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Inside Mac Games Volume 2 December
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Guide to Making Wolf3D levels
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1994-12-05
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Path: ddsw1!godot.cc.duq.edu!newsfeed.pitt.edu!gatech!mailer.acns.fsu.edu!news
From: Sean Howard
Newsgroups: comp.sys.mac.games
Subject: Guide to Making Wolf3D levels
Date: 5 Dec 1994 02:45:36 GMT
Organization: Florida State University
Lines: 131
Message-ID: <3btusg$bqj@mailer.fsu.edu>
NNTP-Posting-Host: mailer.fsu.edu
(I'm uploading this now because it answers a few questions, and I won't
be able to work on it this week.Please note that spiffy ASCII graphics
require a wide screen.)
A Little Guide to Making Wolf3D Level Files
by Sean Howard
I blame all grammer mistakes on my English teacher.
*NOTE: STILL WORKING ON IT. IF YOU HAVE ANY IDEAS, OR COMMENTS
PLEASE MAIL ME AT howards@freenet.scri.fsu.edu*
1. BUGS
-------------------------
A lot of people on the net have complained about disappearing bad
guys, or see-through walls. Well, I've come into contact with a couple
of these, and have solutions, and never come onto others but have
theories.
According to the level stats, there can be no more than 64 rooms.
You may not think that you'd use up these many, but remember that each
room is a space completely enclosed on all sides. That means, that those
little one block hallways count as a room. Might even mean that one
square surrounded by blocks is a room, don't know. At any rate, 64 rooms
is a lot, and should be all means satisfy most people's needs. I once
tried to make a level which was a bunch of square rooms, and went over
the 64 room limit. What happens in that case is the doors that separate
the rooms get stuck half open, making the two rooms only one. You can't
walk through the broken door, nor open it, but you can shoot through it.
The invisible wall problem is a very simple one in most cases. Any
secret door can be viewed only on the side that can be pushed. Well,
actually, all sides can be pushed, but only the wall is drawn on one
side. So make sure that the secret doors always point away from you, and
that you can't get to the other side without using the door.
I have no idea what the problem is with the disappearing bad guys
is, but I'm sure it has something to do with the number of objects (not
just bad guys, but tables, ammo, and flags, etc..) on screen at one
time. It might help if you turn the music off, or use a smaller screen.
On my IIsi, smallest screen, no music, I've never seen any bad guys
disappear.
2. FUN WITH SECRET DOORS
--------------------------------------
Secret doors have got to be the spiffiest thing about Wolf3D.
However, they are also easy to screw up. I've seen several level files
where there is a secret door, but no block behind it. This makes the
door move back two spaces, and disappear, but still act as a block.
+--+--=--=--=--=--=--=--+--+ Let's say this is a simple map section.
The -> block is the secret
|->| XX [] [] [] []|%%| door. The XX is where the door disappears
and becomes a block. The []
+--+--=--=--=--=--=--=--+--+ is ammo. Because of the funny way secret
doors are, the ammo will be
able to be seen through the door, but not
be able to be gotten. Sucks.
So try, and put a block 2 blocks behind the door so that the door
has something to disappear into. This also helps level makers make sure
that all items are gettable, and saves some stupid mistakes. I once made
a level where a door went back into empty space, and it was like a giant
invisible wall was there. This can be used for some spiffy effects tho,
like putting a secret door over empty space, makes an invisible barrier
that can be pushed.
Also in the fun world of secret doors: Did you know that secret
doors can be nested? Really,
+--+--+--+--+--+--+--+--+--+ This works! The player pushes the wall,
and can push the one behind
|->| |->| |->| |->| |%%| it, and so on. This is great for tricking
the player into thinking
+--+--+--+--+--+--+--+--+--+ that they've found a secret area, but
there are sever other secret
areas out beyond it.
NEVER PUT TWO SECRET DOORS RIGHT NEXT TO EACH OTHER. Results are not
fun for the game, but create a neat effect.
DON'T PUT SECRET DOORS ON TOP OF OBJECTS, BADGUYS, OR OTHER DOORS.
WolfEdit only saves the door, and not the object underneith, so results
suck there too.
3. MEAN TRICKS
-------------------------------
A really great trick to really piss off the player is to make the
lift a secret door. After going through a long and grueling battle on
the level, and finally getting to the lift, and finding out that there
is more music to be faced. Or you can make a fake lift, without the
control panels, so it just doesn't work.
MORE LATER
4. SOME SPIFFY IDEAS
--------------------------------------
Split the level into different parts. There are two different keys,
so make the players find one key, then go back and go through a
previously locked door, and find the other key. A good obstacle in the
way of the yellow key is always the Big Blue Guy(tm).
MORE LATER
5. OTHER MISC TIPS
-------------------------------------
Always make the elevators face in an E/W Left/Right direction. The
wall has the controls on the left and right sides, and the elevator gray
wall thing on the top and bottom sides. So the controls should face the
player sideways.
Don't skimp on ammo. Most players are gonna play to shoot bad guys.
Unless you really want the player to run around with a knife, place lots
of ammo, or bad guys. Too much ammo is better than too little.
Dogs don't give ammo, so put a lot of them on a level short on ammo.
If the player is smart, he/she will use a knife to kill them, or else be
out of ammo. Plus, they make a cool sound when they die.