Difference between revisions of "MAP31: Wolfenstein (Doom II)"

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===Trivia===
 
===Trivia===
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*This level was going to have [http://www.youtube.com/watch?v=DF3hQfo9ju0 horizontally sliding doors] like the original Wolf3D. The code is still present but commented out.
 
*The music in this map is from [[wikipedia:Spear of Destiny (video game)|Spear of Destiny]] (level 21, the Angel of Death), the prequel to Wolfenstein 3D.
 
*The music in this map is from [[wikipedia:Spear of Destiny (video game)|Spear of Destiny]] (level 21, the Angel of Death), the prequel to Wolfenstein 3D.
*There is an unfinished code for [http://www.youtube.com/watch?v=DF3hQfo9ju0 horizontally sliding doors] like the original Wolf3D. The code is still present but commented out.
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*While the secret in the southeast corner of the map is not in the original Wolfenstein 3D map, there is a secret in the same location in the Super Nintendo version of Wolfenstein 3D.
*The [[MAP31: Wolfenstein]] and [[MAP32: Grosse]] levels are exceptionally larger than their Wolfenstein 3D counterparts. This is because the game use 128x128 wall textures taken from the Atari Jaguar port of Wolfenstein 3D (the same graphics were also used in the Mac and 3DO versions of Wolfenstein 3D). Presumably it was made this way to accomodate the [[Cyberdemon]] on the later level.
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*The 128x128 wall textures are taken from the Atari Jaguar port of Wolfenstein 3D (the same graphics were later used in the 3DO and Mac versions of Wolfenstein 3D), where they were used in the same dimensions of the original Wolfenstein 3D game. The only texture to display a significant difference is the red brick with a swastika. The wall RW35_1 used in regular levels in Doom II is also ripped (and slightly redrawn) from the Atari Jaguar port of Wolfenstein 3D.
*Albeit the yellow or golden swastika ornament existed in the Jaguar graphics, it was entirely redrawn for the red brick walls. Presumably this was because the original graphic was notably pixelated and of low quality.
 
*The wall RW35_1 used in regular levels in Doom II is also ripped (and slightly redrawn) from the Atari Jaguar port of Wolfenstein 3D.
 
*While the secret in the southeast corner of the map is not in the original Wolfenstein 3D map, there is a secret in the same location in the first level of the Super Nintendo version of Wolfenstein 3D (and subsequently the Atari Jaguar, Mac and 3DO ports).
 
  
 
===Censorship===
 
===Censorship===

Revision as of 12:51, 21 August 2015

This level occupies the map slot MAP31. For other maps which occupy this slot, see Category:MAP31.
Doom II secret maps

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps

MAP31: Wolfenstein is the first secret map of Doom II and can be accessed via MAP15: Industrial Zone. It was designed by Sandy Petersen and uses the music track "Evil Incarnate". From this map, the player can choose between accessing the second secret map (MAP32: Grosse) or returning to "normal" Doom II gameplay (by exiting to MAP16: Suburbs).

Strategy

MAP31
Map of MAP31

Walkthrough

As the secret levels are based on levels from Wolfenstein 3D (specifically, Floors 1 and 9 of "Escape from Wolfenstein"), the layout is fairly straightforward. From the start, go through the door ahead of you. Turn left and go through the door at the end of this hall (A). Continue through one last blue hallway and you'll arrive in a large grey room (B). Go through the door across from you once again. Proceed through the wooden hallway and through the door at its end. In the large wooden room, turn left, head through the door, around the bend in the next hall, and through another door. From the stone room, continue due south through another trio of doors (C). You will now come to an intersection; go left again.

Once in the final room, you can either flip the exit switch in front of you, which takes you to MAP16: Suburbs (D), or see secrets #2-4 for instructions to the super-secret level, MAP32: Grosse.

For 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 are replaced by SS guards (1 in "I'm to young to die"/"Hey, not too rough", 2 in "Hurt me plenty" and 4 in "Ultra-violence"/"Nightmare") and the dogs are replaced by Demons. In addition, the hallways appear larger and the guards smaller than in Wolfenstein 3D.

Secrets

Official

  1. At the east end of the map is a blue, T-shaped hallway. Take the door at the south end of this hall into a room with several alcoves in the walls. The back wall of the southeastern-most alcove opens, revealing a decidedly non-Wolfenstein secret area containing a BFG9000, a megasphere, a super shotgun, and several backpacks (E).
  2. 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 (F).
  3. Secret exit: Open the western wall in secret 2 to reveal the secret exit elevator. It will take you to MAP32: Grosse, the second and last secret map of Doom II.
  4. Before hitting the secret exit switch, open the southern wall of this last area to reveal a soul sphere (G).

Non-official

These are a pair of hidden areas present in the original Wolfenstein game that do not count towards Doom's secret tally.

  1. In the first wooden hallway, the back wall of the western alcove opens.
  2. The painting of Hitler in the stone room in the northwest corner of the map opens.

Bugs

Trivia

  • This level was going to have horizontally sliding doors like the original Wolf3D. The code is still present but commented out.
  • The music in this map is from Spear of Destiny (level 21, the Angel of Death), the prequel to Wolfenstein 3D.
  • While the secret in the southeast corner of the map is not in the original Wolfenstein 3D map, there is a secret in the same location in the Super Nintendo version of Wolfenstein 3D.
  • The 128x128 wall textures are taken from the Atari Jaguar port of Wolfenstein 3D (the same graphics were later used in the 3DO and Mac versions of Wolfenstein 3D), where they were used in the same dimensions of the original Wolfenstein 3D game. The only texture to display a significant difference is the red brick with a swastika. The wall RW35_1 used in regular levels in Doom II is also ripped (and slightly redrawn) from the Atari Jaguar port of Wolfenstein 3D.

Censorship

In the German version of Doom II, this level was entirely removed.

In the version included with Doom 3: BFG Edition, all Wolfenstein SS have been replaced with simple zombiemen. In addition, the map is renamed to MAP31: IDKFA, the music track used is Doom, and the Nazi iconography has been removed from the textures. However, the latter two changes have been made by modifying the resources instead of modifying the map.

Speedrunning

Routes and tricks

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed (normal exit) 00:29 Looper 2011-02-07 lv31-029.zip
UV speed (secret exit) 00:32 Marijo Sedlić (Sedlo) 2002-11-16 lv31s032.zip
NM speed (normal exit) 00:32 Jonathan Rimmer 2000-04-23 nm31-032.zip
NM speed (secret exit) 00:34 Jakub Mahdal (Avenger) 2000-04-21 nm31s034.zip
UV max 02:18 Henning Skogstø 1999-02-12 lv31-218.zip
NM100S 00:55 Adam Hegyi 2001-02-18 ns31-055.zip
UV -fast 02:20 Henning Skogstø 2002-03-01 fa31-220.zip
UV -respawn 02:22 Radek Pecka 2002-02-28 re31-222.zip
UV Tyson 03:21 Jim Leonard (Xit Vono) 2006-02-26 ty31-321.zip
UV pacifist (normal exit) 00:29 Looper 2011-02-07 lv31-029.zip
UV pacifist (secret exit) 00:32 Marijo Sedlić (Sedlo) 2002-11-16 lv31s032.zip

The data was last verified in its entirety on October 21, 2012.

Statistics

Map data

Things 317
Vertices 635*
Linedefs 686
Sidedefs 783
Sectors 80
* The vertex count without the effect of node building is 604.

Things

Monsters ITYTD and HNTR HMP UV and NM
Demons 5 10 21
SS Nazis 32 64 128
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 4 4 4
Stim packs 9 9 9
Medikits 4 4 4
Soul spheres 1 1 1
Health bonuses 4 4 4
Armor bonuses 56 56 56
Berserks 1 1 1
Invisibilities 1 1 1
Megasphere 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Chainguns 1 1 1
Rocket launchers 1 1 1
Plasma guns 1 1 1
BFG 9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 8 8 8
Shells 6 6 6
Rockets 5 5 5
Ammo boxes 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 5 5 5

External links