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The little things you love about Wolf
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Cyanosis
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PostPosted: Mon Oct 06, 2014 7:51 am
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In no order via the base game:

The sheer simplicity of operation on one plane, that being the strict horizontal play.

Stabbing Guards/SS/Officers to death without them being able to fight back.

The Guard's high pitched 'AYYYYE!' death scream.

The pistol, it's one of the best handguns I've used in shooters and reliable to the very end.

The chaingun, it has the most satisfying firing sound ever, and Wolf's chaingun > Doom's chaingun.

Killing SS/Mutants in 1-2 shots.

Grosse bosses.

Ceiling colors other than gray.

Bobby Prince's Adlib goodness, classic tunes.

B.J. Blaskowicz, who I sometimes feel is more hardcore than the Doomguy.

The sound when you slurp blood.

Pushwalls.

The sounds for picking up treasure and 1-ups.

The Guard/Officer/Mutant/Boss gunshot sound.

How fast you can run and strafe.

BLUE. The blue in Wolf is fantastic, it seems bluer than Doom's blue.

The 256 color palette in general.
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PostPosted: Mon Oct 06, 2014 9:33 am
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Secret doors, enticing music, stoves, the slightly faggy officers, the Hitler ghosts, TEAL ceilings, the vast differences between each episode, the fact that it plays like a charm in SDL and still rocks on 22 years after its initial release... And I agree about the blue. Wolf can be both gory, murky and brutal but also colorful, playful and full of fun!
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PostPosted: Mon Oct 06, 2014 9:50 am
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I forgot one, the illusion of an outdoor environment. Something about that green field in the daytime, always fascinated me as a kid even though I knew it was a wall. Just makes you think you could go out there if it wasn't for the columns. Or maybe I'm nuts.
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PostPosted: Mon Oct 06, 2014 9:53 am
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The tune of the Ramparts level in SoD...

The series of screens of the ending sequence in SoD, with all the different bosses drawn by hand, especially the "Thanks for playing..." one with the Death Knight...

The purple brick wall of SoD...

Floor 20 of SoD...

The Ubermutant's speed...

Cheers,

Ariel

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PostPosted: Mon Oct 06, 2014 9:58 am
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Cyanosis wrote:
I forgot one, the illusion of an outdoor environment. Something about that green field in the daytime, always fascinated me as a kid even though I knew it was a wall. Just makes you think you could go out there if it wasn't for the columns. Or maybe I'm nuts.

YES I was also fascinated about this quaint, green/sky-colored horizon that you felt you could escape to at one point, or the black/gray nighttime with stars... When I first played The Final Solution level 0 where the entire level is surrounded by the night but not shielded off by columns or other block objects, it was just heaven running around there (with the ceiling and floor being black it did really feel as if you were on a different plane than in most of Wolf mods anyway)... Good times indeed...

And I always felt the Ramparts level was a missed opportunity. I did dig the walls/ceiling color match though... And the 1x1 sheds with mutants...
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PostPosted: Mon Oct 06, 2014 10:09 am
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Cyanosis wrote:
I forgot one, the illusion of an outdoor environment. Something about that green field in the daytime, always fascinated me as a kid even though I knew it was a wall. Just makes you think you could go out there if it wasn't for the columns. Or maybe I'm nuts.


As a kid, I used to make drawings of that outside world as levels. For some reason I had always been interested in the things I couldn't reach in games. The super secret stuff only you could discover. I had the same thing in theme parks; the closed door was way more interesting to me than the normal sequence of events you go through in a haunted mansion or something. It just sparks the imagination.

As for the little things, I absolutely love colorful ceilings. Though I should really credit Schabbs 2000 for illustrating to me that ceiling colors are quite important to the mood of a level.
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PostPosted: Mon Oct 06, 2014 11:28 am
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Cyanosis wrote:
I forgot one, the illusion of an outdoor environment. Something about that green field in the daytime, always fascinated me as a kid even though I knew it was a wall. Just makes you think you could go out there if it wasn't for the columns. Or maybe I'm nuts.


I second that! Thumbs Up
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PostPosted: Mon Oct 06, 2014 2:57 pm
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I was always fascinated by parallaxed skies in old shooters and even other games (LOTUS III)...something faraway....big...miytical, teasing, unreachable. It's mesmerizing.
Even have a drawing of wall-clipped hidden area on Nukem level 2 which is one of the most personal computer drawings I've ever had.
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PostPosted: Mon Oct 06, 2014 4:22 pm
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No one mentions that "Oh!" death scream from the brown guard? For shame. Smile

I'd say the game's fast pacing is a major plus for me. And the fact that BJ seems to get the weapons working better himself than the guys who wielded them previously (Note how much faster the machine gun fires in BJ's hands than it does with the SS; FTW!). It's an obvious poke at the modern action movies where the hero seemed to do super-human things in whatever he worked with. Too Cool
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PostPosted: Mon Oct 06, 2014 11:14 pm
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Arielus wrote:
The tune of the Ramparts level in SoD...


That is an interesting one, I can't seem to find it on YT and I don't think it has a proper name either. It's also the second to last new tune in the game, as the majority of SoD uses the original Wolf music, something I only seemed to realize in recent times for some reason.

Another pointer I forgot, the outdoor atmosphere of the Ramparts! It's obviously very primitive but it's a unique highlight.

Arielus wrote:
The purple brick wall of SoD...


I sure love me some purple.
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PostPosted: Tue Oct 07, 2014 2:24 am
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I would have mentioned the PacMan ghosts but then I remembered that they're a pain in the ass.
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PostPosted: Tue Oct 07, 2014 3:37 am
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Cyanosis wrote:
Arielus wrote:
The tune of the Ramparts level in SoD...


That is an interesting one, I can't seem to find it on YT and I don't think it has a proper name either.
Its name is "Puttin' It to the Enemy". You'll usually find the tune as part of the SOD "soundtrack" rather than in a stand-alone video. If you're interested in a different take on the same tune, Executor has posted an OGG version for download, as have I. You'll need ECWolf or WinRAR to run Executor's version, which is stored in a PAK file.
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PostPosted: Tue Oct 07, 2014 4:27 am
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Thanks! What about the name of the track that plays on floor 19? That one was unique too.

E: Nvm, found it.
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PostPosted: Tue Oct 07, 2014 6:03 am
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Jazzin' Them Nazis, love that one, but somehow in later years I think it feels out of place in a regular level. It's a secret level song only, on par with the Pac Man song.
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PostPosted: Tue Oct 07, 2014 6:13 am
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I also liked the unique tune on E6F10, 'Funk You'.

Something else I liked was the SS machine gun sound, it lasts just the right amount of time if you're engaged at close range, a short volley and you're toast.
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PostPosted: Tue Oct 07, 2014 6:30 am
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Yeah, I always thought it sounded like a boxer giving a dumbbell some... And with Funk You, for some reason I think it works pretty good for regular levels. I know a lot of Bucksnort mods have it as the level 1 song - that I'm not so sure of. But it's enjoyable, still... Certainly one of the high points of finding E6L10 for the first time is the awesome music, aside the feeling of the vastest map you've ever seen and mutants interfering with officers and other guards.
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PostPosted: Tue Oct 07, 2014 2:15 pm
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Cyanosis wrote:
Something else I liked was the SS machine gun sound, it lasts just the right amount of time if you're engaged at close range, a short volley and you're toast.
Agreed; that sound effect is just awesome. Too Cool
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PostPosted: Mon Oct 20, 2014 11:48 am
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I like how the enemy AI works in Wolf 3d, how they sometimes come right at you, other times they don't. It's like it never plays the same twice. It's amazing.
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PostPosted: Mon Oct 20, 2014 2:08 pm
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There's this one Mutant in a maze-like section at the end of floor 12 in SOD that likes to walk off the screen when I turn to face it, every time. It's creepy because you never know where it goes, so if you don't shoot it right then and there it has the possibility to flank you every time. I've also often noticed that Mutants in general will wait for you to go after them instead of the other way around, making them seem smarter than regular enemies. I'm always baiting some stupid Nazi to come get me but the Mutant will sometimes bait you instead. Clever little bastards.
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PostPosted: Mon Oct 20, 2014 2:51 pm
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gerolf wrote:
I like how the enemy AI works in Wolf 3d, how they sometimes come right at you, other times they don't. It's like it never plays the same twice. It's amazing.
The AI is random to a point, so different results are possible every time you play ... even with saved games. It helps add strategy in lieu of just memorizing moves. So yes, a high plus you mention here. Smile
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PostPosted: Mon Nov 03, 2014 1:25 am
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I just remembered something I can't believe I forgot about, that weird and funny fart noise that plays very rarely when you're shooting someone! It's so unexpected and out of place but it never ceases to make me go 'WTF?' every time. Does anyone know what I'm talking about? I've had it happen with dogs and Mutants mostly, but it affects other actors as well.
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PostPosted: Mon Nov 03, 2014 2:51 am
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Yeah, I always thought it was a glitch until I found out it was supposed to be a fart sound. It was probably hilarious for 1992 standards, but it took me time to decipher what it was... Several mods have better, more authentic sounds - where they got them from I have to interest in finding out lol.

I always loved the little purple stone area in E2L5 with the mutant behind the well... Caused me to run around the level for ages looking for the secret purple stone area... And this was even though I had a 3 x 100 ratio - logic ceased to work for me then. But I was 10 and this was before people knew stuff about computer games and proper English still lay way ahead. Cannot imagine that these days...
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PostPosted: Mon Nov 03, 2014 4:04 am
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Thomas wrote:
I always loved the little purple stone area in E2L5 with the mutant behind the well... Caused me to run around the level for ages looking for the secret purple stone area... And this was even though I had a 3 x 100 ratio - logic ceased to work for me then. But I was 10 and this was before people knew stuff about computer games and proper English still lay way ahead. Cannot imagine that these days...

Imagine my disappointment when I came there armed with a No Clipping cheat.

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PostPosted: Mon Nov 03, 2014 5:40 am
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Hehe, well, before I knew of no-clipping in Wolf I managed to look it up in MapEdit... Shortly before making my own maps. So many of the maps baffled me, I had a tough time recognizing these monstrously large castles being nothing but hardly used 64 x 64 slates - at least Episodes 3 and 5. A lot of the Episode 1 and 4 levels seemed large because they were - likewise for most Episode 6 maps. I dreamed of secret rooms I had never seen and all sorts of crazy stuff... Of course, none of this existed. However, for the first time I figured why I never could find more than 10 % secrets and treasure on E6L2 - the original maps and the 2 square/3 square issue, it's an old thing... It wasn't until late 2011 I actually played E6L2 as it was meant to be played, all secrets included. That eased the boredom a little. I'm still not keen on that level at all... That drab gray stone hell in what is supposed to be exciting, glamorous Episode 6! Ridiculous.
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PostPosted: Mon Nov 03, 2014 3:27 pm
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Cyanosis wrote:
I just remembered something I can't believe I forgot about, that weird and funny fart noise that plays very rarely when you're shooting someone! It's so unexpected and out of place but it never ceases to make me go 'WTF?' every time. Does anyone know what I'm talking about?
This happens exclusively in registered versions of the games, be it Wolf3D or SOD. Shareware releases and the two-level demo have it disabled. The code also has the "fart" sound disabled on secret levels.
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PostPosted: Mon Nov 03, 2014 3:36 pm
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Tricob wrote:
The code also has the "fart" sound disabled on secret levels.


That's odd, I could've sworn I remember hearing it on E1F10 once from a dog.
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PostPosted: Mon Nov 03, 2014 3:36 pm
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Cyanosis wrote:
Tricob wrote:
The code also has the "fart" sound disabled on secret levels.


That's odd, I could've sworn I remember hearing it on E1F10 once from a dog.

I may be wrong, but I think it will only come out of brown guards, not any other enemy...

Tricob wrote:
Cyanosis wrote:
I just remembered something I can't believe I forgot about, that weird and funny fart noise that plays very rarely when you're shooting someone! It's so unexpected and out of place but it never ceases to make me go 'WTF?' every time. Does anyone know what I'm talking about?
This happens exclusively in registered versions of the games, be it Wolf3D or SOD. Shareware releases and the two-level demo have it disabled. The code also has the "fart" sound disabled on secret levels.

Tricob, just curious... Do you know why secrets levels are exempt from the 'fart' sound? I didn't know this was such so I'm curious as to why they decided to do things this way...

Cheers,

Ariel

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PostPosted: Mon Nov 03, 2014 5:13 pm
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Arielus wrote:
Cyanosis wrote:
Tricob wrote:
The code also has the "fart" sound disabled on secret levels.


That's odd, I could've sworn I remember hearing it on E1F10 once from a dog.

I may be wrong, but I think it will only come out of brown guards, not any other enemy...
As far as the source code is concerned, it can happen with all five standard enemy types - dogs included. This might not be the case in versions older than 1.4, though.

Quote:
Tricob wrote:
Cyanosis wrote:
I just remembered something I can't believe I forgot about, that weird and funny fart noise that plays very rarely when you're shooting someone! It's so unexpected and out of place but it never ceases to make me go 'WTF?' every time. Does anyone know what I'm talking about?
This happens exclusively in registered versions of the games, be it Wolf3D or SOD. Shareware releases and the two-level demo have it disabled. The code also has the "fart" sound disabled on secret levels.

Tricob, just curious... Do you know why secrets levels are exempt from the 'fart' sound? I didn't know this was such so I'm curious as to why they decided to do things this way...
I don't see any comments in the source code relating to the sound, so I honestly don't know. It seems not every release is done this way, though. Maybe they're enabled in the secret levels if you play the Apogee version?
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PostPosted: Thu Nov 06, 2014 12:46 am
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I have finally discovered that the turning points in some original levels are hopelessly messed up. Well, this isn't a good thing per se, but it still allows for some amusing scenarios. In E1M6 (I think) you can creep behind two brown guards and watch them casually walk face first against a wall. And in E1M7, if you take the correct route or simply wait long enough, you can surprise and quickly kill 7 or 8 guards all huddled up next to the wall. Is that not pure fun?

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PostPosted: Thu Nov 06, 2014 3:00 am
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That is certainly fun, yes... I suppose the original mappers had no idea about the rules of using marching guards. I see a lot of guards with marching patterns that are doomed to fail, e.g. dogs marching with guards, guards marching the opposite way, and also this:


--> G O S <---

A guard, officer and SS all marching west and supposed to turn east. Did they just expect the other guards to follow suit?
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