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Things about Wolf you didn't notice for a long time
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PostPosted: Wed Feb 24, 2016 11:47 am
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I just now found out that Gretel Grosse uses the ordinary guard shooting sound instead of the chaingun sound used by Hans and Hitler. Since the latter is just the former being repeated several times, it wasn't noticeable until I replaced sounds.
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PostPosted: Wed Feb 24, 2016 7:38 pm
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I didn't notice that the shareware wolf 3D only had 2 death screams for the guard.

I also didn't know there was supposed to be text after each boss in SOD like you see after defeating the Angel of Death.

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PostPosted: Wed Feb 24, 2016 10:36 pm
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There's a (one and only?) version of the game where BJ's clothes are brown and not grey. I forget which exactly, but memory says shareware version 1.0?

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PostPosted: Thu Feb 25, 2016 12:22 am
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Yes, that was present in the first shareware release and the beta build. I believe it was changed to distinguish BJ's uniform from the guards.

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PostPosted: Sun Feb 28, 2016 10:27 pm
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I hadn't noticed for the longest time how dangerous Mutants were since I only started playing skill 3 and then skill 4 since 2009/10 despite playing Wolf and Wolf mods since 2002 but only on the easiest mode. It was quite jarring seeing a Mutant on normal and higher take you out with 2 well placed shots at close range from the back or up front. Since then they've become one of my most hated enemies.

I also noticed how powerful the pistol was, sometimes killing the regular troops in 1-2 shots point blank, it's one of my favorite handguns I've used in a shooter game.
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PostPosted: Sun Feb 28, 2016 10:56 pm
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Cyanosis wrote:
I also noticed how powerful the pistol was, sometimes killing the regular troops in 1-2 shots point blank, it's one of my favorite handguns I've used in a shooter game.


Fun fact - it does exactly the same amount of damage as the other guns (and by that I mean it's almost completely random). Compared to handguns in other games, though (looking at you, Doom), it's surprisingly viable even against bosses.

The knife is kind of crap, though - a point-blank shot with a gun will do 4 times more damage on average, and even a long distance shot (if it hits) will do 2.66 times as much damage on average. Having said that, on one of the older MMC maps I ended up killing Schabbs and Fatface with it (and a lot of save scumming), so it's not exactly useless Razz
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PostPosted: Mon Feb 29, 2016 12:31 am
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I always liked how the guns worked in Wolf 3d, because it made it more realistic to a certain extent. The randomness can be viewed as being because of where the bullet hit the enemy, and if they don't go down, that means the gun isn't hitting anything fatal.

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PostPosted: Mon Feb 29, 2016 1:33 am
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The weird, random nature of the pistol makes it a very hit or miss weapon when dealing with mutants. This was over-exploited in SHS.

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PostPosted: Mon Feb 29, 2016 2:10 am
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PostPosted: Mon Feb 29, 2016 8:03 am
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The detail of the walls distorted themselves when viewed from certain angles and/or distances. It was a while before I noticed that.
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PostPosted: Thu Mar 03, 2016 9:55 am
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I now noticed that Otto's face is identical to Schabbs's, aside from glasses/hat. I knew those two and General were similar, but only now I noticed how much. I also noticed that Fatface's missile launcher is fatter than Otto's too.
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PostPosted: Fri Mar 04, 2016 7:08 am
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I didn't notice for a long time that when you die from Dr. Schabbs throwing a syringe into you that you'll turn into a mutant in the heads up display. He's an easy boss and I've beaten him every time except once.

I didn't notice for a long time that in Spear of Destiny that if you do nothing for awhile that he makes a funny face.

I didn't notice for a long time that The Super NES Wolfenstein 3D doesn't include the Pac-Man level & ghosts, I believe.

I didn't notice for a long time that on episode 1's level 1 when you start out at the dead body that you've killed with a knife that there's no blood on the knife. The blood was added later in later mods.

I also didn't notice for awhile that some Wolfenstein 3D mods have mistranslations or mispellings from German. I can't think of any off of the top of my head though.

I didn't register with me for a long time that after World War II ends that at no point does William Joseph Blaskowicz get arrested for killing hundreds of people & dozens of dogs.

William Joseph Blaskowicz is Polish or Polish-British. I didn't notice for a long time that nowhere in the instruction booklet or hint manual does it say if he's Jewish or not. That might not seem like a big deal since he's fictional, but I can see how somebody might get confused that he's arrested by the Nazis for being Jewish. Now I think that Spear of Destiny episode 1, & Wolfenstein 3D episodes 4-6 take place before episodes 1-3. Maybe his role in killing the Spear of Destiny characters and episode 4-6 bosses is why he's arrested at Castle Wolfenstein.
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PostPosted: Fri Mar 04, 2016 10:28 am
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I'm pretty sure he's captured by suprise during his mission relating to operation Eisenfaust. He has to escape the prison so he can continue his mission against Dr. Schabbs.

I can see that his mission from SOD being a reason for why they don't just kill him, though. He was imprisoned to be interrogated I'm sure.

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PostPosted: Fri Mar 04, 2016 11:57 am
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I never noticed that E1L9 is gun-shaped until it was pointed out somewhere. And then I forgot about it, and I still don't see it most of the time.
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PostPosted: Fri Mar 04, 2016 3:15 pm
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stathmk wrote:
I didn't register with me for a long time that after World War II ends that at no point does William Joseph Blaskowicz get arrested for killing hundreds of people & dozens of dogs.


The reason for this one is obvious - they're Germans, it's a war. Razz
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PostPosted: Sun Mar 06, 2016 3:46 am
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I had an interesting observation that Episode 1 has no corridors that are 1 tile wide. The only exceptions are the metal secret on E1L3, and two tiny branches on E1L10 that could perhaps be called "corridors". But from Episode 2 onwards about every other level has some 1 tile wide corridors.
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PostPosted: Sun Mar 06, 2016 11:52 am
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Military wrote:
I had an interesting observation that Episode 1 has no corridors that are 1 tile wide. The only exceptions are the metal secret on E1L3, and two tiny branches on E1L10 that could perhaps be called "corridors".
Technically, that is true. There are tight corridors in parts of E1L6, but at least one of them leads to a dead end with nothing in it. Due to its differing map design, I actually liked it better than most of the Episode One maps. But E1L8 was still my favorite out of all of them.
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PostPosted: Mon Mar 07, 2016 3:21 am
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Indeed, I didn't count the ones on E1L6. Also I was always puzzled wondering just what's the deal with that empty 3x2 room.
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PostPosted: Mon Mar 07, 2016 1:51 pm
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One such dead end accesses a pair of Pushwalls. I believe the designers deliberately replicated these dead ends from different angles to reward the player for paying attention and noticing the differences.
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PostPosted: Thu Mar 10, 2016 1:21 am
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I will look dumb saying this but I haven't really noticed until I looked in the code that walls are brighter or darker depending if they are horizontal or vertical. Why would they do that ? Laughing
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PostPosted: Thu Mar 10, 2016 9:35 am
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Ginyu wrote:
I will look dumb saying this but I haven't really noticed until I looked in the code that walls are brighter or darker depending if they are horizontal or vertical. Why would they do that ? Laughing


It improves the 3d effect. Here's a wall without brightness changes, doesn't it look worse?


No need to be ashamed though, while I noticed the darker/brighter walls relatively early, I somehow didn't notice before opening the editor that there are variations of grey brick, blue brick and so on. Somehow I didn't even notice the fairly noticeable difference between E1's grey brick and E3's grey brick.
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PostPosted: Thu Mar 10, 2016 12:01 pm
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I noticed that pretty recently too, when I started mapping for the first time, that's kind of annoying that you have no choice over which tile you want to face which direction, like ones that have signs. Otherwise never minded the shading. Noticing the slight variation in some tiles also let me be creative with marking secrets.

And yeah the lack of shading looks terrible, the Wolf3D TC for G/ZDoom didn't have shaded tiles, resulting in an bright, flat appearance.
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PostPosted: Thu Mar 10, 2016 12:45 pm
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Military >> You're right, it's a lot better with the brightness changes.
Still I'm amazed that it looks good whereas the rule on paper does sound that it wouldn't work. Smile
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PostPosted: Fri Mar 11, 2016 3:28 am
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It makes sense that varying lightning improves the 3d effect.



I have seen a room with two lamps, one had an usual unobstructed lightbulb, and another one was covered in a way that made the light spread more evenly, and it also shone from the center top of the room rather than from the side. As a result, only turning on the second lamp and not the first one made objects actually look less 3d, even if it was all in real life.
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PostPosted: Fri Mar 11, 2016 6:59 am
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I mean that it sounds strange to me because the light is based if the wall is vertical or not.
It might mean that you can use the same trick with a great number of brithness level (let's say the center of the room) and it would still look nice ?
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PostPosted: Mon Mar 14, 2016 4:09 am
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I didn't realize until looking in the editor that the Mutant's pain sprite is identical to his first death sprite. I knew it's similar but I didn't realize that it was completely identical. Good thing it's actually a duplicate and not really the same sprite so it can get replaced properly. I ended up making a custom pain sprite for my mutant edit.
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PostPosted: Mon Mar 14, 2016 3:47 pm
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Something that took me a while to notice - if you're pointed away from the corner of a wall - and an enemy emerges from that area - you're given just enough time to turn and shoot him before he fires off a shot at you. I'm not sure where in the code this is, but I exploit this feature mercilessly. Smile
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PostPosted: Mon Mar 14, 2016 8:30 pm
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That's probably more a function of the time an enemy takes to ready a shot than anything else, although it could be the case that it was that long for that exact reason.
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PostPosted: Tue Mar 15, 2016 2:24 pm
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The enemy seems to shoot sooner when you're pointed towards the corner of the wall, rather than pointed away from it. And it's possible their attack delay is affected when you disable the guards' X-ray vision entirely. I honesty haven't tested that; I just didn't think about it. Geek
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PostPosted: Tue Mar 15, 2016 3:00 pm
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Tricob wrote:
The enemy seems to shoot sooner when you're pointed towards the corner of the wall, rather than pointed away from it. And it's possible their attack delay is affected when you disable the guards' X-ray vision entirely. I honesty haven't tested that; I just didn't think about it. Geek


Well, there's nothing in the relevant code (T_Chase) that would suggest that should be happening, and disabling the enemy's ability to see through corners should only affect their ability to see you from through the corner, rather than their attack delay.
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