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Rise of the Triad - Original Specs

Rise of the Triad began it's life as nothing more than an expansion pack for Wolfenstein 3D. The original title of the game was to be:

"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.

Recently, 3D 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:

STORY

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 DESCRIPTIONS

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 well guarded.

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 holocaust.

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 Solution. 


ADDED FEATURES:

  • Add special Pushwalls that you must flip a switch or do touch place to move.
  • Reserve 7 palette colours just before 255 for special effects (glowing, cycling)
  • Some walls can be blown up
  • Grenade launcher
  • Automap (sort of already programmed, but a little messed up)
  • Shootable items.
  • 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.
  • Have level's light fade up and down, or flash
  • Torch object?
  • Light switch on level

Some 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.

ENEMIES:

  • Guards - I think we've seen these. Now they have purple uniforms, if we have palette room.
  • SS - Green uniforms
  • Officers - Red uniforms
  • Dogs - same as original Wolfenstein
  • Mutants (now necropolis denizens) - Make 'em bony
  • Demon dogs - Add red eyes, make 'em twice as fast, twice as much damage, twice as many hit points
  • Smart 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)
  • Blitzguard - Fast guards, more damage. Appears in 1. Could use same graphics, or add armband or helmet change
  • Triad 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
  • Death 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 comes near.
  • Triad 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:

  • Esau Guderian - Keeps shooting at you over stuff. You must find out how to get into his little cage. It requires touchplates or switches
  • Heinrich Krist - Guards himself with a thrown out circle of bombs. Push rollie charis over bombs to get at him
  • Schwarzenmonch (Dark Monk) - Only vulnerable when you make it cross over heat grate -- shot it then. It changes color a bit when it crosses one
  • Oberroboter (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
  • Sendenkener Robot Guards - Clunky robots, with big arms, others with guns

WALL GRAPHIC IDEAS

Thess included 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 fireballs 
Bunker (fire anim shown in front of it), Destroyed bunker (hole blackened and chipped by gunfire),  Metal, Water 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 Time Unit.

POSSIBLE SPRITE CHANGES

Add tables with items on them - bump into them and changes to empty table 
Crates (or container barrels) - shoot open for bonus 
Add green and red barrels - Green barrels blow up one square red blow up nine, in a fiery explosion. Touch plate - Walking over it activates something? 
Heat/steam grate - Damages all who walk over it, including enemies? 
Fireballs - (4) fired from fire chutes (walls?). 
Stools? 
Rollie 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. 
Water explosion. 
V-3 Rockets you can blow up. 
Add iron key. 
Perhaps keyholders under keys, and empty keyholder? (Short wood or stone pedestal w/red pad for key) 
Triad-shaped Shuriken that Enforcers throw

PIX - 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 it), Edit screen, Error screen, And the Memory screen 

PALETTE CHANGES

These are the important parts, but numbers will change 
0-DF: normal palette 
E0-E4: shadows for objects 
E5-7: red (3 shades) always pulsing 
E8-A: green (3) always pulsing 
EB: floor 
EC: ceiling 
ED: Lightning 
EE: Treasure Item Halo 
EF: Healing Item Halo 
F0: Gold Key Halo 
F1: Silver Key Halo 
F2: Iron Key Halo 
F3: Red Flashing 
F4: Green Flashing 
F5-FE: Menu bar colors (flesh, number color, green marble) 
FF: Mask color 


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