer objects (except maybe vines) to give it that "uninhabited" look. The
original episode 2, level 10, is sort of like that; kind of the "Nobody ever
gets time to dust down here" look. Flags,
suits of armor, and other high-class decor
objects are useful for visually tagging important areas of a level. For
instance, the door to the elevator room could have a flag on each side of it.
Another major way to "tag" important areas is the placement of walls with
pictures, shields, etc.
Back to
TOC 4.8 - Other Objects The "other
objects" that don't rack up on MapEdit's
static object count include turning points,
start position markers, and End game
triggers. Another
important thing
about end game triggers. They
must be placed so that the player will cross them from the south
side. No other
side will work, as the "camera" is only programed to swing around
to face the
south, NOT to face wherever the player might be. Unfortunately, this means you
cannot have the player finish an episode by running out into a starry night sky.
:( Believe
me, I've tried, and all I got was a camera that strafed sideways and
captured a brick wall
as B.J. ran off to the north. I'm working on possibly
fixing this in the source code.
Back to
TOC
5.0
- Other Tips / Strategies Here
are
just a few more words I wanted to get across
about level design, a few more problems you might encounter, and a few more
things you should try NOT to do.
Back to
TOC 5.1 - Number of Objects
in View It's
important
to remember not to put too many static
objects in one room. If you get approximately 56-64 or more objects (including
guards) in view at once, the screen won't be able to refresh fast enough and
some of the objects will start "disappearing" or becoming invisible. This can
easily happen when you get into a room that you've stuffed with vines, or a room
with a maze of barrels. But when guards that are shooting at you start becoming
invisible, the player starts to panic. Yes, even this problem is apparent in the
original Wolfenstein maps, on E4L8 and E4L10 among other places. There, an
officer suddenly popped up right in my face, after I thought I'd already cleared
the room 5 seconds earlier.
Back to
TOC 5.2 - Special Wall Types Please
don't use the special wall types, like the
landscape view, to make up the walls of a room! If you do that, half of the room
will be day and the other half will be night! It might make the player think
that spending too much time playing Wolfenstein can have a permanent effect on
you (not). The only place I might suggest doing something totally ridiculous
like this is on a level whose theme is supposed to be one of total lunacy
(the original Episode 3, level 10, is not even crazy enough for that). If you
want to destroy the realism of the game, go ahead. I played a level like this
once. I wonder if the author thought it was cool to do that. I happened to think
it was pathetic. Creative perhaps, but pathetic.
Back to
TOC 5.3 - Hiding Secret Areas An interesting
place to hide secret areas is directly
off fake elevators. The player usually just opens
the door, sees the switch is
already thrown, and ducks out. Or they see that there's a barrel
blocking the
switch and don't even come in. Well, hide a pushwall were they least expect it!
The only thing you have to be careful of is those elevator side rails. On the
other side
of them will be a workable switch! Make sure to take into account the
position the elevator
walls will end up in if you let the player push them, and
if a switch side is exposed, re-engineer
your design. The best wall type to use
in an elevator besides the side rails is steel, or
in Spear of Destiny, the
"elevator wall" tile (yellow square with a green dot inside
it by
default).
Back
to
TOC 5.4 - Rearranging the
Order of your Levels (Without Changing the
Source Code) I
learned a special
way of organizing levels from Keith Heitmann, who wrote at
least 10 of his own levels which
I have played. Instead of having a secret
level, the boss level is level 10 (the player just
goes straight through from 1
to 10). Experimenting with this method, I have found a way to
make level 9 the
secret level, and have the player skip from 8 to 10 if they don't find the
secret exit. This is done by putting the secret elevator on level 8, but placing
a standard
floor code in it so that it will progress to level 9, which is the
secret one. The regular
elevator will have floor code 006b (secret) inside,
which takes the player to level 10 (the
boss level in this case). Finally, on
the new secret level (9), put the "secret"
floor code in the elevator so it'll
go to the final level! Sort of a neat way to mess up the
player's mind, isn't
it. This way they won't know what to expect! There
is yet another way to arrange your levels
differently
that I came up with myself. You may not want to use this, as it can
majorly shorten the episode,
but here goes: Place the secret elevator on the
correct floor, as usual. But then put the
boss on that floor, too! That way, if
the player doesn't find the secret floor, the game ends
for them and they've
won. Otherwise, they've got SEVERAL secret levels to play! Just put a
boss or
end game trigger on the final secret level too so the player can end the game
then.
Back
to
TOC
6.0
- Playtesting Your New Level The final
important step in creating a new Wolfenstein
or Spear level is to playtest it. Why? To see if there are any errors, make sure
it looks right, and...to make sure you can beat it without cheating, of course!
That means you'll have to play with God Mode off (horrors!) and on Death
Incarnate. If you distribute this level and the player can't beat it without a
cheat code, they may get aggravated because cheating DOES take the fun out of
the game -- at least in the long run. More bad
news:
play testing can be a royal pain in the
butt, especially if you keep getting killed, but if
you eventually beat the
level, you'll know that it IS possible and you are then free to dish
the level
out to your friends. Try to test a level before it's finished. Work up about a
quarter of the map and test it before you go on. That way it takes less time to
cover all
of the territory you've designed to check for errors, and it reduces
the possibility of you
forgetting to visit a certain area since it isn't crucial
to level completion.
Back to
TOC 6.1 - Common Problems These
are some common problems you might encounter
once, twice, or several times throughout your level-making experiences:
- Placing an
object in a wall instead of a floor code, so you get this wall (likely
mismatched with the rest of them) in the middle of the room. Usually happens
when you put objects down before you put down a floor code. MapEdit versions
8.0 and above have a method of preventing this from happening (it won't let
you put decorative objects down over walls).
- Guards not
responding to gunfire or sight of you. Almost always due to a floor code
mishap of some sort. See section 3.3, "Floor Codes", for details.
- Secret doors
that jam up or move too
far, covering the path beyond. Especially common if
you try to duplicate iD Software's famous
"pushwall mazes" where you can push
more than one wall in order to mess up the remainder of the maze E4L2 comes
to mind! Always make sure any big mazes you design can be completed
while
you're still in the map editor; you probably won't want to test them firsthand
(bore!). Here's a nice tip on checking up on your mazes: Go to the level where
your maze
is and plot out the correct path by using turning points indicating
the correct pushwalls.
Then, save the level as an individual floor file and -
viola! You have an instant map to
call up at any time. I'm glad I did this -
one of my mazes had a critical error in pushwall
placement that I was able to
find and correct through this method. This is especially nice
if you have a
Wolfenstein map printer utility. Use it to create a text map of your level,
then print it. Keep the printout handy when you navigate your maze and you'll
have no
problems!
- "Phantom Door
Slot" (PDS) bug. See section 3.4, "Doors", for details.
- Solid static
object placed in front of a secret door or regular door by mistake, impeding
passage into the area beyond. Should be easy enough for you to find and
fix.
- Moving guards
behaving strangely, results usually being something like all of them
clustering in a corner and getting stuck. Usually due to misplacing turning
points somewhere along the line. Sometimes the cause of this problem will not
be obvious; in that case you'll either have to live with the problem or
rearrange the movement path (and pray that it works!).
- Too many static
objects on the level. Unless your computer is slow to calculate, I recommend
that you keep MapEdit's statistics display (versions 5.0 and higher) on at all
times. If you go over the limit, the line displaying the number of objects
will turn red to alert you. If you put in too many objects, Wolfenstein will
crash with one of the infamous "Call Apogee" messages (of course, Apogee will
not give you any tech support for a level you've created!)
- Up/down
(Vertically) aligned fake elevators that accidentally have working switches.
Insert a "Fake Elevator" wall to fix this (see section 3.6: "Elevators"
for
instructions).
- No player start
position. If you forget this essential item, you'll see some screwy graphics
when you enter the level and you won't be able to move. Wait! Don't reset your
computer - just quit to DOS and restart; it should work.
Back to
TOC
7.0
- Graphics and Sound Editing: Things You Should Know Editing
Wolfenstein's levels is not the only way to
modify the game. Using other small utilities besides MapEdit, you can also
change Wolfenstein's graphics and sounds. Please remember to make a backup copy of Wolfenstein's
VSWAP file before doing anything to the game, or you may find yourself
re-installing it later! Here is what you will need: GRAPHICS
EDITING
SOUND
EDITING
Back to
TOC 7.1 - Graphics Editing With WolfEdit,
you can change the walls, doors, actors,
decor objects, and the graphics of B.J.'s guns that you look down at all the
time. Therefore, you can change Wolfenstein so you have a laser weapon and you
move around a spaceship shooting aliens (yes, someone actually did this). It is
important to remember to make a backup copy of Wolfenstein's VSWAP.WL6, or
you'll lose all your original graphics. You can use PKZIP or another file
compression program to reduce the backup file's size first. Then edit to your
heart's content.
Take note: that once you change the sprites or actors you
sometimes can't restore them to their original condition by importing the
original graphic you've saved out as a GIF. This is the case if the original
object is much smaller (in non-transparent pixels, I guess) than the one you put
in. Also, none of the graphics can be bigger than they originally were. They
must be the same size or smaller. WolfEdit 2.1 shows you a ratio of how big your
image is to the maximum size it can be.
Back to
TOC 7.2 - Sound Editing This is
one of my favorite things to do: mess up
Wolfenstein's sound, seeing as how I have an extensive sound effects collection
on compact discs. A good program to use in conjunction with WolfSound is Cool
Edit or Cool Edit Pro, easily the coolest digital sound editor I've ever used
(next to ProTools, anyway). Cool Edit can save in Sound Blaster .VOC format at
6896 Hz, just like Wolfenstein requires. Take note
that all sound effects in Wolfenstein were
recorded in 8-bit, mono, and 6 KHz (6896 Hz to be precise, as I just mentioned).
Using WolfSnd, the effects you import supposedly do not have to match these
figures (the program states that the sound will be converted if necessary, but
if it's too far off, the conversion will be crappy). Therefore you will need a
sound editor, such as Cool Edit, to convert the frequency from whatever-it-is to
6896 Hz precisely. Another
thing to be aware of is that you cannot make
any sound effect longer than its original length! If it is longer, it will
simply be cut short in the game. Conversely, if your new sound is shorter, you
will hear an annoying "pop" after it plays each time. To fix this, add silence
to the end of the sound effect until it meets or exceeds the maximum duration
for that particular sound.
Back to
TOC
8.0
- Other Available Modified Levels There
are
tons of Wolfenstein levels and utilities
available on the Internet, at websites and FTP servers alike. The original FTP
archive at Manitoba has since been closed down (a tragic loss indeed), but there
are tons of add-ons and utilities scattered all over the 'Net. Just go to your
favorite search engine and search for "Wolfenstein levels" or something
comparable. If you need a starting point, you can try my own website, Bunker
Links. I
will soon be devoting a large section of this site to providing help on
compiling Wolfenstein's source code. The source code is very picky about
what compiler is used to build it and which game version the VGA*.WL6 files are
from, which is why getting the code to compile right took me well over 3
years.
Back
to
TOC
APPENDIX A - Level
Data Quick Reference A-1 - Wolfenstein Level
Limits Maximum Number of
Static Objects : 399 Maximum
Number of Guards :
149 Maximum
Number of Doors : 63 A-2 Treasure/Ammo/Health
Calculations, etc. * Treasure
* Cross: 100
Points Chalice: 500 Points Treasure Chest: 1000
Points Crown: 5000 Points 1-Up: No points; full health
and 25 bullets * Ammunition
* Fresh Clip: 8
Bullets Used
Clip: 4 Bullets Weapon:
6 Bullets * Health
* Dog Food: 4
Percent Chicken Dinner:
10 Percent 1st
Aid Kit:
25
Percent
Back
to
TOC
APPENDIX
B -
Colour Reference

Back
to
TOC
B-1
- Wolfenstein Ceiling
Colour Chart
Episode and Level
|
Ceiling Color (pal. index)
|
E1L1 - E1L9
|
Dark Gray (1d / 29)
|
E1L10
|
Purple (bf / 191)
|
E2L1-E2L3
|
Med. Mustard (4e / 78)
|
E2L4
|
Dark Gray (1d / 29)
|
E2L5
|
Light Blue (8d / 141)
|
E2L6
|
Med. Mustard (4e / 78)
|
E2L7
|
Dark Gray (1d / 29)
|
E2L8
|
Dark Red (2d / 45)
|
E2L9
|
Dark Gray (1d / 29)
|
E2L10
|
Light Blue (8d / 141)
|
E3L1-E3L5
|
Dark Gray (1d / 29)
|
E3L6
|
Dark Red (2d / 45)
|
E3L7
|
Dark Brown (dd / 221)
|
E3L8-E3L9
|
Dark Gray (1d / 29)
|
E3L10
|
Medium Blue (98 / 152)
|
E4L1
|
Dark Gray (1d / 29)
|
E4L2
|
Dark Blue (9d / 157)
|
E4L3
|
Dark Red (2d / 45)
|
E4L4-E4L5
|
Dark Brown (dd / 221)
|
E4L6
|
Dark Blue (9d / 157)
|
E4L7
|
Dark Red (2d / 45)
|
E4L8
|
Lighter Mustard (4d / 77)
|
E4L9
|
Dark Gray (1d / 29)
|
E4L10
|
Dark Brown (dd / 221)
|
E5L1
|
Cyan (7d / 125)
|
E5L2
|
Dark Gray (1d / 29)
|
E5L3-E5L4
|
Dark Red (2d / 45)
|
E5L5
|
Dark Brown (dd / 221)
|
E5L6
|
Light Brown (d7 / 215)
|
E5L7-E5L9
|
Dark Gray (1d / 29)
|
E5L10
|
Dark Red (2d / 45)
|
E6L1-E6L4
|
Dark Gray (1d / 29)
|
E6L5-E6L6
|
Dark Brown (dd / 221)
|
E6L7
|
Cyan (7d / 125)
|
E6L8-E6L10
|
Dark Brown (dd / 221)
|
Back
to
TOCB-2 - Spear
of Destiny
Ceiling Colour Chart
Level Number
|
Ceiling Color (pal. index)
|
1
|
Green (6f / 111)
|
2
|
Dark Olive (4f / 79)
|
3
|
Dark Gray (1d / 29)
|
4
|
Dark Brown (de / 222)
|
5
|
Very Dark Brown (df / 223)
|
6
|
Dark Red (2e / 45)
|
7
|
Dark Cyan (7f / 127)
|
8
|
Dark Blue (9e / 158)
|
9
|
Dark Purplish Blue (ae / 174)
|
10
|
Dark Cyan (7f / 127)
|
11
|
Dark Gray (1d / 29)
|
12
|
Dark Brown (de / 222)
|
13
|
Very Dark Brown (df / 223)
|
14
|
Dark Brown (de / 222)
|
15
|
Very Dark Brown (df / 223)
|
16
|
Dark Brown (de / 222)
|
17
|
Cyan (e1 / 225)
|
18
|
Medium Brown (dc / 220)
|
19 (Secret 1)
|
Dark Red (2e / 45)
|
20 (Secret 2)
|
Dark Gray (1d / 29)
|
21 (Angel of Death)
|
Medium Brown (dc / 220)
|
Back
to
TOC
APPENDIX C - Troubleshooting
/ Strange Effects
Reference
PROBLEM:
The game dies when I die and displays the error "Out of Memory" but I have
plenty of memory for the game.
SOLUTION:
This problem was more common with older Wolfenstein versions. For some reason,
the game bombs either the first or second time you die in certain levels. The
only apparent remedy is to continually restart up Wolfenstein 3D or to be sure
not to die. I have never had this problem myself, and I think it is all but
gone in version 1.4 of the game.
PROBLEM:
When I restart the level after dying, the screen is reduced to half-size and
the border around it is flickering between bright red and
transparent.
SOLUTION:
This was the most
common problem I encountered while play testing my maps. I
believe it has something to do
with the outside border of the level
architecture. If it is one tile thick at any point,
this problem might crop
up. Try to make your outside borders at least two blocks thick,
and you may
solve this problem. To correct the screen glitch when it happens, hit F5 and
bump the screen size back up to maximum (or wherever you had
it).
PROBLEM:
All kinds of walls spontaneously change to dark grey stone walls for no
reason.
SOLUTION:
This is another strange bug. The game temporarily overwrites the normal
picture for the wall and replaces it always with gray stone wall. Perhaps it
does this because it runs out of memory for storing so many types of walls.
This problem can easily be cleared up by saving, quitting and restarting the
game if the levels start to look too ugly, because the problem is not stored
in the saved games.
PROBLEM: I
see a lot of vertical lines, like "ripples", appearing on my screen when I
move that shouldn't be there.
SOLUTION:
If you have an older version of the game, this will be much more likely. There
must be 50 potential problems that cause this glitch to occur, one of which is
opening a door that has no floor, just a wall, on the other side. Some of the
other problems are only a nuisance. Others produce random errors that can kill
your game, destroy saved games and do other drastic things. I can't provide an
answer for all of these problems and I don't know the cause of most of them. I
did find that pushing blocks next to doors often causes
this.
PROBLEM: I
sometimes get stuck in the same square as something else and I can't
move.
SOLUTION:
This happens if an enemy walks into you without seeing you (which can only
happen when No Clipping is on), or if you push a secret door and leap into the
space it is pushed to. In any case, you are doomed and have to load a game or
restart. If you are careful, this won't happen.
PROBLEM:
Another problem occurred that wasn't mentioned here.
SOLUTION:
This may be one of the mystery problems that show up every once in a while,
annoy you and then dwindle off and never appear again. If you find a
continuing problem, email me explaining it and when it occurs so I can look it
over. You might even want to save the level to an individual floor file in
Mapedit and mail me that, so I can see the problem
myself.
Back to
TOC
Epilogue Well,
that's about it for this file. Study it, print it
out, keep it handy while you're designing. Feel free to pass it out to your
friends who also mess up the levels, but please don't change it before you
distribute it. I wouldn't like that very well, and it'd be a violation of a
copyright besides. If you've got any comments about anything said here, feel
free to e-mail me! Brian
J. "Blazkowicz" Rowan
copyright 1994-1999 « You may
distribute this file provided you do not alter it in any
way
beforehand.
Back to
TOC
[
Get Back to the Bunker
]
|