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Wolfenstein 3D & Blake S… Gold (Companion Edition)
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Wolfenstein 3D and Blake Stone Aliens of Gold - Companion Edition.iso
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wolf
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wlf60
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manual.doc
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1994-03-23
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364 lines
GGGG U U TTTTT EEEEE N N
G U U T E NN N
G GG U U T EEE N N N
G G U U T E N NN
GGG UUU T EEEEE N N
TTTTT AAA GGGG !!
T A A G !!
T AAAAA G GG !!
T A A G G !!
T A A GGG !!
This package has been assembled for your personal enjoyment. It is
all right to make changes for your own PERSONAL use. If you like
what you see, feel free to pass it along UNMODIFIED please. If you
have any constructive suggestions, please send them to me.
****IMPORTANT NOTICE**** ****IMPORTANT NOTICE****
If you have problems of any sort using these 60 floors, DO NOT CALL
or in any other way contact APOGEE SOFTWARE's Technical Support or
Hints staff. They will not help as they are NOT responsible for the
content of the levels, nor for any problems you may encounter while
playing them.
If you encounter any errors while playing any of the levels
contained within this package, contact the author.
These levels can only be used under the Registered Version 1.4 of
Wolf3D. If you attempt to use them under any other level and have
problems, let me know and I will see if there's anything I can do.
No guarantees.
This is a re-release of WLF60 that was available earlier on
Compuserve in Library 7 of the GAMERS Forum. Aside from having
fixed a couple of floors that had errors, nothing is different from
the earlier release. The earlier release contained a document
providing tips for those who wished modify or create new WOLF3D &
Spear of Destiny levels. That document is no longer be available as
part of this package.
Warren Buss - Compiler and Editor
Compuserve ID: 71044,3477
** Wolfenstein is a trademark Copyrighted 1992 by Id Software **
60 Floors for the Game Wolfenstein 3-D
Yes, "Guten Tag!" to all you Wolf fans. The 2 word salutation that
struck fear in all our hearts (or it did the first few times we
heard it). Welcome to 60 custom designed floors for one of your
favorite 3D games. You will hear "Guten Tag!" soon enough!
No, these are not all new floors. Some are. Many have unknown
designers. None are by designers who specifically requested that
their work be excluded from any other body of work. (If any of them
read this and want to give me a release to use their work, I'll be
happy to include them in another 60 floor episode). Where the
designer's names are known, they are listed below in the credits
section and on each floor map.
Many floors (from unknown designers) have had a face-lift. Many of
the floors that've had no changes may be new to you. If not, take
a fresh look at them anyway using no maps or the "mini" maps
described below. If you've played any of these before, you have no
excuse for not playing them at the "Death Incarnate" skill level.
The primary reason then for this package? To bring you a few new
floors, some redesigned ones, and perhaps some of your favorite
floors in 1 convenient package.
A major portion of the credit (apart from the designers listed at
the end) must go to two excellent programs: Mapedit Version 7.0 as
modified by David Huntoon, Bryan Baker, and Matt Gruson, an
original program by Bill Kirby. Also the program WolfMap by David
Lummis. Without these fine programs, these 6 episodes would still
be available, but only in their former states as mostly single
episodes or individual floors.
Where to Get More Information About Wolf3d and SoD
This document only contains information about the 60 levels in the
present package. To get more general or specific information about
Wolf3D and Spear of Destiny, I strongly recommend WOLFAQ.ZIP by
Stanley Stasiak. It is located in Lib 7 of Gamers Forum. Stan (the
Wolfie Man) has done an excellent job of unearthing and compiling
a large set of facts about these games. It is really worth your
time to read this information if you're interested.
Game Requirements
These floors were all tested using Version 1.4. These floors will
not work under the Shareware version of the game or under Version
1.0.
This is a 6 episode game. If you just have the 1 episode shareware
version, this package will not work for you. You need to buy the
real thing, preferably the 6 episode version.
Every floor was tested at the Death Incarnate level to make sure
everybody was there and every room was enterable. (Don't ask how
many times I died getting this thing ready). I seldom used "God
Mode" unless I needed to get to a remote section of a floor in a
hurry to check some change or other. Hard to see through the red
haze.
Getting Started
For those of you who can't wait to get going - never mind all this
jawing - just follow the simple installation instructions below.
Since you're reading this, you've already unzipped the package. It
should've been unzipped into its own directory, not the directory
where you keep the game. Next, go to the directory where your game
is stored and either rename two files or copy/move them to another
location for safe-keeping. Their names are GAMEMAPS.WL6 and
MAPHEAD.WL6. If you want to just rename them, change their
extensions to .ORG (for original files). Don't be too concerned if
you accidently destroy one or both of these files. Since you
already have the officially marketed version of Wolf on another
diskette (you do, don't you?), you can always reinstall the game.
Now copy GAMEMAPS.WL6 and MAPHEAD.WL6 from the directory where you
unzipped the package to your game directory. That's it! Start the
game in the usual way.
Help Playing the Game
Enclosed in your package are not one, but 2 complete sets of maps.
Why two? No, you won't wear out one set and need another. Instead,
there are 2 kinds of maps: "mini" and "maxi" maps. Of course you
purists won't need any maps. You probably always start your game in
"Death Incarnate" mode, and have practised your evil laugh to keep
you going all the way to see "Arnold".
For those of you who want just a wee bit of help, you can print out
the "mini" maps. These maps will display only floor layouts and
doors, but not hidden doors or hidden rooms (the lone exception to
the hidden room rule is when the rooms are part of an intricate
maze). Any walls that have signs on them will be highlighted to
help orient yourself. Everyone is urged to try their hand using
these maps first. But it is understandable if you opt to use the
"maxi" maps all the way through.
If after trying the "mini" maps, your success rate leaves you
somewhat perplexed then print out the "maxi" map for the floor
that's giving you trouble. (One map at a time so you won't be
tempted to use them all before you need them, and possibly waste a
lot of paper unnecessarily - gotta take care of the Northern
Spotted Owls!). The "maxi" maps show, in addition to the floor
layouts, where all the enemies start life, plus the treasure, the
hidden rooms, ammo, weapons, first aid, and food. They do not show
all the trivial stuff, like barrels, skeletons, tables, etc. You'll
have to contain yourself until you get to where these are so you'll
know.
More About the Maps
The maps are included in 2 separate ZIP files: MAXIMAPS and
MINIMAPS. You should UnZip these files in their own separate
directories. Each file is named by the episode and level it
represents. For example, the "mini" file for episode 1, Floor 1 is
named WMAP1MIN.L01 (the maxi file is WMAP1MAX.L01). Episode 4,
Floor 9 is WMAP4MIN (or MAX).L09. Simple enough. Just use an
ordinary DOS Copy command to print the file: Copy WMAP1MIN.L01 PRN
will print the first mini map of the first episode.
What to Expect When Playing
The difficulty of play runs the gamut from relatively easy to very
hard. Don't expect the hard ones to be in the later episodes.
First Rule of Play: there are no rules. For example, in the
official version of Wolf3D, you'd never find an enemy guard in a
hidden room. The designers of these custom floors had no such
qualms. Always be on your guard!
Next, the official game never used "tricks" to fool or surprise
you. They were sometimes devious, but never tricky. Well, you can
expect some tricks when playing these episodes. However not on
every floor. On those floors that employ a trick of some kind, the
map for that floor will have an (X) printed beside the title line.
You will not meet Dr. Schabbs or Hitler. No one chose to use them
in any of these designs. But you will definitely see "Arnold" a lot
more often than in the official game. "Arnold" seems to be a great
favorite of designers and he gets used quite a bit outside of the
Boss level, particularly in the first episode.
About the only thing predictable with these designs is that you'll
meet the "enemy" in many unpredictable ways.
Finally, you will not see any graphic modifications. Sorry folks!
I leave the gory stuff to others.
Error Messages That Can Occasionally Occur
Most error messages that may occur when playing Wolf3D using
unauthorized map levels are the result of several possibilities.
Some people may get errors while playing the game and others will
not while playing the same levels as the people who get the errors.
It is hoped that all errors have been weeded out of this collection
of Wolf3D floors. Just be sure you're using Version 1.4 to play
these levels. If not, and you consistently receive the same error
message in the same location each time you play, then contact the
author for advice.
MM_GETPTR: OUT OF MEMORY!
There is one message that can occur for anyone playing any set of
floors. The message is 'MM_GetPtr: Out of Memory!'. This message is
not what it seems, i.e., you are not short of main memory in which
to run the game. This message refers to a condition where a
'pointer' being used by the program points outside of physical
memory bounds. In general, it will occur as a result of a corrupted
"Saved Game File". To get around it, erase the saved game file for
the floor you are running when the error occurs. Then restart the
episode with the previous saved game. (Saved game files are named
SAVEGAMn.WL6, where 'n' is a number from 0 through 9 and represents
the number of the level that was saved). If you still get the error
then erase all SAVEGAMn.WL6 files and restart the entire episode.
Floor Hints
This section provides some hints about a few selected floors, so if
you want to skip them for now, put this manual aside and get
started. But please check the credits at the end.
First, a couple of notes about Push Walls (hidden doors). The
Wolf3D engine is supposed to move a hidden door only 2 squares, but
sometimes it moves it 3 squares. This is a random occurrence and
can happen to different push walls at different times.
To overcome the above anomaly, the levels have all been modified to
ensure that the push walls will move far enough to reveal an
opening behind them. If a hidden door won't move as far as you
think it ought to have moved, try again. Unlike the official
version of Wolf, hidden doors in these episodes can be moved more
than once when necessary. If it doesn't move more than once, it
wasn't intended to.
Of course, this is a trade-off. For those floors which require
assurance that all hidden doors will ultimately move as far as
they're required, there'll be no Secret Room bonus.
Episode 1, Floor 3: "You'll have to expect the unexpected on this
floor. For example, if you enter a seemingly empty room, don't be
surprised to see guards suddenly start coming out of the walls
(literally!)". Quote from the designer.
Episode 1, Floor 5: This is the 3rd time a "trick" is used. The
title of this floor is "The Invisible Exit Door". You may or may
not hear the door opening, but just remember what it takes to keep
a door from closing. If the door doesn't remain open, just seek
other egress. If you get trapped inside the room, restart the floor
(or push the up button for the elevator).
Episode 1, Floor 7: The first of several floors featuring "Arnold".
He triples up on the Boss floor.
Episode 2, Floor 1: Another trick. Invoking Rule #1 again, things
aren't always what they seem.
Episode 2, Floor 5: You won't get a bonus for killing everyone on
this floor.
Episode 2, Floor 7: The first maze. If you're sharp, you'll look
for visual clues to help you through this. If you're really sharp,
you'll find a way to avoid most of it. The official version of
Wolf has a floor that is similar to this one. Unlike their floor,
you can actually get through this one - you better, or you won't
find the exit.
Episode 2, Boss Floor: I call this the "Triple Threat". You can
make a choice between Arnold, Otto, or the General. If you feel
lucky you can go for two out of three. Or make a triple play!!
Which you'll have to do if you want all the treasure. (And this
floor was originally so serene).
Episode 2, Secret Floor: Never sure what may happen when you go out
on this floor. I think it's hexed. Sometimes all h--- breaks loose.
Other times there're only a few hard cases, at first. Then...,
well, you'll see. You may discover some interesting features while
you're here. What are those bright, red flashes? My goodness,
they're shooting at moi? You may also get a chance to study your
enemy up close and personal. Nothing overly tough about this floor,
except possibly getting out alive!
Episode 3, Floor 1: This is the first floor included by designer
Randall Penn. The "mini" map contains one hint. It should be easy
to see. It'd be perilous to ignore it.
Episode 3, Floor 8: You may need the ammo you found in the hidden
room to complete this one if you play at skill levels 3 or 4.
Episode 3, Floor 9: One of the best custom Boss levels I've seen.
It has much to try for (as seen on both maps). Good idea to save
before you use your hard earned Gold key, in case you want to
change your mind about leaving before you've found everything.
There's also a bit of a "trick" near the beginning.
Episode 4, Floor 8: You'll hear all the "Guten Tags" you ever
wanted to hear. Best to avoid them! You'll see the results of their
temper in the next room.
Episode 4, Floor 9: Brother and Sister act here. Tough level by
*The Maverick*.
Episode 4, Secret Floor: Almost impossible at skill level 4.
Everyone wears a blue uniform. You may want to opt for an early
exit and get your 15 thou. Ammo isn't exactly plentiful, so
conservation is important. But give it a try. You'll be going in
and out of the maze several times to complete this one. No visual
clues here, but there're 5 "Arnolds" waiting in the maze to assist
you! They're an unruly lot, so try to avoid asking them directions.
Episode 5, Floor 1: Randall Penn's second entry here. Just to get
you started, don't wait around in the elevator or the room outside,
or you'll soon have a visitor who'll wake up almost the entire
floor. You'll want a head-start before that happens. Instead, head
out, go to your right and pick up a machine gun. Turn around and
head up the hall (north) and take care of the guy who's coming to
greet you. Then head quickly east and either take a door on your
right or go to the end of the hall and await developments. This is
a fun floor at the Death Incarnate level. There ought to be a prize
for the first person who can finish it at skill level 4 without
having to save the game.
Episode 5, Secret Floor: Large floor, huh?
All Floors in Episode 6 are by designer Keith Heitmann. Some of you
may not have seen these floors before. They are very good and are
presented here unmodified. By the way, don't bother looking for an
elevator to the secret floor. While there are 10 floors (and you'll
play them all), the 10th floor isn't the secret floor.
Credits and Thanks
Floor designs - David Huntoon for floors 6 through 9 in episode 1,
and for floors 1, 2, and 5 in episode 4.
- Randall Penn for floor 1 in episodes 3 and 5.
- Keith Heitmann for all 10 floors of episode 6.
- R G Benjamin, et al, for floor 3 in episode 1,
floor 9 in episode 3, floors 8 and 10 in episode 4.
- *The Maverick* for floors 3, 4, and 9 in episode 4.
- a special thanks to the unknown designers who
furnished the rest of the floors, whomever they may
be.
Maps - David Lummis for his program WolfMap
Editor - Mapedit Version 7 (Vers. 4.1 (c) 1992 by Bill
Kirby), as modified by David Huntoon, Bryan Baker,
and Matt Gruson.