Rise of the Triad - Original Specs
Rise of the Triad
it's life as nothing more than an expansion pack for
Wolfenstein 3D. The original title of the game was
"Rise of the Triad: Wolfenstein 3D Part II".
It was to use the same source code as Wolfenstein
3D, and have new levels,
art, and characters.
Realms found the original team design spec from Tom Hall
in September of 1993, which contained
episode descriptions, an outline of where the storyline was
to go, and new features in the
Wolfenstein game engine. Here is that information:
After the fall of Hitler, the true powers behind him have drawn into seclusion, planning their
next strategy for world domination. Three large corporations guided Hitler as a puppet, and now
plan the subjugation of the planet to their organization, the Triad.
Their new plan: having developed nuclear weapons and new V-3 rockets to carry them, they plan to get
a stranglehold on the world with the threat of Armageddon.
Episode One: Serpent on the Mount
B.J. Blazkowicz, the Allies' one man
Strike team, is called to assault the Triad's fortress. Atop
a titanic mountain near Gotha,
the Triad has set up their operations in a legendary old monastery.
The way to the monastery
is a difficult one, with a horrible labyrinth of paths, caves,
and tunnels. B.J. must battle
his way to the entrance.
Episode Two: The Secret Warring
Once inside, B.J. discovers massive
doors leading to the Triad's headquarters far below ground,
built in the necropolis below the
monastery. He must search the castle for the key to these forbidding
crypts. The key is very
Episode Three: The Desecrated Tomb
Much of the tomb remains, but the Triad
have woven their operations facilities into the dark catacombs.
On his journey to the nexus
of the Triad, he encounters the three members of the Triad.
After his final battle, the final
members reveals their plan of global annihilation upon the
fall of the Triad. A dead man's
switch had started their mechanical radio-computer, the Sendenkener,
on a countdown to word
Episode Four: The Final Solution
B.J. enters the depths of the Triad's
bunker, made of cement, steel, and deep natural caverns. His
journey to fine the Sendenkener
ends either in his destruction of the timing unit of the computer,
or in the Triad's Final
Pushwalls that you must flip a switch or do touch place to move.
7 palette colours just before 255 for special effects (glowing, cycling)
Some walls can be blown up
Automap (sort of already programmed, but a little messed up)
Bonus items may animate (shine or glow)
If memory permits, a scrolling horizon for outside levels.
If possible, setting of general darkness of level. Would require transition from 16 tables.
level's light fade up and down,
Light switch on level
of these features ended up in the two Blake Stone games, both
used the Wolfenstein 3D codebase. Some of the features
hit the cutting floor.
- I think we've seen these.
Now they have purple uniforms, if we have palette room.
- Green uniforms
- Red uniforms
Dogs - same as original Wolfenstein
Mutants (now necropolis
denizens) - Make 'em bony
dogs - Add red eyes, make 'em twice as fast, twice as much
damage, twice as many hit points
officers - Redden their faces, red uniforms with dark flak
vests. One and a half times as fast,
more hit points, will seek out healing (even secret healing)
- Fast guards,
more damage. Appears in 1. Could use same graphics, or add
armband or helmet change
Enforcers - Big as Hans, with dark gray uniforms, helmets,
but a little less hit points, so
they can be used constantly. Appears in Episode 2. A cross
between ninjas and Hans
Monks - Only have a four stage floating animation. Like ghosts,
drain if the touch you. Colorize,
and later Death monks shoot red bolts out of their eyes (maybe
with rotations!) The former
appear in 2&3, the latter in 3&4. Could have alternate
version that fall dormant after
searching for a while, resting in a sort of a pile until someone
Bosses - each has his own style and way of being defeated
Most of the actors were just the old Wolfenstein actors
with new graphics - although
some of the final ROTT BOSS character ideas and names are here:
Guderian - Keeps shooting at you
over stuff. You must find out how to get into his little cage.
It requires touchplates or switches
Krist - Guards himself with a thrown out circle of bombs. Push
rollie charis over bombs to
get at him
(Dark Monk) - Only vulnerable
when you make it cross over
heat grate -- shot it then. It changes color a bit when it
(Head Robot) - Shoot, arms fall off, shoot, legs fall off,
shoot head comes after you. Big
badass final boss before you destroy the Time unit
Robot Guards - Clunky
robots, with big arms, others with guns
WALL GRAPHIC IDEAS
a new Gray Stone, Gray -
older, cracked, Brown,
heavy brick, Brown, heavy brick with pipes, Stone
with exhaust tube (fireballs
will fly out of it), Stone with burnt impact mark of
anim shown in front of it), Destroyed bunker (hole
blackened and chipped by gunfire),
tanke (Wasser) - Metal wall with
the word Wasser on it. Can blow away, leaves water. An Oil
Tank, Battleship bolts
with slide switches and counters (lights of this time are still
big), New Wall switch (up/down), Glass - Stained
glass of Triad symbol, Stained
glass of monastery images (cross, saint, etc), Sendenkener
(thought-sender) panels, Sendenkener
POSSIBLE SPRITE CHANGES
tables with items on them - bump
into them and changes to empty table
Crates (or container
barrels) - shoot open for
and red barrels - Green barrels
blow up one square red blow up nine, in a fiery explosion. Touch plate -
Walking over it activates something?
grate - Damages all who walk over it, including enemies?
fired from fire chutes (walls?).
Chair? (to set off bad touchplates)
Lots of water
on floor (or round grating, since
water won't rotate well)
Metal shards from blown up
tanks and barrels.
Rockets you can blow up.
Add iron key.
keyholders under keys, and
empty keyholder? (Short wood or stone pedestal w/red pad for
that Enforcers throw
- Fonts & Possible Picture Changes
Of course the Title
screen, Menu screen (background Read
this / help pix), Cinematic, Title plaques /
bars for menus, Big
font for menus (could just keep
screen, Error screen, And the Memory
are the important parts, but
numbers will change
0-DF: normal palette
shadows for objects
red (3 shades) always pulsing
E8-A: green (3) always
EE: Treasure Item Halo
Healing Item Halo
Gold Key Halo
F1: Silver Key Halo
F3: Red Flashing
F5-FE: Menu bar colors (flesh, number
color, green marble)