One of the coolest things about brutal wolfestein is that they actually expand the detail, rooms that looked vaguely like a Kitchen really looks like a kitchen, caves like caves and etc, really helps to make the world feel more alive
@@sergeantmarcusstackerM1903 exacly! And he even changed some things on older levels to make everything about the same level of detail, It was unironically great to play the spear of destiny update 100%
The thought he put into all of his worlds, like his ideas for Doom 1, is nothing short of incredible. And that was in an era when story in games was considered like story in pornos. Really curious what Doom and even Quake might have been like if he had stayed with id and they had actually implemented his ideas.
I used to play this game a ton when I was much younger, but always from the start. I don't remember any levels in any real specifics, but I really adore the starting room of the first level. It immediately sets the tone by tossing prisons, piles of bones, whole skeletons and guard dogs at you in a very claustrophobic, brick environment. It's really neat.
Absolutely, I think the first episode is the best when it comes to setting a certain mood, and the first level especially. I think it's honestly the most "realistic" level in the entire game. The others more often than not feel like the designers wanted to get the best gameplay, while that one is fine with having tons of dead ends and long hallways that the player doesn't even need to go down. And that's what also adds a lot of replay value, kind of like the first level of RTCW (which I replayed a ton as a kid after obtaining the game's demo).
@@GermanPeter Oh for sure. I did try and actually play through RTCW some years ago and found out I always stopped playing right before dropping into the crypts when I was younger. The first few levels where you are sneaking around in the castle were so fun to go through, over and over again :)
@@GermanPeter It's interesting to open episode 1 in the editor and see how hard Tom Hall tried to squeeze as much exploration into a 64x64 tile area as possible. It's also interesting to check the prototype levels in The Cutting Room Floor wiki - some of those E1 levels used to be vastly bigger before getting trimmed down to a more sensible size...
Kinda reminds of playing early Minecraft, where you only had to do with the like, 18 blocks it had. Bookshelves were spice racks, iron blocks were sinks and stoves and without signs you really had to imagine what the creator was going for with each room.
The plants in the corners aren't just window dressing for the player, they're placed there by the P-babies to make the cold castle environment feel more homely and pleasant
The even earlier Catacomb Abyss/Apocalypse/Armageddon games had even less detail to work with, but they included little text descriptions of areas on the status bar. This included things like "Entrance to the tomb" when starting a level, "meditation chamber" for a small one-tile room with just a wizard monster in it, or hints that destructible walls were crumbling or drafty. I always liked that about the game.
That sounds sick! Kind of reminds me of how Doom was initially meant to have the other player characters communicate with each other via messages in the HUD.
7:32 reminds me of how cartoonishly evil the raiders are in Bethesda fallouts. Heads on spikes, bags of gore, corpses impaled more than in Vlad the Impalers wet dream… all next to their sleeping mats and campfires cooking cans of beans.
Playing this game at the time it came out, it was always pretty easy to see these little details, and where the devs were adding that little bit of character. There's a section in E1M3 (I think lol) where there's a large dining hall room with tables and chairs, and behind that is another seperate room with stoves, pots and pans, etc, which is evidently a kitchen. The dining hall is full of officers of the higher class, and the kitchens have brownshirts in them, indicating the social hierarchy. Really clever stuff.
One thing the Catacombs Trilogy by Softdisk did amazingly was making rooms stick out, both by naming the different sections and through decor. There's a LOT of assets that are made unique to specific levels and you can tell the devs actually wanted to convey locations the best they could in an engine that was literally a prototype to Wolf3D. Softdisk wanted to make the Catacombs Adventures feel like an adventure. It really contrasts with the Catacombs 3D that id made where there's no effort to really landmark areas on the maps beyond the bread crumb trails players leave behind. It really was just First Person Gauntlet
The charm of old games is that we really did have to use our imagination to see the story in them. Wolfenstein 3D and other "primitive" games deserve more love.
It was such a relief to watch this video. It's so easy to mock old games for failing to showcase graphic craftsmanship or good storytelling. It's harder to see the fine details that add an invaluable charm to them that make them memorable. It was really entertaining to see Wolf 3-D from this angle.
The different episodes of Wolf 3D do have something like themes that make them more or less recognizeable. E2, for example, uses a lot of mossy walls to create the feel of an old and decaying castle, which is further enhanced by the presence of the mutants. One of the levels in E5 was designed to look like a cave deep inside a mountain, and E4 usually has castle-like designs, but also some natural caves and slimy dungeons, etc. We can see such themes in Blake Stone as well, e.g. Episode 3 has a lot of natural rock walls (being an underground facility of sorts).
the one thing that you wouldn't expect is ''cute'' and ''wolfenstein'' to be in the same sentence...but it's amazing how life surprises you. these are neat!
I never won wolfenstein3D normally, i finished by BrutalWolfenstein mod for doom, but i knew that Wolfenstein3D didnt had many textures as BrutalWolfenstein so every episode i saw in BW was actually distinct from eachother unlike in original W3D. But i remember playing classic and it was a little better than BW because soldiers dont throw grenades, no flame throopers hidden in dark mazes so it was easier to explore. Btw one thing about wolfenstein level design that i hate is secrets, a lot of secrets most of the time impossible to find unless u spend an hour checking every wall
Oh yeah, Wolfenstein 3D may have introduced the ideas of secrets in FPS games, but they SUUUUCK. It's actually incredible, checking for secrets legitimately doubles your playtime :D Levels are insanely short otherwise, maybe like 5 minutes tops at times. When I replay the game casually, I just skip them. What I did last time was use online maps after finding the exit and just getting all the secrets that way. So I didn't technically cheat, I just saved a bunch of time :P
@@GermanPeter The worst part is when u search for only one secret on a giant map without using internet. It was moment i just skipped it. Even if I check online i dont wanna backtrack that labirynth hah
6-1 is the worst in that regard. Even if you know where the secret is, you have to go aaaaall the way to the end to get the key, then aaaaaall the way back to unlock the door, and then aaaaaall the way to the end again. God, what a miserable episode.
@@GermanPeter Even worse is when the secrets block you off from eachother, worst example being one of the middle levels in episode 4, where enemies will walk through a locked door that you cant go thorugh unless you killed one of these enemies inside the door itself. Not only did the devs put the required key BEHIND A SECRET WALL, but they also put an additional secret wall near the same area that literally only exists to softlock you from the key, so if you saved afterwards then you're screwed. That entire level's first portion is so poorly designed. 6-1's beginning is also terrible, with the ridiculous blue hallways filled with Officers in nearly every corner (one of many level design sins that Episode 6, my least favorite Episode, commits).
Catacomb 3D does this in a way. Different areas of the level have titles that show up on your HUD. So one room will be "The Chamber of Terror" while another will be "The Gravekeepers Shack" and so on.
The level design of Wolf 3D is absolutely underrated. Compare it to other pre-Doom FPS games, whose levels are often the literal mazes Wolfenstein's are accused to be, and the difference is notable. Also, I think the impression of these old games is often hurt by running in higher-than-intended resolutions through sourceports or hacks. Like with the "skybox" you mentioned, this will often (somewhat unintuitively) work to _destroy_ detail rather than enhance it, and make the levels more unintelligible than they would be normally.
Peter I recommend you check out mods for this game, especially popular ones like Spear Resurrection and Operation Letzterschutz, as well as Project Eisenritter, Castle Totenkopf, Operation Heimzahlung, and Coming of the Storm (there's more but these are some of the well known ones)
Wolf3d modding community really deserves more recognition. Going by classic FPS video essays, you'd think there are no Wolf3D mods at all. It's funny and sad that even the devs don't have much love for it compared to Doom... when someone brought it up during the development of Sigil, John Romero said he'd die of boredom if he had to make more Wolf3d levels. SKILL. ISSUE.
@@GermanPeter I did too! Unsung did a really great job creating a distinct and immersive atmosphere. One of my favorite mods is AReyeP's Wolfendoom, although I ended up hacking it to replace the default wolf3d music with Doom's soundtrack to fit the mood better. Other than that though, it does a great job at creating a unique atmosphere despite utilizing no engine changes whatsoever. The levels feel considerably different from Wolf3D's, and not just by virtue of new graphics.
Totenkopf SDL Edition is one of my favorite Wolfenstein experiences. Great gameplay and very immersive for sticking with the 90 degree walls, the sound design is fantastic.
For some reason, whenever I thought I was seeing details like this I ended up being off the mark in one way or another. For example, in 1-5 there's a large secret area filled with locked buildings. The first time I got there, I wondered if it would be some kind of prison for mutants, to reward secret-hunting shareware players with a taste of what awaits them in the registered episodes. But instead, it ended up being dogs, treasure, and other supplies. I also thought the blue ceiling in 2-10 was supposed to signify it took place on the roof and we were actually looking at the sky, but there are lights hanging from it, so it must simply be a blue ceiling. :|
The locked buildings also stood out to me. I think it's meant to be like some sort of secret warehouse area, since a lot of the rooms are full of treasure and ammo. As for the blue ceiling, I think it's meant to be the sky, the problem is just that you can't have only specific rooms with that color, so it gets shared across the whole map. I think it's meant to be the sky however, it makes little sense for it to just be a blue ceiling. Looks a bit odd in some places, but what can you do.
As a Wolf3D mod designer, I disagree that there wasn't much Id could do at the time, but rather I think that, with the skills they had at the time, Id were not yet good enough to make memorable levels. Play even a more vanilla-like mod like Barry Christian's Atomprojekt or my own Discipline, let alone more radical works like ArEyeP and MCS' End of Destiny or (another one of my own) Coffee Break, and you will find plenty of memorable levels with vividly realized setpieces. But that sort of level design takes years to learn, and Id simply didn't have the experience at the time.
What do you think the purpose of the pushwall maze in 2-8 was for? Was this solely to keep the Hans Grosse clone sealed and hidden or was it to hide the forbidden word Aardwolf?
Since it's an easter egg, I'd say it's non-canon, i.e. it only exists for the player themselves. If I wanted to interpret it, I'd say it's a nightmare BJ was having. Maybe he passed out from something and imagined himself running through an endless maze, only to be confronted by someone he had just killed (or finding a completely nonsensical message).
"they didn't put effort into the levels..." Some of the mazes are insane on purpose.... and you should really look at the map layouts from overhead (they even had to censor the level designs for the SNES release).
>GERMANpeter >The Cuteness of Details in *Wolfenstein 3D* The German Police at his door: "Stop right there, criminal scum! Nobody breaks the law on my watch! I'm confiscating your stolen goods. Now pay your fine or it's off to jail."
Using my imagination is the thing I enjoy most about old games. Today's graphical fidelity used in big budget games may look pretty but they lose their magic, in my opinion.
I'd argue that it's really only a problem in the last two episodes of Wolf 3D. The rest are often so incredible small and simply that getting lost isn't that easy.
actually the first true FPS game is doom. wolfenstein 3d is actually a top down shooter where they played around with the grafiks to create a 3d effect hence why all the levels look the same.
It's a shooter you play in first person, so it's an FPS. It literally makes no difference whether or not it's "true" 3D. Doom wasn't "true" 3D either, it just gave the illusion of verticality.
@@Irobert1115HD You yourself just said it's a better simulation, it's the same system but just upgraded if Wolfenstein isn't a true fps, then neither can Doom since it's the same basic system (unless your claiming that the verticality makes it a true fps, in which case your being very arbitrary about where that line is set)
@@A-W80 I don't care much for "true 3D", but the fact is that Doom's third dimension actually has an effect on gameplay mechanics, while in wolf3D the Z axis doesn't exist anywhere in the code outside of drawing sprites and textures.
@@Scypek You can't look up or down in Doom, and rooms can't be placed on top of each other. they are both top-down games seen from a first-person perspective, it's a better illusion than Wolfenstein, but it's still an illusion. The simple fact is that if Wolfenstein isn't the first FPS, then Doom can't be either, you can't pick and choose just because one uses its style better.