The doors and push walls operate like Doom doors, despite their appearance.Instead they used stock Doom II textures for the exit. id chose not to use the original map's elevator textures, so their textures are not present in the IWAD.This is because the textures come from the higher resolution Macintosh and Atari Jaguar ports rather than the original DOS version. Conversely, the wall textures and by extension the level itself is twice the size of the original. The SS soldiers have been scaled down to half their original size, presumably as enemies in Doom are seen from eye-level rather than chest-level as in Wolfenstein 3D. The textures and sprites carried over from Wolfenstein are twice the resolution of the DOS originals.The SS guards look and behave somewhat differently here, being weaker than their original counterparts, and their lines are derived from the Macintosh version of the game. The brown guards and German shepherds that occupy this floor in the original game are replaced by groups of four SS guards and demons respectively.The map is a replica of the first map of Wolfenstein 3D. This level contains the following numbers of things per skill level: * The vertex count without the effect of node building is 604. The data was last verified in its entirety on February 23, 2023. The records for the map at the Doom Speed Demo Archive are: The data was last verified in its entirety on July 6, 2020. Speedrunning Routes and tricks Current Compet-n records One Wolfenstein SS in the northern-most alcove in sector 51 has the ambush flag set, while his three companions do not. Two demons in sector 41 (on Ultra-Violence or Nightmare) occupy the same location, and are immobile until one is killed.įive large brown trees ( Things 245, 246, 247, 248 and 249) in the square room in the west, with 247 and 248 placed on top of each other, have no flags set for any of the three difficulty classes, so they do not actually appear in the level. The painting of Hitler in the stone room in the northwest corner of the map opens.In the first wooden hallway, the back wall of the western alcove opens.These are a pair of hidden areas present in the original Wolfenstein game that do not count towards Doom's secret tally: Before hitting the secret exit switch, open the southern wall of this last area to reveal a supercharge.It will take you to MAP32: Grosse, the second and last secret map of Doom II. Open the western wall in secret 2 to reveal the secret exit elevator.In the room with the (regular) exit elevator, instead of flipping the exit switch, open the southwestern corner of the room to reveal a secret area with a medikit.The back wall of the southeastern-most alcove opens, revealing a decidedly non-Wolfenstein secret area ( sector 21) containing a BFG9000, a megasphere, a super shotgun, and several backpacks. Take the door at the south end of this hall into a room with several alcoves in the walls. At the east end of the map is a blue, T-shaped hallway.In addition, the hallways appear larger and the guards smaller than in Wolfenstein 3D. Once in the final room, you can either flip the exit switch in front of you, which takes you to MAP16: Suburbs, or see secrets #2-3 for instructions to the super-secret level, MAP32: Grosse.įor those familiar with Floor 1 of the shareware version of Wolfenstein 3D, each brown-uniformed guard that appears in the "I am Death Incarnate" skill level is replaced with Wolfenstein SS (one on I'm Too Young To Die and Hey Not Too Rough, two on Hurt Me Plenty and four on Ultra-Violence and Nightmare) and the dogs are replaced by demons. You will now come to an intersection go left again. From the stone room, continue due south through another trio of doors. In the large wooden room, turn left, head through the door, around the bend in the next hall, and through another door. Proceed through the wooden hallway and through the door at its end. Go through the door across from you once again. Continue through one last blue hallway and you'll arrive in a large grey room. Turn left and go through the door at the end of this hall. From the start, go through the door ahead of you. This secret level is based on Floor 1 of the "Escape from Wolfenstein" episode of Wolfenstein 3D, and the layout is fairly straightforward. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map.
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