If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Rise of the Triad (1994)/September 1993 Prototype

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Rise of the Triad (1994).

In March of 2023, a very early prototype build of Wolfenstein 3-D, Part II: Rise of the Triad was leaked to the general public. It was confirmed by Scott Miller, founder of Apogee, that the build is more than likely legitimate.

Hmmm...
To do:
  • Checking under the hood for non-obvious differences, et cetera.
  • Maybe look into 3D Realms' original specs page for more info?
  • There may be map differences on the pre-existing maps beyond the graphics.

Sub-Page

RiseoftheTriad-DOS-Proto FakeHitler.gif
Prototype Graphics
Greyshirts! Spooky wizards! And lots and lots of stone walls.
RiseoftheTriad-DOS-Proto9309 Map-wolf22-TED5.png
Test Maps
New maps for testing things! But what, exactly...? Only "William" knows!

General Information

  • Almost all of the files are dated from 1993, ranging from February 4th to September 24. The MAPHEAD.WL6 (map chunk list) and TEDINFO.WL6 (Tile Editor v5.0 temporary file) files have a date of July 9th, 2017, though it's unknown who modified them, why, and in what ways.
  • There exists an alternate release where only four files are dated from 1993. In all likelihood, it was probably modified in some way by a third party.
  • The engine is a very tiny modification of the GT Interactive Wolfenstein 3-D v1.4 release. This means the following:
  • There is no "this is registered software" screen before the game rating screen.
  • The "Read This!" menu option is missing.
  • The ANSI end screen had been truncated to simply say "Thank you for playing!"
  • The engine now allows for ceiling and floor graphics. (It uses the wall textures by default.)
  • None of the pre-existing maps appear to have any obvious differences, nor does the sound or music. However, a handful of graphics have been updated or changed.
  • On some maps, the sound blocking seems altered, leading to guards from closed-off to be alerted by gunfire when they shouldn't be.
  • New test maps have created for Floors 2, 3, and 4 of Episode 1. The original Episode 1, Floor 2-4 maps have been moved to the end of the file. (Map slots 63, 64, and 65.)
  • Additionally, there's a completely blank map at Map 61 and two more test maps at Map 62 and 66, inaccessible by normal means.
  • Debugging keys are available at any time, even without using the "-goobers" parameter and pressing Left Shift - Left Alt - Backspace in game.
  • The "Debugging keys are now available!" message still displays if the player bothers with meeting the aforementioned conditions.
  • The M+L+I cheat conflicts with the debug keys listed below, meaning the player will be ambushed by dogs and guards when inputting them.
  • All in-game storytelling, such as the post-episode cutscenes, seem to be replaced by blank, white screens.

New Debugging Keys

This build of the engine includes a couple of odd features not seen in previous Wolfenstein 3-D builds. Unlike the normal debugging keys, these are always available.

Key Effect Notes
7 Enables textured floors and ceilings. These are not toggles. They specifically enable or disable the floor/ceiling.
8 Enables textured floors, disables textured ceilings.
9 Disables textured floors, enables textured ceilings.
0 Disables textured floors and ceilings.
A Change the direction of nearby enemies.
F Cycles floor textures. Cycles through any of the wall textures in memory pages 0 to 105.
J Cycles the sprite of any nearby corpse. Cycles through any of the sprites in memory pages 106 to 361.
Also cycles the sprites of nearby corpses of the same type.
K Set the hit points of nearby enemies to 0. Kill enemies in one hit.
L Summon a Killer Dog to the block southeast of the player. Holding the key spawns multiple units.
If a wall is in the way, it becomes a "ghost" wall. Doing this may also crash the game.
C Cycles ceiling textures. Cycles through any of the ceiling textures in memory pages 0 to 105.
M Summon a Guard to the block southeast of the player. Holding the key spawns multiple units.
If a wall is in the way, it becomes a "ghost" wall. Doing this may also crash the game.