Another secret area a bit to the north containing an ammo cache is made a bit larger in the final and has the ammo laid out differently. Another chaingun was added in the room above the aforementioned unchanged room in the final, as well as having a small portion of the room tweaked slightly. The one on the right was removed entirely, the one on the left was made into a secret room, and the one in the middle structurally stays the same, but some food power-ups were added in the final in the lower corners. Two blue rooms in a row of three in the lower-right corner were tampered with. ![]() The diamond-shaped wooden panel area was re-shaped in the final with a couple of green barrels removed. The rooms that survived the cut in the final are roughly the same, however. A wooden area was added and about a good half of the lower left was removed entirely and filled in. Most of the lower-left of the map has been completely redone. The final attempts to make up for this by tossing in a sole chaingun in one of the secret areas in the upper-left portion of the map, though. Finally, the very large blue hallway that takes up most of the right side in the Proto gets its ends trimmed in the final, nixing two secret areas. In the center of the map, part of the double-hallway is blocked off in the final, and the double hallway is made into one large hall to boot. A large treasure room in the lower-left portion of the map, which can be entered through the swastika room, is completely removed in the final. Here is yet another case of map pieces being removed instead of added in the final. The chaingun hidden in the secret area within a secret area behind the wall to the left of the starting point (relative to the map position) is not there in the Proto version. One of these deleted rooms in the Proto is supposed to house a second gold key, is removed in the final. ![]() The most notable change in the level structure is the removal of five rooms in the grid of 20 rooms in the lower-left area of the map. Finally, the cell area directly right of the start get some more detail added to them. The pushwall to the right of the Chaingun room in the Proto is moved into the next room to the north and the walls are re-arranged a little bit so the wall types don't clash. The left room with the chaingun gets a blue wall makeover in the final instead of going into the grey brick area. ![]() The secret pushwalls in the sole blue area roughly in the center of the map are completely rearranged in the final, as well as the rooms. The cells around the bottom center of the map get scrunched a little bit. Most notably, a big chunk of the upper-left portion of the map is removed and the hallway is scrunched down. This is thankfully fixed in the final by moving the chair south two spaces. One of the tables is blocking one of the secret pushwalls in the Proto, rending that secret inaccessible. Aside from some addition and changes in enemy positions (which occur in just about every level) and some objects, the two major differences include a column of wooden blocks removed from the upper center area and a re-arrangement of the pushwalls to get to the secret elevator to go to the secret level. This is not the case with the wall textures. Note: When viewed in ChaosEdit's 3D editor, all the sprites (enemies, objects, etc.) are scrambled and in odd places. This is a sub-page of Proto:Wolfenstein 3D (DOS).
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