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The little things you love about Wolf
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gerolf
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PostPosted: Thu Nov 06, 2014 11:59 am
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I saw that most often in the nocturnal missions, and I really think it was just a rush job and they didn't take the time to test it.

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PostPosted: Thu Nov 06, 2014 1:00 pm
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Certainly E5L4 looks like heavy copy/pasting to me... That said it is one of the originals and truly a tough one.
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PostPosted: Thu Nov 06, 2014 1:59 pm
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gerolf wrote:
I saw that most often in the nocturnal missions, and I really think it was just a rush job and they didn't take the time to test it.
I suspect the map designer assumed the guards would just walk through each other. The guards otherwise behave normally, so I can understand how this wouldn't get noticed by game testers. Without a map editor, you'd have to read the mind of the mapper himself to know the guards weren't behaving the way they were supposed to.
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PostPosted: Thu Nov 06, 2014 3:40 pm
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Every time the original mapping and its groundwork is discussed I cannot help but wonder if there were "out-takes" or alternate versions of maps... The only one I know for certain is level 10 in the Alpha version of Wolf which is just more or less a long, bended run-through level suitable for a motorbike or a racing car... Hehe...
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PostPosted: Mon Nov 10, 2014 6:35 pm
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From what Romero told me when I asked him questions about Wolf 3d development is that levels were not really ever cut out, but a lot of the levels were slightly altered. He told me not much was cut out of the game.

If you look at the map files of the VGA alpha, you will notice that some areas differ from the final shareware release. There are a few additional rooms in the levels, and some of the hallways are stretched and what not. It's somewhat strange. Usually it would be the opposite; rooms would be added later on from the alpha to the retail, but this isn't the case for Wolf 3d. My guess is that these rooms were removed or edited differently in order to improve the flow of level progression. Level 9 and 10 in the alpha were unfinished (level 9 was completed sort of, but Hans doesn't have any code yet so you can't actually beat the level). Level 10 was actually an unfinished version of the final version. It has the same layout for the most part Smile

Also a little trivia Romero told me over Facebook... He did the BJ "Yeah!" sound on the PC version. It was his voice.
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PostPosted: Mon Nov 10, 2014 11:52 pm
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The BJ voice sounds most human of all the voices, too... Did he also do the "all right!" from MAC Wolf (which is way cooler IMO)? Interesting stuff... I wonder who recorded the sounds one can actually hear properly - I don't know if they're from MAC or whatever - they're used in Totengraeber, in all of my mods, Laz Rojas had a bunch too; "Schutzstaffel", "Mein Leben", "Achtung", "Spion", "Nein, so was" and so on... Or was it possible to make computer generated voices in the early 1990's that would come out like this?

More little things I love about Wolf and wonder about: How come VICMARCH and VICTORS were never used? VICMARCH could've gone well as boss music in episodes 2 and 5, making the 3 separate "missions" each have their own boss music. VICTORS could've likewise been used in a secret level, it's just as bleak and evocative as Enemy Around the Corner.
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PostPosted: Tue Nov 11, 2014 1:04 am
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I'm not sure about the MAC/Jaguar/3DO sounds, but I do know the sounds for the PC version and SNES were all done by Id themselves. I'm sure Romero and Hall were the main ones to provide voices, but when it comes to the ports, I think they hired professionals (asides from the "SS!" sound in the Jaguar, that sound fits with the SNES port).
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PostPosted: Tue Nov 11, 2014 3:53 pm
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Thomas wrote:
More little things I love about Wolf and wonder about: How come VICMARCH and VICTORS were never used?
I did play one level where the VICMARCH msuic was used. This music clearly wasn't made to loop around like all the other tracks in the AUDIO set; it repeats itself from the beginning rather abruptly, rather than restarting itself gracefully like all the other tracks. The track was probably made to play back one single time, and not repeat. The finished code doesn't even support the track anymore. It was probably left in to save time in the development cycle.

VICTORS seems to be a "bookend" tune which takes place either in-between levels, or between the last level and the title screen. If you have two tunes played back-to-back that are the same key and the same tempo, it won't work as well as it would if you have a different kind of track in-between them. Thus, the "bookend" track comes into play. Nintendo games use "bookend" music too, but they usually play back one time, and then it automatically goes to a different tune (such as music for a boss battle). At any rate, there isn't enough "bookend" slots to accompany all the tracks, so VICTORS sat around, unused. So did some other tracks until Spear Of Destiny came around.
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PostPosted: Tue Oct 27, 2015 2:55 am
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I love the "building inside a building" sort of structures, like the wood structure in E1L3, secret red brick rooms in E1L5, gray brick structures in E1L6 and E1L8. They feel so cozy and cute, and I love exploring their clearly outlined insides. A few times I would make a map with almost nothing but one open space with lots of "mini-buildings" inside to explore.
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PostPosted: Tue Oct 27, 2015 5:07 am
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That secret red brick room section served as an inspiration for the secret level of the episode I'm doing. I've been going by memory of the original layouts and any unique setpieces they had while putting my own spin on them.
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PostPosted: Mon Feb 01, 2016 3:03 am
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A really clever thing I only really noticed now is that the enemy walking sprites show them running from the front and front diagonally, but strolling when viewed from behind, behind diagonally, and from the side. It's a really genius solution in its simplicity, considering that you only have a chance to see the enemies strolling if you see them from behind, and when they look at you from the front or diagonally from the front, they will stop strolling and start running, and from then they will charge straight at you or diagonally towards you almost all the time.
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PostPosted: Thu Feb 04, 2016 2:08 am
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For me, it's the feeling of amazement when I first player Wolf on my dad pc (a grumpy 286 PC).
Considering how ugly other pc games were at the time and on this, this was an insane achievement.

I loved the fast action and simplicity.

The code looks good too considering it's C.
I know quite a lot of Java programmers that manage to make such a mess.
And when they have to code C, then omfg.
I'm pretty sure that if a real C++ programmer looks on my code, it won't be good at all. Shocked
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PostPosted: Thu Feb 04, 2016 10:26 am
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I love how this game is somehow faster and harder than Doom. Also I don't know if I mentioned this in here but I love those absolutely badass moments when I mow down a bunch of enemies in an area with the chaingun and none of them manage to get a shot off on me. Stun-locking / pain chancing a small group of SS is my favorite.
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PostPosted: Sat Apr 02, 2016 4:22 am
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gerolf wrote:
Also a little trivia Romero told me over Facebook... He did the BJ "Yeah!" sound on the PC version. It was his voice.


Who did the Nazi voices?

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PostPosted: Sat Apr 02, 2016 7:15 am
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Ubermutant wrote:
gerolf wrote:
Also a little trivia Romero told me over Facebook... He did the BJ "Yeah!" sound on the PC version. It was his voice.
Who did the Nazi voices?
Two members of the Id staff - including Romero - did the voices for the Nazis. As for Greta Grosse, I've somehow missed the voice credit for her.
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PostPosted: Sat Apr 02, 2016 12:06 pm
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Gretta was most likely Romero.

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PostPosted: Fri Jun 17, 2016 10:41 am
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Thomas wrote:
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.


I tend to agree with you. I'm torn as I used to love that one and used it on regular levels but it does seem kind of out of place unless its a secret level. I'm honestly considering replacing it with a new song in Wolfenstein Forever. 'Funk You' on the other hand works great even on normal levels.
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PostPosted: Fri Jun 17, 2016 11:27 am
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Funk You sets the mood pretty easily. I suppose this is why Bucksnort used it to open his mods quite often.
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PostPosted: Fri Jun 17, 2016 11:53 am
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Thomas wrote:
Funk You sets the mood pretty easily. I suppose this is why Bucksnort used it to open his mods quite often.


My favorite songs to open mods with are either "Tiptoeing Around" from Spear of Destiny or "Nazi Anthem". To me, those songs really set the mood for the first level. "Funky Colonel Bill" is another one of my favorites.
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