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{{map|slot=MAP31}}
 
{{map|slot=MAP31}}
{{Doom II 31-32}}
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{{map|slot=MAP33}}
'''MAP31: ''Wolfenstein''''' is the first secret map of ''[[Doom II]]'' and can be accessed via [[MAP15: Industrial Zone]]. A faithful remake of the first level of id Software's ''Wolfenstein 3-D'', right down to the textures on the walls and the inclusion of the bonus level-exclusive [[Wolfenstein SS]] enemy type, "Wolfenstein" was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "Evil Incarnate". From this map, the player can choose between accessing the second secret map (by exiting to [[MAP32: Grosse (Doom II)|MAP32: Grosse]]) or returning to "normal" Doom II gameplay (by exiting to [[MAP16: Suburbs (Doom II)|MAP16: Suburbs]]). Only the SS Trooper enemy from ''Wolfenstein 3-D'' has been included in ''Doom II''; all Nazi soldiers from the original map have been replaced with Wolfenstein SS, and Nazi attack dogs have been replaced with [[Demon]]s.
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'''MAP31: ''Wolfenstein'' (MAP33 in [[Game Boy Advance|GBA]])''' is the first secret map of ''[[Doom II]]'' and can be accessed via [[MAP15: Industrial Zone]]. A faithful remake of the first level of id Software's ''Wolfenstein 3-D'', right down to the textures on the walls and the inclusion of the bonus level-exclusive [[Wolfenstein SS]] enemy type, "Wolfenstein" was designed by [[Sandy Petersen]] and uses the [[Doom II music|music]] track "Evil Incarnate". From this map, the player can choose between accessing the second secret map (by exiting to [[MAP32: Grosse (Doom II)|MAP32: Grosse]]) or returning to "normal" Doom II gameplay (by exiting to [[MAP16: Suburbs (Doom II)|MAP16: Suburbs]]). Only the SS Trooper enemy from ''Wolfenstein 3-D'' has been included in ''Doom II''; all Nazi soldiers from the original map have been replaced with Wolfenstein SS, and Nazi attack dogs have been replaced with [[Demon]]s.
   
 
Despite previous claims that id would not be modifying the versions of ''Doom'' or ''Doom II'' included with ''[[Doom 3: BFG Edition]]'', the secret levels have been heavily modified; all Nazi imagery, including swastikas and portraits of Adolf Hitler, have been removed, and all Wolfenstein SS enemies have been replaced with standard [[former Human]]s. These changes were most likely made to allow ''[[Doom 3: BFG Edition]]'' to be distributed in Germany. Additionally, because of this removal of the reference, the level has been renamed "IDKFA" after the classic ''Doom'' cheat code (which has also been removed from the BFG Edition). Also, the music track "Evil Incarnate" has been switched out with the track "DOOM".
 
Despite previous claims that id would not be modifying the versions of ''Doom'' or ''Doom II'' included with ''[[Doom 3: BFG Edition]]'', the secret levels have been heavily modified; all Nazi imagery, including swastikas and portraits of Adolf Hitler, have been removed, and all Wolfenstein SS enemies have been replaced with standard [[former Human]]s. These changes were most likely made to allow ''[[Doom 3: BFG Edition]]'' to be distributed in Germany. Additionally, because of this removal of the reference, the level has been renamed "IDKFA" after the classic ''Doom'' cheat code (which has also been removed from the BFG Edition). Also, the music track "Evil Incarnate" has been switched out with the track "DOOM".
   
==Strategy==
 
 
[[File:sssample.png|thumb|Fighting a Nazi soldier in MAP31.]]
 
[[File:sssample.png|thumb|Fighting a Nazi soldier in MAP31.]]
 
[[File:MAP31 map.png|thumb|300px|Map of MAP31]]
 
[[File:MAP31 map.png|thumb|300px|Map of MAP31]]
===Walkthrough===
+
==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.
 
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.
   
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===Secrets===
 
===Secrets===
 
====Official====
 
====Official====
  +
Secret 1 is not present in the original PC version of Wolfenstein 3D (and contains the only Doom-like area in the level with Doom textures and vertical height variation); secrets 2-3 lead to the super secret exit and are identical to those required for the secret exit in the original Wolfenstein 3D level. Secret 4 is near the super secret exit and also is present in the original PC Wolfenstein 3D map.
  +
 
# 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 [[backpack]]s (E).
 
# 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 [[backpack]]s (E).
 
# 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).
 
# 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).
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# Two [[demon]]s in [[sector]] #41 (on [[Skill level|ultra-violence]] or [[nightmare]]) occupy the same location, and are immobile until one is killed.
 
# Two [[demon]]s in [[sector]] #41 (on [[Skill level|ultra-violence]] or [[nightmare]]) occupy the same location, and are immobile until one is killed.
 
# One [[Wolfenstein SS]] in the northern-most alcove sector #51 is flagged as [[Thing#Flags|deaf]], while his 3 companions are not.
 
# One [[Wolfenstein SS]] in the northern-most alcove sector #51 is flagged as [[Thing#Flags|deaf]], while his 3 companions are not.
  +
# In version 1.7 even if all secrets revealed it still counts as 0% in the end of the level
   
 
===Differences to the original===
 
===Differences to the original===
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# While the map is largely textured like it was in the original game, all the scenery and pickups on the map are, understandably, from ''Doom''.
 
# While the map is largely textured like it was in the original game, all the scenery and pickups on the map are, understandably, from ''Doom''.
 
# The brown guards and German shepherds that occupy this floor in the original game are replaced by groups of four [[SS Nazi|SS Guards]] and [[Demons]] respectively. This has the effect of making the enemies tougher, to compensate for the player's presumed advantage over that in the original game. (The original brown guards were about as tough as [[shotgun guy]]s; the dogs shared the Demons' high running speed and biting attack, but were much more delicate, being easily killed with a single bullet shot. The original SS Guards were similar in difficulty to [[heavy weapon dude]]s, and therefore considerably more formidable than the SS Guards in ''Doom II''.)
 
# The brown guards and German shepherds that occupy this floor in the original game are replaced by groups of four [[SS Nazi|SS Guards]] and [[Demons]] respectively. This has the effect of making the enemies tougher, to compensate for the player's presumed advantage over that in the original game. (The original brown guards were about as tough as [[shotgun guy]]s; the dogs shared the Demons' high running speed and biting attack, but were much more delicate, being easily killed with a single bullet shot. The original SS Guards were similar in difficulty to [[heavy weapon dude]]s, and therefore considerably more formidable than the SS Guards in ''Doom II''.)
# Though the map is otherwise based off the PC version of the map, it also features the additional secret near the exit from the altered version of the map that appeared in all ports of the original game.
 
 
# The music in this map is from ''[[wikipedia:Spear of Destiny (video game)|Spear of Destiny]]'' (level 21, the Angel of Death titled "[http://www.vgmpf.com/Wiki/index.php?title=Evil_Incarnate Evil Incarnate]"), the commercial successor and prequel to ''Wolfenstein 3-D''; this level featured a battle against a demon that is generally regarded as a taste of things to come from id Software, and is thus an appropriate choice.
 
# The music in this map is from ''[[wikipedia:Spear of Destiny (video game)|Spear of Destiny]]'' (level 21, the Angel of Death titled "[http://www.vgmpf.com/Wiki/index.php?title=Evil_Incarnate Evil Incarnate]"), the commercial successor and prequel to ''Wolfenstein 3-D''; this level featured a battle against a demon that is generally regarded as a taste of things to come from id Software, and is thus an appropriate choice.
   
  +
== End of Level Message (Secret Exit) ==
==Speedrunning==
 
===Routes and tricks===
 
   
  +
Congratulations, you've found the super secret level! You'd better blaze through this one!
  +
 
==Speedrunning==
 
===Records===
 
===Records===
 
The [[Compet-N]] records for the map are:
 
The [[Compet-N]] records for the map are:
  +
{| class="WikiaTable"
{| {{prettytable}}="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; font-size: 95%;"
 
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
 
|-
 
|-
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==Statistics==
 
==Statistics==
 
===Map data===
 
===Map data===
  +
{| class="WikiaTable"
{| {{prettytable}}="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; font-size: 95%;"
 
 
|[[Things]]||317
 
|[[Things]]||317
 
|-
 
|-
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===Things===
 
===Things===
  +
{| class="WikiaTable"
{| {{prettytable}}="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; font-size: 95%;"
 
 
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
 
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
 
|-
 
|-
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|-
 
|-
 
|[[Exploding barrel]]s||5||5||5
 
|[[Exploding barrel]]s||5||5||5
|-
 
 
|}
 
|}
   
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# [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:31 MAP31 demos from the Compet-n database]
 
# [http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:31 MAP31 demos from the Compet-n database]
 
# [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
 
# [http://ian-albert.com/misc/doom2maps.php Top-down perspective view of all Doom II levels] by Ian Albert
  +
  +
{{S-start}}
  +
{{L-bef|rows=2|before=[[MAP15: Industrial Zone (Doom II)|Industrial Zone]]}}
  +
{{S-ttl|rows=2|title=[[Doom II]] Level}}
  +
{{L-aft|after=[[MAP16: Suburbs (Doom II)|Suburbs]]}}
 
|-
  +
{{L-aft|after=[[MAP32: Grosse (Doom II)|Grosse]]}}
  +
|-
  +
{{L-bef|rows=2|before=[[MAP15: Industrial Zone (Doom II)|Industrial Zone: B]]}}
  +
{{S-ttl|rows=2|title=[[Game Boy Advance|GBA]] [[Doom II]] Level}}
  +
{{L-aft|after=[[MAP16: Suburbs (Doom II)|Suburbs]]}}
  +
|-
  +
{{L-aft|after=[[MAP32: Grosse (Doom II)|Grosse]]}}
  +
{{S-end}}
  +
  +
{{Doom II maps}}
  +
 
[[Category:Levels by name|Wolfenstein (Doom II)]]
 
[[Category:Levels by name|Wolfenstein (Doom II)]]
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]
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[[Category:Easter eggs]]
 
[[Category:Easter eggs]]
 
[[Category:Crossovers]]
 
[[Category:Crossovers]]
  +
[[Category:Nazis]]
  +
[[Category:Doom II levels]]

Revision as of 05:46, 22 September 2019

This level occupies the map slot MAP31. For other maps which occupy this slot, see Category:MAP31.
This level occupies the map slot MAP33. For other maps which occupy this slot, see Category:MAP33.

MAP31: Wolfenstein (MAP33 in GBA) is the first secret map of Doom II and can be accessed via MAP15: Industrial Zone. A faithful remake of the first level of id Software's Wolfenstein 3-D, right down to the textures on the walls and the inclusion of the bonus level-exclusive Wolfenstein SS enemy type, "Wolfenstein" 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 (by exiting to MAP32: Grosse) or returning to "normal" Doom II gameplay (by exiting to MAP16: Suburbs). Only the SS Trooper enemy from Wolfenstein 3-D has been included in Doom II; all Nazi soldiers from the original map have been replaced with Wolfenstein SS, and Nazi attack dogs have been replaced with Demons.

Despite previous claims that id would not be modifying the versions of Doom or Doom II included with Doom 3: BFG Edition, the secret levels have been heavily modified; all Nazi imagery, including swastikas and portraits of Adolf Hitler, have been removed, and all Wolfenstein SS enemies have been replaced with standard former Humans. These changes were most likely made to allow Doom 3: BFG Edition to be distributed in Germany. Additionally, because of this removal of the reference, the level has been renamed "IDKFA" after the classic Doom cheat code (which has also been removed from the BFG Edition). Also, the music track "Evil Incarnate" has been switched out with the track "DOOM".

Sssample

Fighting a Nazi soldier in MAP31.

MAP31 map

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 (the process to reach the super-secret exit exactly matches how the secret level in the first episode of Wolfenstein 3D is reached).

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 officers (1 in skill levels 1 and 2, 2 in skill level 3 and 4 in skill levels 4 and 5) and the dogs are replaced by Demons. In addition, the hallways appear larger and the guards smaller than in Wolfenstein 3D.

Doom_II_-_Wolfenstein

Doom II - Wolfenstein

Secrets

Official

Secret 1 is not present in the original PC version of Wolfenstein 3D (and contains the only Doom-like area in the level with Doom textures and vertical height variation); secrets 2-3 lead to the super secret exit and are identical to those required for the secret exit in the original Wolfenstein 3D level. Secret 4 is near the super secret exit and also is present in the original PC Wolfenstein 3D map.

  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. Finding this super secret exit is an exact replica of how to find the first secret level of Wolfenstein 3D.
  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

  1. Two demons in sector #41 (on ultra-violence or nightmare) occupy the same location, and are immobile until one is killed.
  2. One Wolfenstein SS in the northern-most alcove sector #51 is flagged as deaf, while his 3 companions are not.
  3. In version 1.7 even if all secrets revealed it still counts as 0% in the end of the level

Differences to the original

As already mentioned, the map is a replica in layout of the first map of Wolfenstein 3D.

There are some key differences though:

  1. The wall textures come from the Jaguar port rather than the original DOS version. These graphics are double the resolution of the original textures. Though unlike that port, they are not actually used as higher resolution textures here; the level has been made double the scale of the original.
  2. Strangely, id choose not to imitate the original map's elevator textures (and hence their textures aren't present) and instead used Doom graphics for them.
  3. The doors and push walls operates like Doom doors, despite their look. The Doom source contains partially completed (but commented-out) code for horizontally opening doors, suggesting that at one point, id were planning to make the doors open horizontally.
  4. While the map is largely textured like it was in the original game, all the scenery and pickups on the map are, understandably, from Doom.
  5. 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. This has the effect of making the enemies tougher, to compensate for the player's presumed advantage over that in the original game. (The original brown guards were about as tough as shotgun guys; the dogs shared the Demons' high running speed and biting attack, but were much more delicate, being easily killed with a single bullet shot. The original SS Guards were similar in difficulty to heavy weapon dudes, and therefore considerably more formidable than the SS Guards in Doom II.)
  6. The music in this map is from Spear of Destiny (level 21, the Angel of Death titled "Evil Incarnate"), the commercial successor and prequel to Wolfenstein 3-D; this level featured a battle against a demon that is generally regarded as a taste of things to come from id Software, and is thus an appropriate choice.

End of Level Message (Secret Exit)

Congratulations, you've found the super secret level! You'd better blaze through this one!

Speedrunning

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed (normal exit) 00:30 Marijo "Sedlo" Sedlic 2000-07-18 Template:Competnftp
UV speed (secret exit) 00:32 Marijo "Sedlo" Sedlic 2002-11-16 Template:Competnftp
NM speed (normal exit) 00:32 Jonathan Rimmer 2000-04-23 Template:Competnftp
NM speed (secret exit) 00:34 Jakub "Avenger" Mahdal 2000-04-21 Template:Competnftp
UV max 02:18 Henning Skogsto 1999-02-12 Template:Competnftp
NM100S 00:55 Adam Hegyi 2001-02-18 Template:Competnftp
UV -fast 02:20 Henning Skogsto 2002-03-01 Template:Competnftp
UV -respawn 02:22 Radek Pecka 2002-02-28 Template:Competnftp
UV Tyson 03:34 Henning Skogsto 1999-06-15 Template:Competnftp
UV pacifist (normal exit) 00:30 Marijo "Sedlo" Sedlic 2000-07-18 Template:Competnftp
UV pacifist (secret exit) 00:32 Marijo "Sedlo" Sedlic 2002-11-16 Template:Competnftp

Statistics

Map data

Things 317
Vertices 635
Linedefs 686
Sidedefs 783
Sectors 80

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

  1. MAP31 demos from the Compet-n database
  2. Top-down perspective view of all Doom II levels by Ian Albert
Entry from
Industrial Zone
Doom II Level Exit to
Suburbs
Exit to
Grosse
Entry from
Industrial Zone: B
GBA Doom II Level Exit to
Suburbs
Exit to
Grosse