History VideoGame / Wolfenstein3D

8th Dec '16 3:54:53 PM ixfd64
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* GameEngine: Used in ''VideoGame/RiseOfTheTriad''.

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* GameEngine: Used Was originally to be used in ''VideoGame/RiseOfTheTriad''.
22nd Oct '16 12:22:33 PM steam66
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* ArtificialBrilliance: For its time, Wolfenstein 3D was amazingly realistic and immersive. Enemies would pursue you outside of their room, opening doors in their way and doing anything they can to chase you to the ends of the map. They'll react realistically to your presence (shouting something in digitized German) and will even feel pain when shot. They also hear your gunshots, even if you're not in the same room. At the time of its release, nothing was scarier than shooting a guard in one room and hearing a squad of SS troopers alerted in the next.
* ArtificialStupidity: The AI is rather simplistic for all enemies. Enemies will either stand still or patrol slowly along a given route before encountering you. If one spots you, they'll shout something in German (save the Mutant enemies; part of their danger is that they are silent) and start running toward you, pausing to raise their gun and shoot every so often. If they are hit mid-aim, they cancel that aiming. That's pretty much the entire extent of the AI, and most difficult rooms can be cleared through simply standing at an angle to a door and letting the enemies walk one by one through the door into your weapons. One of the best ways to skip large parts of a level is to alert an enemy on the other side of a locked door, watch him open it, and then shoot him down as he is crossing through. The door will be blocked open by his dead body and you can skip having to find the key.



** This works both ways unfortunately. If an enemy gets the drop on you and shoots you at point-blank range, you will almost certainly lose over half your health. The Mutants are the most infamous for doing this because of their unreal reaction time.

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** This works both ways unfortunately. If an enemy gets the drop on you and shoots you at point-blank range, you will almost certainly lose over half your health. The Mutants are the most infamous for doing this because of their unreal reaction time.total lack of an "aiming" state (in other words, they'll immediately skip to shooting instead of having to raise and look down the sights of their weapon). They're also good at getting said drop on you owing to their utter silence.



** All enemies always face the player and exclusively use HitScan attacks; consequently, enemies' shots will always hit the player if they are given the chance to fire.

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** All enemies always face the player when shooting (though not when running or patrolling, save in the Mac versions) and exclusively use HitScan attacks; consequently, enemies' shots will always hit the player if they are given the chance to fire.
20th Sep '16 11:29:36 AM Taxi-Pizzatime
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** On occasion, if you manage to shoot a Nazi before it is alerted, you can kill him in 1-2 shots. This is especially noticeable with [[EliteMooks SS Guards]] who normally require several hits to die as they have about twice the HitPoints of most guard types. Whether this is pure luck or not is ultimately found in the source code for the game.

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** On occasion, if you manage to shoot a Nazi before it is alerted, you can kill him in 1-2 shots. This is especially noticeable with [[EliteMooks SS Guards]] who normally require several hits to die as they have about twice the HitPoints of most guard types. Whether this is pure luck or not is ultimately found in the source open-source code for the game.
2nd Sep '16 9:17:36 AM Taxi-Pizzatime
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* TheComputerIsACheatingBastard: Guards can open locked doors at will. Normally this could be justified by the guards carrying the keys, except that you rarely find one that drops a key upon death.

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* TheComputerIsACheatingBastard: Guards can open locked doors at will. Normally this could be justified by the guards carrying the keys, except that you rarely find one that drops a key upon death. Still, it's very exploitable for SequenceBreaking.
16th Aug '16 4:37:14 PM Taxi-Pizzatime
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** Episode 6, level 10; ''especially'' on ''Death Incarnate'' if you're challenging yourself to get close to OneHundredPercentCompletion. The mutants from Episode 2 are back only for this level, and mix it up with Officers and SS Guards. It can be good fun to clear out all four quadrants of this map, but get ready for the pain your first time through.

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** Episode 6, level 10; ''especially'' on ''Death Incarnate'' if you're challenging yourself to get close to OneHundredPercentCompletion. The mutants from Episode 2 are back only for this level, and mix it up with Officers Officers, SS Guards, and SS Guards.three copies of [[DegradedBoss Hans Grosse]]. It can be good fun to clear out all four quadrants of this map, but get ready for the pain your first time through.
16th Aug '16 4:36:16 PM Taxi-Pizzatime
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** Episode 6, level 10; ''especially'' on ''Death Incarnate'' if you're challenging yourself to get close to [[HundredPercentCompletion]]. The mutants from Episode 2 are back only for this level, and mix it up with Officers and SS Guards. It can be good fun to clear out all four quadrants of this map, but get ready for the pain your first time through.

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** Episode 6, level 10; ''especially'' on ''Death Incarnate'' if you're challenging yourself to get close to [[HundredPercentCompletion]].OneHundredPercentCompletion. The mutants from Episode 2 are back only for this level, and mix it up with Officers and SS Guards. It can be good fun to clear out all four quadrants of this map, but get ready for the pain your first time through.
16th Aug '16 4:35:21 PM Taxi-Pizzatime
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* BrutalBonusLevel: The Episode 3 secret level is pretty brutal, but brilliant fun too, while the Episode 4 secret level is practically a death trap unless you know the exact route to the exit (or are just plain crazy!). Episode 6's secret level is fairly easy if you just want to exit quickly, but if you are seeking [[HundredPercentCompletion 100% completion]], it is arguably the hardest map in the entire game.

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* BrutalBonusLevel: BrutalBonusLevel:
**
The Episode 3 secret level is pretty brutal, but brilliant fun too, while the Episode 4 secret level is practically a death trap unless you know the exact route to the exit (or are just plain crazy!). Episode 6's secret level is fairly easy if you just want to exit quickly, but if you are seeking [[HundredPercentCompletion 100% completion]], it is arguably the hardest map in the entire game.game.
** Episode 4, level 10; no matter what the difficulty setting you choose, the entire level is swarming with upwards of 50-70+ Officers, that once you fire your gun (even using your knife [remember that this was made in 1992 and there is no such stealth feature to speak of in this game]), all of them will be alerted to your presence, and they ''will'' converge on your position if you stay in one place. Fortunately, there is a secret area that lies directly west from your starting point and takes only a little stroll to get there. This area contains an abundance of ammunition to replenish your guns when you're dealing with those officers. Unfortunately, the entire level is devoid of ''any'' health pickups, making this an absolute struggle for survival. Even worse, a limitation in the game engine causes the officers to temporarily turn invisible, making it hard for you to know where they will come from until you hear their gunshots as well as losing your health in the process, and the only way to solve this is to keep blindly firing until you hear their death cries; this gives this level a really bad case of FakeDifficulty Syndrome. And the exit to this level is far from your starting point, unless you know exactly the right path to get to it.
** Episode 6, level 10; ''especially'' on ''Death Incarnate'' if you're challenging yourself to get close to [[HundredPercentCompletion]]. The mutants from Episode 2 are back only for this level, and mix it up with Officers and SS Guards. It can be good fun to clear out all four quadrants of this map, but get ready for the pain your first time through.
21st Jul '16 5:11:58 PM Taxi-Pizzatime
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** [=E3M7=] has a very large one you need to clear to find the secret exit. The entrance to it is also hidden, as there is no key to the locked door that leads to it (there's a pushwall just to the left of the door). [[http://static.tvtropes.org/pmwiki/pub/images/oyzi4nb.jpg Even with a map,]] you'll still probably get lost a few times.

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** [=E3M7=] has a very large one you need to clear to find the secret exit. The entrance to it is also hidden, as there is no key to the locked door that leads to it (there's a pushwall just to the left of the door). [[http://static.tvtropes.org/pmwiki/pub/images/oyzi4nb.[[http://i.imgur.com/OyZi4NB.jpg Even with a map,]] map]], you'll still probably get lost a few times.
21st Jul '16 5:01:00 PM Taxi-Pizzatime
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** [=E3M7=] has a very large one you need to clear to find the secret exit. The entrance to it is also hidden, as there is no key to the locked door that leads to it (there's a pushwall just to the left of the door). [[http://i.imgur.com/OyZi4NB.jpg Even with a map]] you'll still probably get lost a few times.

to:

** [=E3M7=] has a very large one you need to clear to find the secret exit. The entrance to it is also hidden, as there is no key to the locked door that leads to it (there's a pushwall just to the left of the door). [[http://i.imgur.com/OyZi4NB.[[http://static.tvtropes.org/pmwiki/pub/images/oyzi4nb.jpg Even with a map]] map,]] you'll still probably get lost a few times.
21st Jul '16 4:09:05 PM ironcommando
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Added DiffLines:

* RocketTagGameplay: The mooks don't take many shots to go down, and die even faster to the gatling gun, but the player can get easily killed within a few shots. Getting the initiative as well as finding cover or chokepoints is thus imperative.
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