TIPS FOR CREATING/EDITING WOLF3D & SPEAR of DESTINY DESIGNS by Warren Buss
Table of Contents
Introduction Floor
Codes Special Floor Code and Enemy Guard Eyesight Changing
Floor Codes Push Walls and Hidden Rooms Moving vs. Stationary Guards Moving
Guards Using "CLIPPING" to Check Up (SoD Game
ONLY) The Effect of and on Activated
Guards Moving About the Floor Effect on Play of Guard
Choices vs. Design Decisions Flashing
Screen Borders Elevators Secret Floors Episode Endings
(Wolf3d & SoD) Inaccessibility
of Objects and Acquiring Bonus Points Trickery Balance Narrow
vs. Wide passages Weapons Over
Designing - or Too Much of a Good Thing Wrapping it up
Introduction:
The following
information is not a
definitive work on this subject, but should help most
people avoid some of the pitfalls
associated with translating their WOLF3D or SoD floor
design ideas into working,
error free floors.
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Floor Codes
Design
problems in Wolf3D and SoD
seem to center around a misunderstanding of the relationship
of floor "codes",
doors (locked and unlocked variety), and hidden doors
(or push walls as some people
prefer to call them). First, an explanation of the use
of floor codes.
There are a number of unique "codes"
to use when mapping out a floor. These codes are used
to isolate areas of the overall
floor from one another such that enemy guards can be
made to engage in a fight
or not, depending on how you assign floor codes. One of the
more common problems is failing
to assign floor codes in all floor space, or assigning
them haphazardly. The results
of either practice are unpredictable, but some of the
effects are:
-
Certain
sound effects may be missing.
-
Push
Walls won't always slide all the way open.
-
Stationary
guards become living statues and won't fight.
-
Moving
guards won't fight
either and will move in place or in crazy ways.
-
Doors
may become invisible.
Unless
your floor design has a very
large number of rooms, there are usually ample unique
floor codes to assign each room
its own code, although this isn't always desirable.
In general there are 3 approaches
to assigning floor codes, according to what you want to accomplish.
-
Assign
a single floor code to all floor
space. Unless you take other measures, this will have the singular
effect of alerting every
guard on the floor as soon as the first shot is fired. This
can lead to some interesting fire-fights,
but isn't always the most desired approach because the action
usually (not always) ends quickly
(either they're all dead or the player is) and he's left to
wander through a bunch of empty
rooms that offer no further challenges (or restart the level).
-
Assign
a unique code to each individual room. In this scenario guards
in the next room are
unaware of any developments in the current room - unless something
causes the door between the rooms to open.
-
Assign
unique codes to contiguous or non-contiguous groups of
rooms. This offers a mixture of the above 2 approaches, but
is more controlled and often the
most interesting and suspenseful strategy.
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Special Floor Code and Enemy
Guard Eyesight
There
is one floor code that has a
different effect from all the rest. This is floor code '6a',
or the code which designates a
guard as being "deaf" or "steadfast". Such
a designation means 2 things:
the guard will not react to shots being fired in the area until
and unless he sees the player,
then he responds just like any other guard. But his eyesight
is much better than other guards
as he can see in every direction (that isn't blocked by something)
including one square behind.
These guys can even see between the cracks of wall cubes that
are joined only at the corners.
(It's kind of eerie to hear a guard sound off that can't be
seen anywhere).
By
contrast, guards on all other floor
codes can only see straight ahead but will be alerted regardless
of their impaired vision after
the first shot is fired on the same floor code as they are
standing.
NOTE:
Do not place '6a' floor codes
adjacent to doors; this will cause the doors to become invisible.
(This problem has been fixed
in Blake Stone).
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Changing
Floor Codes
Another
common error in floor design
is to change floor codes when going from one area to another
but not separating the 2 areas
with a door. Doors are used as "switches". When the
player moves from an area of
one floor code to another with a different floor code, without
having to open a door, the guards
in the moved-into area will not be "armed", i.e.,
they appear to be in a trance,
until fired at. This may be an interesting effect to create
for approaching a Super Guard,
but as soon as the first shot is fired, the player better move
out of the way fast, because
the "statue" just came to life and he doesn't like
having his sleep interrupted.
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Push Walls and Hidden Rooms
Push
Wall placement is important. In
case you don't remember, the official versions of both games
place no guards in a room entered
through a hidden door. Unlike a normal door, a hidden door
is not used as a "switch"
to arm any guards on the other side. But the problem is a bit
more complicated than that.
If
guards in a hidden room are somehow
set in motion, they can block the movement of the sliding door.
This condition is detectable
by the sound of 2 notes for each push of the space key, as
opposed to the normal sound of trying
to open a door that doesn't exist. (These 2 notes also sound
if you try to open a push wall
from the wrong direction).
The
guard(s) can be made to move away
from the Push Wall and it will open, particularly when the
player moves far enough away and
can get back in a hurry before the guard does. But often, when
the wall does move, it only
moves part way. As you will soon see, there is a way to get
a hidden door to move more than
once. A Push Wall will not slide over a dead body either.
The
first rule of thumb when dealing
with guards in secret rooms is to be sure the secret room has
the same floor code as the room
from which it is entered. In addition, the room outside the
secret room must have a normal
door (locked or unlocked).
To
resolve the problem of guards getting
in the way of a sliding push wall, choose one of the following
three methods:
-
One
way is to design the
hidden door entrance so the door slides side-to-side. Such
a design can also permit the door
to slide forward (room permitting). You can also place an ordinary
door in the opening behind
the hidden door, which has the advantage of not having to be
concerned about guards moving
about in the secret room. Its main disadvantage is that if
it is used too often, players may
start to recognize the existence of this type of hidden door
configuration unless you use many
such configurations that don't have hidden doors and the one
door then is disguised by being
only one among a crowd.
-
Another
way is to use multiple
hidden door object codes such that a sliding wall will move
into another hidden object code
and can thus be moved again, in any direction you choose. (The
hidden door object code can
exist in open space as well as in a wall). This opens up all
sorts of possibilities. However,
there's one drawback. Extra hidden door object codes, which
are often not used, can prevent
the player from getting the bonus for finding all secret areas.
-
The
other way to use guards
effectively in a hidden room, and you want the sliding door
to move inwards only, is to make
sure the guards are standing on a "steadfast" floor
code so they won't be moving
around the room.
If
you want more rooms beyond the hidden
room, and you want them to have normal doors, then the floor
codes of these additional rooms
must either be different from the hidden room (and not be used
elsewhere on the floor), or
the guards in these added rooms must be made "steadfast"
if you want to use the same
floor code as the hidden room.
One
more word about push walls. There
appears to be a problem in both Wolf3D and Spear of Destiny
in that sometimes a Push wall will
move 3 squares and the next time, only 2 squares, even when
there's unrestricted space in which
to move. What this means is: to avoid intermittent problems
assume a hidden door will only
ever move 2 squares, but always leave room for 3. Another way
of saying it: if you want to
assume a push wall will move 3 squares, then be sure the player
can still get through if the
door only moves 2 squares.
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Moving vs. Stationary Guards
All
guards except the Super Bosses
can be made to move in a predetermined direction and path.
This device is quite useful in creating
unpredictable action upon entering a room with one or more
moving guards. Since a room is never
entered at exactly the same instant each time the floor is
played, the guards will be in a
different position and may or may not see the player right
away.
In
addition, guards can be made to
move through doors to adjoining rooms with or without the same
floor codes. This is always
interesting. While you are busy teaching manners to the guys
in one room, in walks an oaf from
another, which sets off alarms in the next room(s) with a different
floor code as they will
hear the fighting and become concerned. Lesson #1: Always try
to keep your back away from all
doors (including the one you entered!). By the way, Guard Dogs
are always on the move - there
are no stationary dogs. (I guess iD didn't want to design a
graphic of a dog sitting and panting
for water or food - ever notice how many rooms dogs are in
that have no food or water in them?
- It's a wonder the animal rights activists haven't been on
their case <g>).
It's
generally a waste of time to place
moving guards in a room and not lay out a path for them to
follow, although there is a trick
or two that you can use with a moving guard who has no assigned
path. (Tricks are discussed,
but not explained, in this section). Also, unless you assign
the "deaf" guard floor
code to an entire room, it doesn't do any good to put a moving
guard on the deaf guard code.
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Moving Guards
If
you choose to have guards on the
"move", you should provide them with paths to follow
(there are directional arrows
for this purpose). But there are a several points to note when
laying out paths for guards
to follow:
-
Don't
put dogs in the same
paths with other guards. Dogs move faster than other guards
and will quickly overtake them.
Since the dogs won't be able to pass (around or through) whomever
they overtake, the movement
will simply cease and all moving guards will ultimately stand
and mark time in one place (usually
against some wall).
-
Be
very careful about using
intersecting paths. Once again, unless movement is synchronized,
guards will eventually clash
at some intersection and all movement will, as noted above,
come to a halt.
-
It
is not possible to move
more than one guard up and down a narrow (one square wide)
hallway, unless they are carefully
synchronized not to be in the narrow hall at the same time.
-
Don't
start a moving guard
next to an outside wall facing out. This will generate an error
when you play the level.
-
Moving
guards cannot be made
"steadfast" or "deaf".
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Using "CLIPPING" to Check
Up (SoD Game ONLY)
You
can generally check on how your
moving guards are doing by turning on "Clipping"
(in debugmode) and wandering through
walls to see how everything looks. Dogs are the toughest to
check on. Most guards will not
be aware of your presence if a door isn't opened somewhere
(either by yourself or a guard whose
path takes him through a door). But dogs will quickly sense
your presence and come after you
and will often activate any other guards in the room. If you
shoot anyone while "clipping"
is on, every guard on the level (except deaf ones) will come
alive. (If there are guards in
the first room, remove them before you start the level as they
will always be active when you
enter the room).
To
check on dogs, you need to carefully
inch through a wall (double thick is best) and stop just as
you first view the interior of
the room where the dogs are. If you're very careful they probably
won't sense your presence.
If you go in a fraction too far, then it's all over.
One
final note about "clipping".
You will not be able to pass through the two thicknesses of
walls that comprise the level's
perimeter. This is to prevent you from wandering outside the
level.
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The Effect of and on Activated Guards
Moving About the Floor
An
activated guard is one that is in
Attack mode. Attacking guards will mostly move to the point
where the player is currently located.
Their progress in locating him can be slowed and often stopped
by complicated room patterns;
by putting solid objects (barrels, etc.) in their way that
they have to move around; or by
sheer distance.
Some
activated guards have a tendency
to move away from an immediate threat by going into other rooms
and waiting at a door in ambush
or simply refusing to come out, waiting instead for the player
to come in. All this means is
if a large body of "overheated" guards is encountered,
one way to counter their threat
is for the player to move off in some other direction. This
will often cause them to begin
to scatter, and may make it easier for them to be engaged in
ones and twos later on. Of course
the main disadvantage to this tactic is it is not known where
they'll be when next seen, unless
they're in a bounded area. Always good for a laugh though!
The
other thing about guards moving
from room to room while searching is that they will often open
a door into an unrelated floor
code and if a shot is fired at the time the door is open, even
more guards can become involved
in the search. Heh, heh! I love finding dogs in rooms where
they shouldn't be. Took me a while
to figure out how they learned to open doors.
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Effect on Play of Guard Choices vs.
Design Decisions
While
sitting at your computer testing
a floor design, you may not always recognize what the effect
of your choice of guard types
will have on game play when viewed against your design decisions.
As
you already know, the tan guards
move slowly and react the same way. The blue SS guards are
a bit quicker and more deadly (takes
3 or more shots to bring them down, depending on distance between
player and guard).
The
white uniformed "officers"
move much more rapidly, will swerve to make a player miss and
are more intelligent acting.
Finally, the mutants are the greatest threat of all (except
for the Super guards). The mutants
move silently and shoot more quickly than all other guards.
The
effect on design of using officers
and mutants is important because of how quickly these latter
guards can react.
When
your floor design is played, the
player must be given a way to defend himself, especially from
officers and mutants, or be provided
a way to attack without being totally overwhelmed. A niche
in a wall, a narrow room with no
cover, or no way to back off, is inadequate in those cases
where the player will have to defend
against a host of attackers. Conversely, a medium to large
room with enemies everywhere, no
cover afforded, and with nowhere else to go, should also be
avoided.
One
of the more critical examples is
designing an opening sequence which has the player standing
in a room 1 or 2 squares deep and
1 square wide with the a door immediately in front. As soon
as the door is opened, and a shot
is fired which alerts numerous guards, the player will be overwhelmed.
Particularly if the
guards are officers or mutants and a better defensive position
cannot be taken by moving out
into a larger area.
The
problem is exacerbated by how
doors are programmed to open. As far as the program is concerned,
the door is considered open
the instant someone (the player or a guard) signals it to open.
The program does not wait for
the door to physically move far enough so actor and player
are visible to each other. The mutant
guard shoots so fast that the player won't even see the door
start to move before the mutant's
shot arrives to kill or maim. There's no defense except to
try and kill a guard in the doorway
so the door will stay open. But if nothing but officers and
mutants arrive first, there is
little hope of doing this. Besides, guards don't usually
try to enter the room before
shooting unless the player is out of sight.
Review
your designs carefully and take
this information into consideration. The game is played to
be ultimately won by the player,
not by the game's designers.
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Flashing Screen Borders
From
time-to-time you may experience
a phenomenon referred to as "Flashing screen borders".
This condition can occur in
both Wolf3D and SoD right after B.J. has been killed. When
the playing screen comes back up
for a restart of the level, the "playing field" will
have gotten smaller, but a border
will exist out to the original screen size and it will be flashing.
(This can occur in either
the commercial games or home-grown designs). At game time,
the player can immediately expand
the screen to its original size and continue the game.
However,
there are a couple of things
a designer can do which will eliminate the problem:
-
Make
sure all perimeter walls
are 2 thicknesses deep.
-
Reduce
the overall number
of rooms in the design. Smaller floor designs tend not to have
the "flashing" problem.
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Elevators
I
don't know if most people have noticed
it, but all elevators in the official game are oriented east/west.
No elevators are entered
from the south or north. This is to ensure that when an elevator
is entered, the control will
always be directly in front of the player. (When you're hurrying,
you don't want to have to
stop and look for the switch!) Entering from the north or south
will provide two controls on
the left and right as the player enters - one of these can
be safely eliminated in your designs.
Also,
if you place an elevator control
in a wall with a single thickness, the control will be available
for use on both sides! You
need to put something on the outside to prevent use of the
outside control if you don't want
it used, or else put a second thickness of wall behind the
elevator.
Finally,
when you create an elevator
to go to the Secret floor, don't forget to use the floor code
inside the elevator that signifies
you want the player to go to the secret floor when the switch
is thrown. (This is floor code
'6b'). However, don't use this code in any other elevator including
the secret floor, or the
episode cannot be completed.
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Secret Floors
Elevators
to secret floors must be
placed on designated floors in both Wolf3D and SoD. In WOLF3D,
the floors that must have elevators
to the Secret floor are 1, 1, 7, 3, 5, and 3 for episodes 1
through 6 respectively. In SoD,
it is the 4th and 12th floors. In both games these floor choices
are to make sure the player
will return to the correct floor when the Secret floor is completed.
Floor 10 is always the
secret floor in Wolf3D. Floors 19 and 20 are the two secret
floors in SoD.
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Episode Endings (Wolf3d & SoD)
Episodes
in Wolf3D end in 1 or 2 ways,
depending on your choice of Super Boss. If you use Hans or
Gretel Grosse, upon their death
they will drop a gold key which can be used to open a door
to a room where End game Triggers
must be placed. B. J. must walk over them for the episode to
end. All other super bosses (Dr.
Schabbs, Hitler, Otto Giftmacher, and Gen. Fettgesicht) will
cause the game to end with an appropriate
"Death-Cam" scene as soon as they are dead.
In
Spear of Destiny, each super boss
(Trans Grosse in level 5; Barnacle Wilhelm in level 10; Ubermutant
in level 16; and Death Knight
in level 18) drops a gold key so B.J. can get to the elevator
to go on to the next floor. Except
in level 18, when the "Spear" is found, B.J. is transported
to the final level to
meet the Angel of Death who must be killed before the game
can end. Missions 2 and 3 of SoD
do not differ except for the names of the super bosses.
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Inaccessibility of Objects and
Acquiring
Bonus Points
There
are basically 2 approaches to
playing SOD. One approach is for the player to get through
a floor quickly enough to beat the
Par time so as to get some bonus points. Such an approach automatically
ignores the need to
kill all guards, find all hidden doors, and get all the treasure.
These last three items constitute
the other approach, i.e., taking time to kill everyone, open
all doors and get all the treasure,
which also earns bonus points. Once in a great while, a player
might be able to do both!)
If
you design a floor that makes it
impossible to award bonuses for using the latter approach,
then you have chosen to award only
those who use the former approach of getting in and out as
quickly as possible. How do you
do this? By making treasure, guards and hidden doors inaccessible.
One other way is to use
the Pac-Man Ghost guard on any level except the final one.
The "ghost" is considered
to be a guard, but is invincible. No matter what guards are
used on the secret floor (or "boss"
levels), the player will be awarded 15,000 bonus points just
for getting there and out. There
is nothing wrong with denying bonus points in chosen situations.
This is just to make you aware
when designing a floor what the effects of your choice will
be.
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Trickery
The
official versions of Wolf3D and
SOD employ no "tricks" to fool you. However, if you
design and edit enough floors,
you'll soon learn about the "tricks of the trade".
Guards can be made to walk through
walls (which the player can then walk through). Objects can
be made transparent, and so forth.
Although purists may debate the point, I personally think a
trick or two adds a new, and interesting
element to the game as long as it's done sparingly. It's probably
fair to warn the potential
user of your custom floor that you've added a trick or two
without telling them what or where.
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Balance
When
designing a floor, you should
strive to achieve a balance among the various skill levels.
For example, don't overload with
skill 1 & 2 guards, nor fail to add skill level 4 guards.
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Narrow vs. Wide passages.
This
will
seem obvious to you old hands.
But for those just creating their first floor(s), it's probably
worth reminding you that creating
narrow passages slows the player who wants to set a record
for going from entrance to exit.
Of course, every player who uses that same hallway will have
the same problem, but it's worth
considering.
Why
do narrow passages slow progress
of the player? Any enemies hidden in niches off a narrow hallway
impede movement by just being
there. The player won't be able rush by them without engaging
them in battle. If you want to
hide someone off a long, narrow hallway, place him at least
two squares deep or widen the hallway,
if possible.
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Weapons
If
you design a series of floors, be
sure to leave a machine gun on several of the floors (also
a chain gun). Don't assume that
all your floors will remain together. Also, when someone has
to start a floor over after being
killed, they need to find a machine gun in a hurry. (I know,
they should've remembered to save
their game at the start of each level, but....)
You
can either hide a machine gun somewhere,
or else place an SS guard near the start. When he's killed,
he'll drop his machine gun for
the player to pickup. Extra weapons become ammo if not needed.
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Over Designing - or Too Much of a Good
Thing
While
there's a limit on the number
of static objects (anything on the floor except walls and guards)
that can be placed on 1 floor
(399), if you try to place too many in one room/area, the game
will suffer from screen background
clutter. This means that actors that are in a room with too
many other objects will literally
be invisible, as will some of the objects, depending on the
angle of vision of the player.
This is also true if too many actors come streaming out of
a room. You'll lose sight of 1 or
more as your display screen will not be able to refresh quickly
enough to catch all of them
moving through the door.
There
is a tendency for designers to
load up a room or rooms near one of the Super Bosses with ammo
and first aid so the player
has a chance of surviving. As long as the player keeps these
objects to his/her back, there
usually won't be a problem. But if the player backs up too
far and exposes lots of objects
on the floor between himself and the actor, the actor may flicker
on and off the screen. Not
good!
One
other example worth mentioning
is a room filled with barrels that are placed so as to provide
an intricate pathway through
the area. Depending once again on the angle of view, many of
the barrels will disappear from
view. As the player turns they'll reappear. Any actors on the
other side of the room will be
invisible until the player can get closer (if he/she survives
that long).
So
if you find you've got a room like
those described above, redesign it to limit the objects to
a smaller area of view. Use walls
for partitioning off parts of the room or use smaller rooms,
or just eliminate some of the
objects by placing some of them elsewhere if you think you
need them all.
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Wrapping it up
It
is hoped the above tips will help
you design your floors with greater confidence and fewer errors.
At least you should be able
to recognize the symptoms when, for example, you come across
a guard in a trance, or doors
open and close without sound.
Floor
designing isn't difficult, only
time consuming. Just get out a large sheet of graph paper and
grow your design. Then use the
MAPEDIT program to transfer your design to the screen. You
can skip the graph paper and start
designing at your computer if you want. Next, test it, fix
it, test it, fix it, etc., etc.,
until you're satisfied with the results. This is obviously
an oversimplified explanation. Your
floor has to be saved to disk, then merged into the GAMEMAPS
file of a running game to test
it. It is very helpful if you can have a friend test your floor
designs. Often times problems
that you haven't encountered when testing your own design will
show up on someone else's computer.
All
floors occupy an area 62 x 62 squares
in which to layout your designs. (The actual area is 64 x 64;
the extra 2 squares in either
direction are the perimeter wall which has to be there. You
can add designs to it and change
its color if you want). Try to leave some space for your name
to be added somewhere, and a
floor title, if you want one.
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