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Proto:Wolfenstein 3D (DOS)

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This page details one or more prototype versions of Wolfenstein 3D (DOS).

This seems to be an in-development Shareware version.

Download.png Download Wolfenstein 3D (April proto)
File: WOLF1V.ZIP (info)


General Differences

  • The "Can I play, Daddy?" difficulty is absent.
  • All levels use the same background music.
  • The music on the title screen is different.
  • Pushwall behavior is not fully programmed in yet. When you "use" a pushwall, it will immediately vanish and the sound of a door opening will play.
  • 1-Up icons are placed, but cannot be collected yet.
  • Crowns cannot be collected.
  • Shooting your weapon seems to attract enemies in nearby rooms, even when the doors are closed.
  • All enemies call upon the brown guard's voices. Yes, even the SS guards.
  • The secret level floor code behavior isn't implemented yet, so instead of going to the secret level, you will go to Level 2 instead.
  • Activating the elevator to end the level does not change the switch to its "on" position.
  • There is no end of level tally. The screen will fade out and then bring you to the next level.
  • Hans Grosse cannot be shot down, as his sprite set is very incomplete.
  • You get an extra life every 10.000 points.

Sub-Pages

W3d protomap1.png
Map Differences
The remodeling of Castle Wolfenstein.
W3d protowoodeagleart1.png
Wall Texture Differences
Choose your favorite decor.
Wolf3d-Treasureproto.png
Sprite Differences
Pretty decorations for your castle.

Audio

An unused death sound which, at this point in development, could have either gone to the brown guard or the SS guard. It was done away with in the final, probably for the better.

Automap

Wolf3d tile1 proto.png

Wolf3d tile2 proto.png

Tiles for an in-game map. The tiles are based on the TED5 map editor used by id Software.

There are some differences between the tiles and game objects:

  • Four keys (red, green, yellow, and blue).
  • A bible instead of the jewels and crown objects.
  • Dog standing pose.