Zir Blazer
PC - Wolfenstein 3D - Level 60/E6L10
updated
Parameters: -record filename -complevel 1 -skill 4 -warp 22
IWAD: DOOM2.WAD
PWAD: d2temp-cleansed.wad (Doom 2 Beta / July 1994)
Map: MAP22 / The Catacombs
Skill: 4 / Ultra Violence
Category: UV-Max - Also 100% Items and Lost Souls kills
Time: 13:44
Recorded with PrBoom-plus integrated Video Recorder (-timedemo file.lmp -complevel 1 -viddump file.mp4) in 640 x 480 with OPL2 music emulation.
OPL2 is responsible for the lame music, SDL and PORTMIDI sounds the same as zDoom but there is no music if using those for recording in this way. Otherwise this would be perfect, as it is the most simple and efficient way to record.
This is a rather special run, since it is mostly explorational. The map is an early version of MAP22, which was know from some time ago since a Screenshot of Doom Builder of an even earlier version of this map popped out:
tcrf.net/Prerelease:Doom_II:_Hell_on_Earth_(PC)#Early_Maps
However, when John Romero did the DoomEd source release some months ago, we finally got it included:
http://doomwiki.org/wiki/2015_Doom_source_data_release
http://www.doomworld.com/vb/doom-general/72509-more-goodies-from-romero-doomed-source-maps-graphics
Besides MAP06 with a vastly different layout and a totally different and rather dull MAP07, MAP22 is by far the crown jewel, since it is pretty much an entirely new and interesing map.
The map is pretty much finished, not sure why it was scrapped. As seen in the Doom Builder pics, you can instantly recognized that some rooms from this map were later integrated in MAP28, including the trap room where the lights goes out (And there is no switch to turn them on again!), and the throne room with the Archvile. Its aesthetics are pretty much intact in those areas.
The Hall of Mirrors at 7:32 is due to the lack of two wall textures specific to the DOOM IWAD, SKULWALL and SKULWAL3. They look like this:
http://www.doomworld.com/linguica/doom-textures/wall79.html
http://www.doomworld.com/linguica/doom-textures/wall76.html
...and would have been a rather nasty looking addition to that hidden room. For that reason, "The Catacombs" absolutely fits this map name. The level itself isn't really anything to write home about by today's standards, but for Doom 2 era its ambientance inside of a hellish stomach was indeed innovative, and it does that better than the MAP28 segments that were recycled from this one.
You don't need to pick any key and can actually speedrun to the exit ignoring 95% or so of the map.
Parameters: -record filename -complevel 9 -skill 4 -warp 19
IWAD: DOOM2.WAD
PWAD: Resurge.wad / Resurgence 02-2015 version
Map: MAP19 / Quadrilateral Rampage
Skill: 4 / Ultra Violence
Category: UV-Max - Also 100% Items and Lost Souls kills
Time: 11:56
Recorded with PrBoom-plus integrated Video Recorder (-timedemo file.lmp -complevel 9 -viddump file.mp4) in 640 x 480 with OPL2 music emulation.
OPL2 is responsible for the lame music, SDL and PORTMIDI sounds the same as zDoom but there is no music if using those for recording in this way. Otherwise this would be perfect, as it is the most simple and efficient way to record.
I decided to do what most people recording demos do and switch to PrBoom-plus. I improved my time, but not by much. Luck with monster infightning factors in a lot, shaving one more minute, maybe 2, is possible, but I don't think of better results with my route.
I'm intending to upload the demo file for this one.
Compared to my zDoom run, there are 3 differences:
- In the building with the elevator, you can't hide below the pillars with the Ravenants in them if you don't kill it first, since they will punch you. That makes it harder.
- The strafejump is also harder, since due to the infinite Z, monsters below can block you even if you don't see them. However, since you can enable to always use strafe50, it is overally easier. With zDoom I failed numerous times that jump.
- Projectiles pierce the sprite pillar at one corner of the ledge you jump at. This means that you can't cover there yet they block your sight, neither, making the 2 Ravenant on the other ledge and possible Cyberdemon rockets more deadly.
These 3 things makes that portion much harder.
If I have to compare Doom to Wolfenstein 3D, it presents a lot of challenges:
- There are a multitude of Doom Ports, with lots of "compatibility" features. I previously always used zDoom, and had to migrate to PrBoom-plus since its usage for recording is more standarized. With zDoom, I had to think about how to make my gameplay videos "valid" due to some possible gameplay breaking options (I never used freelook, jumping, or other controls. Those belong to Duke Nukem 3D). With Wolfenstein 3D, there was pretty much just one legit way of playing it. You can say that except mappacks, each partial/total conversion was its own Port, with the settings that its creator decided. Doom Ports allow you more movement possibilities and do things in ways that the map creators are not expecting, basically breaking the gameplay flow.
- Doom requires vastly major skills that Wolfenstein to make good videos. Previously, I used only Keyboard, and didn't even strafed. With Doom, I started using the Mouse to aim and shoot, and strafe to avoid projectiles, specially in narrow corridors were you have to move AND keep firing at the same time to not get swarmed. This is pretty much mandatory for modern WADs, and also to reduce time needed to complete the map. Luck also factors here, is very possible that something goes wrong at the last possible moment, ruining your entire run. Is not that on Wolfenstein it couldn't happen, but at most you would lose 5-7 minutes, on Doom 10-15, and even more. Recording just a single long Doom map is comparable to my Spear of Destiny full game speedrun.
- On Wolfenstein it was easy to do a route in a 2D map, and follow it while killing nazis. Doom maps are more longer and complex, routes too. And lets not talk about mechanics. Most of the tricks that you could do Wolfenstein 3D merely included letting a enemy open the door for you, only some of the more customized TCs like End of Destiny had more complex mechanics. On Doom, you have strafe50, wallrunning, the primitive rocketjump, telefragging, monster infightning, etc. Variables increased by an order of magnitude.
- Since the community is also much bigger and more estabilished, I know that there will be several people attemping to master the same maps (If they didn't already). Niche possibilities are much lower. Actually, chances are that if there isn't a demo already done, is because the map should be nearly impossible to do in a single run - and far beyond my skill.
Parameters: -record filename
IWAD: DOOM2.WAD
PWAD: Resurge.wad / Resurgence 02-2015 version
Map: MAP19 / Quadrilateral Rampage
Skill: 4 / Ultra Violence
Category: UV-Max - Also 100% Items and Lost Souls kills
Time: 13:32 (Longer than the video, guess I screwed up on the edition)
Recorded with Camtasia Recorder 8.3.0 using TechSmith Screen Codec 2 @ 60 FPS / max Quality, with PCM @ 48 KHz / 16 Bit / Stereo as Audio. The resulting AVI file was edited using Camtasia Studio 8.3.0 and later reencoded again using the default mp4 only (Up to 480p) option.
Chances are that I'm not repeating this procedure with these settings - Camtasia Recorder seems to create in Windows Temp a temporal folder with a AVI video file and a separate WAV audio file of what you're currently recording, and when you stop, it merges them. However, this means that it uses twice the space that it should, so instead of just 15 GiB, uses 30, and caught me off guard since I didn't had lots of free space. I spend nearly as much time doing tests to figure out how I can record the video and transcode to upload it at good settings, that playing this map. I can't find a recording tool with an intermediated format that is both smooth and light.
This map isn't really hard, you just need endurance. Besides the initial rush to get the Rocket Launcher and Super Shotgun, most of the risk comes from the fact that you will be at places were some monsters have confortable sniping positions while you don't have cover, which means that you may want to kill those to secure a place to do hit-and-run. The Ravenant I kill at the very beginning, and the row of Arachnotrons on a ledge, are precisely for that reason.
The most dangerous place should be the building with the elevator. You can hide hugging the pillars with the Ravenants on top of them, they will not punch or fire rockets at you, but if you try to take potshots at them by walking back to fire, and run forward to hug the pillar, they WILL shot and it will hit. Also, the pillar that is next to the elevator is the worst place to stay, since the Cyberdemon can fire there. Finally, you need to do a strafejump, which I can't consistently pull of. If you fail it, there will be monsters waiting in the ground for you.
The other thing that I can't do good enough is the cleaning operation after all the monsters have teleported in after you get the Blue and Yellow Keycards, I have to wander around a bit to get all Pain Elementals. I have troubles with that since I spend too much time checking around that I didn't missed anything, sometimes a monster or two get in the tunnel were you begin the level. I also can't make effective use of the Cyberdemon for infightning.
Misc notes: It was a very long time since the last time I uploaded videos. I didn't finished Totenkopf SDL because I couldn't decide how to do the labyrinth in Level 14. Not long after that, I had to format my Hard Disk, then got lazy to reinstall and configure all the video recording applications, so basically I abandoned it. And since other people came in to fill the Wolfenstein niche, I didn't feel any need to actually finish that.
Now you will see an oddity, me uploading a video from a FPS game that is not Wolfenstein 3D. The first thing I must say is why I choose Wolfenstein 3D at first. When I wanted to start uploading gameplays videos, there were a few Wolfenstein 3D videos, but all them from E1M1, which was boring for such an historically significant game. So basically, I saw a niche of a game that I could play good enough for other people to see, and got in it, which is the reason why I was popular 5 years ago or so. But other games like Doom are an entirely different matter. Early Doom versions had a way to record "demos", which were very light, and could be shared and played... more than 15 years ago. Wolfenstein 3D had to wait for video recording Software to mature and a distribution method like Youtube to get a bigger recording community, whereas Doom had it from the very beginning. This means that if I want to record Doom videos, I will have to directly challenge the skill of people that already did what I'm doing before I knew what a BBS was. So why you see a Doom video here? Since I found a niche: I could actually play from start to finish with a skill worth of uploading, a map from a know WAD which DID NOT HAD DEMOS. So basically, until some of the estabilished Doom gods comes and destroy my time, you can say that I was the first to think on a route for this map, execute it, record it, and upload it.
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: A very fun level. The level is interconnected by a very long room that works as a hub, that is also where you will face the fiercest battle of the level pretty much right at the start with even a Rocket Launcher Trooper waiting to see you. Be fast taking a seat on that stationary Heavy Machine Gun and wiping out the Sniper that is in front of the door at the other side, as it can damage you a lot as all them does.
Explore the level while picking all the four keys, Gold Key, Silver Key and Elevator Key are adquiered in that order, the Bronze Key can be picked up anytime. There is a room with a lone Scientist that will also be the last one that you will meet, plus a secret with a few Mutants in it to remember old times.
I did a good show at the start of the level, too bad that I eated two frontal rockets. They aren't that damaging by themselves, but the blast radius is quite big anyways, so if you're low on health they will be hard to avoid, besides the fact that the Rocket Launcher Troopers shot them restlessly...
This is also the first time that I actually manage to show how powerful the Chaingun truly is as I completely wipe the room after the Bronze Key with it in just seconds. Against regular soldiers, the Chaingun is powerful enough to reduce some enemies to gibs, Doom style.
This level got a total of 13 secrets (01:07, 00:57, 02:33, 03:28, 03:52, 04:49, 05:22, 05:42, 05:45, 05:56, 06:40, 07:25, 08:41).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: This level got tons of Waffen SS waiting for you on almost every corner. This is painful when soldiers comes from other interconnected rooms, like at the start of the level.
The room after the Gold Key door isn't interconnected with the one before it with the army of soldiers, but sometimes one of them can open that door and alerts the next wave of enemies, that also can potentially open yet another door (The room with the third secret pushwall) and alert even more soldiers. This make that fights slighty unpredictable as you don't know if it will be a long continuous one or potentially three.
There are two rooms with Snipers behind some columns, that will hurt a whole bunch if you notice them too late. Finally, in the last fight of the level you are introduced to a Rocket Launcher Trooper that drops its weapon when you kill it.
My frontal assault in that last fight almost make me lose the entire run, however, it finally added some tension. The Snipers, Chaingun Trooper and Rocket Launcher Trooper combination should not be understimated, so try to play it safe, as on those long ranges Snipers got a very high advantage.
This level got a total of 9 secrets (00:10, 00:38, 01:45, 03:20, 05:08, 05:40, 06:18, 06:57, 07:34).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: We're halfway the game already. All the levels from now on will be long and slighty dense. Difficulty is hard to measure, as now you aren't going to meet the always deadly Mutants, but you will have to face Waffen SS, that while less intimidating, can hurt as much as them if you let them do so.
This level doesn't have anything really remarkable like most of the next ones, but they still are challenging and you must shot your way out of them. From where you start, you can see the exit elevator, but you need to get the four keys and go all through the level to complete it. The Gold Key is the first one that you will get and use, then you will need to get the Silver Key to get the Elevator Key. The Bronze Key can be adquiered independently, but you still requiere it to open the room where the elevator is at.
While before the dual Submachine Guns were very reliable as a main weapon due to the abundance of ammo adquiered by killing Mutants, they aren't going to be as good as before due to the fact that you aren't encountering them and you could possibily run out of ammo sometimes. Assault Rifles however gain more importance as the Waffen SS will help you to replenish ammo that in early levels wasn't enough to use it as a main weapon, even though it could do wonders as such.
The Chaingun is overkill and you will waste tons of ammo by using it, though this shouldn't be a very important issue as ammo for it, while only dropped by Chaingun Troopers, is quite abundant. Still, instead of the Chaingun, I would use the Portable Machine Gun, as it could work better as a main weapon due to its more controlable burst and ammo consumption, assuming that you still carry the one that you got from the Cyborgs.
This level got a total of 11 secrets (00:14, 00:49, 01:31, 01:48, 03:02, 03:42, 03:55, 04:46, 05:55, 06:42, 07:34).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: Second boss fight, once again with a know old enemy, and in a very special "arena", as you will be inside a fence. To make things more fun, the level is filled with gas that hurts you 2 health every 3 seconds. It is short and not too hard if you know what you are doing as there are plenty of supplies, for as long as you go one step at a time, but for a first time the suspense is quite high. Actually, I totally forgot that this was a boss level while I was rushing though the rooms the first time that I played this level, and ended myself face to face to a big monster that impaled a few syringes in me.
Today boss is at the middle of the main room inside a fake elevator, that requieres a Elevator Key to open. In order to get it, you must go though a series of continuous one-way rooms with a few Mutants, while Waffen SS shoots you from outside the fence that you're trapped in. After getting the Elevator Key, on your return to the main room, more Mutants will appear in each side of the fence to cause you troubles. If you open the elevator with them alive, you are going to face the boss while these keep shooting at you, and I could never recommend doing so because there will be barely any place left to take decent cover if you get low on health.
While the boss is slighty fast, it is far less deadly that some other guy with his flagship dual Chainguns. This one besides having a chest mounted Chaingun (Ubermutant style), also throws a whole bunch of syringes at you. There isn't much that you can do besides running in circles around the elevator while shooting at it, but your chances of sucess are very high for as long as you're alone against him.
Taking on the boss with the Flamethrower wasn't a good idea after all, the boss is barely seen shooting as there is a whole bunch of fire where he is all the time. The Power Armor regeneration also mitigated most of the damage that he did to me.
This level got a total of 3 secrets (00:53, 01:01, 02:42).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: This level is special, very special, and that is why it deserves a long description. While the level is relatively short, it still got tons of fun in it. The exit of the level is right where you start at, but you need the Elevator Key first.
You are introduced very early to a Waffen SS version that besides using powerful Assault Rifles, also uses gas masks, and you will figure out why in the next level. Almost all the Mutants here have a behaviator of standing in place without attacking you at sight (Some DO attack, though), but suddently activating if you step on the place where one of them were or open certain doors. I suggest to kill them before that happens.
Also, you will meet a Chaingun Trooper, that will nicely hand you its Chaingun earlier after you kill him. The Chaingun uses a different ammo type than the Submachine Guns. It fires burst of at least 6 bullets at minimum, the bullets causes more damage, and its spread is somewhat less than the dual Submachine Guns while firing slighty faster.
Besides the second Flakgun Component, that because is inside the elevator there is no way to miss it, there is an special artifact called Power Armor. This piece of equipment seems to regenerate 1 armor every 0.5 seconds up to 100 Armor. This means that Helmets and Flat Jackets are going to be superceded by it on normal gameplay as the artifact will recharge your armor quite fast (In my videos it won't be THAT useful, as I run from one place to another it will not have enough time to fully regenerate, so I will always have need for spare armor. It will make an huge difference in the long run though), though for as long as you Uber Armor last over 100 it isn't going to activate. Also, it is permanent, if you die, its effect stays with you (Even if you die in this level And chances are that you will die several times before finishing it, though the item dissapears and you can't pick it again).
Finally, if I remember correctly, this is the only level where you can get a Portable Machine Gun, that basically looks and works as the stationary Heavy Machine Gun. It uses the same ammo type as the Chaingun, but it fires 4 bullets at minimum, and at a slower rate, so I prefer to use it instead of the Chaingun when desesperate killing speed isn't requiered. This weapon is dropped by this level guest enemies, that only appears here in the entire game. I won't spoil who they are, but you will figure it out when you start to wonder if they are mere decorations or will activate like the Mutants too...
Surviving the trap is a matter of luck, because even with your new Chaingun firepower you could easily get kicked in the ass. But if I wasn't lucky, you won't be seeing this video, though I think that I got too lucky because I survived after consuming the three First Aid Kits before the fight beings instead of doing so during it.
This level got a total of 3 secrets (00:10, 00:18, 00:24).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: The level is interconnected mostly by a very big room. The Gold Key and the Silver Key must be taken in order, but the Elevator Key can be taken anytime. Oh, there is also a Bronze Key that you need to pick in order to go to the second secret level.
There is a very hard fight at the end of the level with an army of Mutants, that while you got a stationary Heavy Machine Gun to help you take on it, due to their reflexes and the two doors on the way, you are going to get hitted by the Mutants even if you were firing nonstop. Don't rush there.
I understimated a Flamethrower Trooper, look at what he did to my health. For the last room, is better to be safe than sorry, that is why I didn't rushed to it. There is also no need to say that I am going somewhere else than Level 10.
This level got a total of 9 secrets (00:05, 00:17, 01:23, 01:44, 02:35, 04:32, 04:44, 06:57, 08:22), and also the elevator to the second secret level.
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: There is nothing really worth noting about this level, action is more packed and continuos while there are a few above average fights, but the one on the very big room after getting the Silver Key is the most notorious one. Is easier to wait for the enemies to come at you at the door that be in the open with no wall to cover behind and getting attacked from many sides, it is an almost guaranteed death.
Surprisingly enough I finished this level in substantially less time than many of the previous ones. This doesn't means that it is easier.
This level got a total of 11 secrets (00:03, 00:12, 00:20, 00:48, 01:14, 01:42, 02:53, 02:56, 04:46, 04:54, 05:26).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: This level got a very tense atmosphere mostly thanks to its theme. Besides being the first level where you use the four Keys, the level got three remarkable landmarks, first, the Sniper mini maze where you learn that an Assault Rifle is even more valuable than an Extra Life as you must uncover an additional secret. Second, the convenient secret passage that almost directly connects the Bronze Key to the door that requieres it, and finally, the last part of the level with the bloody lab that readies you to fight against 10 Mutants in simultaneous, that can obliterate you in a few seconds if you stand on sight.
There is also a secret with an Extra Life and a unexpected encounter with a Flamethrower Trooper (Or whatever is official name is). This level also introduce scientists and the acid pools, that looks like green blood pools but that rapidly consumes first your armor then your health if you step over them. Finally, there are three consecutive secrets passages, one next to the other, inside a room next to the Bronze Key, that you must step on an acid pool to go though. You need to push the first wall, then the right one for a Rapid Pistol, then there is a third wall to your left that you can push that works as a mini shortcut to not have to exit the room stepping again over the acid pool.
The hardest thing on this level was the tons of Mutants encounter at the end of it, but surprisingly I survived without reciving as much damage as I expected (Or actually getting killed) in my frontal assault.
This level got a total of 14 secrets (00:14, 00:37, 00:53, 01:34, 01:57, 02:52, 03:01, 04:25, 05:07, 05:36, 06:05, 6:07, 06:11, 06:28).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: The level works with the old "pick key, open door" philosophy. You must first retrieve the Gold Key, use it to get the Silver Key, then finally get the Bronze Key. With this one, you can go though the lab area of the level to reach the elevator after meeting Mutants.
Yes. Mutants. They are back, but with a few design modifications. Seems that they visited the kitchen, leave the butcher knives in place, then inmediately afterwards did a visit to the armory to pull a few extra Pistols. Like always, they are totally silent except when firing, and are very, very painful. While if you're ready they are manageable with a fast firing weapon, if you get catched by surprise and have nowhere to cover, you will suddently be desesperately backtracking for a few First Aid Kits. Also pay attention that they drop a ton of ammo, so you can use and abuse the dual Submachine Guns against them.
The level atmosphere (Specifically due to the background theme) is good enough that you aren't seriously expected to be introduced to Mutants here, nor the soldiers corpses lying in the lab. That is "fixed" in the next levels, as they will become highly chaotic.
You are also introduced to the Assault Rifle, that you can get basically from the beginning of the level if you dare to be introduced to Mutants early inside a secret room. It fires Rifle rounds, damages as much as it, is precisely accurate as it is, but got the flexibility of the Submachine Gun firing speed. Too bad that soo good that if you use it too often, you are going to be left without ammo in just a few fights.
I was lucky that I pulled a decent run of this level quite easily (Actually, on my first recorded run after I managed to travel the entire level with a ordered path including secrets. I picked the Assault Rifle halfway the level). I did an almost excellent job in the multiple fight against Soldiers, only messing just before the Silver Key. However, Mutants were quite problematic. And there are a whole bunch of them in the next lab themed levels.
This level got a total of 15 secrets (00:15, 00:19, 00:31, 01:05, 01:34, 01:59, 02:42, 02:59, 04:30, 04:58, 5:03, 05:55, 07:01, 07:25, 07:52).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: This level is where all the fun begins at, and you know that you're going to face something big considering than the tense battle theme (From now on, boss theme) of WSJ very own trailer of this game plays on the background.
The level is short, the layout is simple, the fights are quite difficult. Running to the stationary Heavy Machine Gun in the big room and using it for prolonged time periods like, lets say, 5 seconds, is enough to get you killed, because you will get attacked by the sides by a ton of SS. The damage will outright kill you. Oh, take note of an inaccesible Rocket Launcher teasing you in the second weapon storage room.
The tension reaches it climax as soon as you notice the battleground where you are going to fight the boss and the obvious door where he is behind at. Chances are that you aren't surprised about meeting yet once again B.J. Blazkowicz oldest personal enemy, but you will start to notice the reach of the improvements of the new engine as soon as he starts to verbally taunt you. During this fight you will also notice how powerful enemies can truly be. His flagship weapons, the dual Chainguns, are extremely painful even at long range, AND if you don't cover behind a wall, he WILL keep firing them. Not only that, this boss seems to have the first bulletproof armor that really works, as he is extremely resistant to regular bullets. Most of the time, the Submachine Gun bullets makes the same effect as if you were shotting a wall instead of the blood effect, so Rifle is a must.
I did the level with no backtracking for supplies, this is most notorious during the SS room fight as I think that going back would have seriously toned down the battle climax. I also did my best to showcase the dual Rapid Pistols and the Flamethrower, although taking more damage that using defensively the Submachine Gun. I think though that I failed miserabily against the last wave of Soldiers, as they pretty much vaporished my Uber Armor when they should have barely scratched me.
This level got a total of 7 secrets (00:04, 00:13, 02:32, 02:39, 02:57, 04:19, 04:24).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: Like Level 19, this level is an annoying maze but with more Snipers. The Snipers doesn't seems menacing in this video, but that is because I already know more or less where they are, on normal gameplay you are going to get hitted by several shots before noticing where they come from to retaliate. And they hit very hard.
You need the Silver and Gold Keys to open the doors to the elevator, and that requieres a bit of exploring. From the entrance to the maze, the path to the left goes almost directly to the Silver Key (With only one detour for a secret with an Extra Life). If you follow the right path, you are going to meet an intersection, where if you go left you can go to the locked door, while to the right is a very long path to the Gold Key.
Now, there are a pair of two secrets that are shortcuts. One is quite close to the intersection that I mentioned, to the right of it, and cuts like half of the Gold Key path, while there is another one quite close of the locked door that directly connects to the Gold Key. This is the one that you need to know how to take to save yourself from the rest of the maze.
This level also got another Rapid Pistol, so if you picked the one on Level 2 you can dual wield them. The 10 bullet burst is faster than the dual Submachine Guns can fire, but the bullet spread is as bad as it, and waste more ammo. There is also a Flamethrower that can be yours if you retrieve it from a fallen enemy hands in a nasty surprise encounter.
I picked an interesing route. The Silver Key it is pretty straightforward, but the Gold Key is not. So I first picked the Silver Key, returned to the entrance, then go directly for the locked door. Then simply used the full shortcut to show how to take the Gold Key the easier way. Because this is a 100% run, I revealed the half way shortcut that is close to it (From the Gold Key point of view), but I ignore it, and did all the long Gold Key path in reverse to reveal the few secrets that were left.
This level got a total of 14 secrets (01:57, 02:13, 02:29, 02:51, 03:17, 03:30, 03:38, 03:48, 03:54, 04:03, 04:09, 04:47, 05:22, 05:32), and that makes them a REAL pain in the ass to get all, though you can relax when you see 100% on the end level score screen, something that on Level 19 was not possible. Oh, Level 5 is the first boss level, and from it onwards, there are barely any annoying mazes. This is where things gets finally fun.
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: The difficult scales quite a bit for the unprepared. Most fights like in Level 2 also involve interconnected rooms where you can get attacked from your back or sides if you advance without paying attention to your surroundings. The best example of it is the stationary Heavy Machine Gun after the first room of the level, if you just aim just to the other side of the room, you are going to be eating some damage from the enemies that comes though the doors at the left and right of it before you are aware.
I attemped to use the Scoped Rifle at its best on this level to not abuse the dual Submachine Guns, and I think that I suceeded where possible. The only thing worth of noting that isn't detailing in words the fast paced action, is the Uber Armor protected by the SS Officers (That appeared also in Level 19, in the room at the center) in the secret at the very end of the level. It gives you 200 Armor, and is the only way to go over 100 because the Helmets and Flat Jackets stacks only up to 100%.
This level got a total of 11 secrets (00:23, 00:58, 01:17, 01:52, 02:32, 02:56, 03:27, 05:14, 05:52, 06:19, 06:24). The next level will be quite boring, but the fact that the first boss battle is just beyond it spice things out to make haste in the damn Level 4 maze.
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: Like all the standard levels, it follows quite closely a theme, and does a very good job at it. This level can be quite easy because you got very high firepower compared to enemies difficult, but there are a lot of them. Don't worry, in a few levels the odds will be against you.
Many rooms are also connected with another one where enemies will come from, that is why the first time that you play this level chances are that you are unaware and understimate most of the multiple rooms encounters (Specifically the Silver Key one).
I played most of this level spamming the dual Submachine Gun, a not very efficient strategy from the ammo point of view, but that gets thing done anyways in a fun to view style. This level also introduces the Rapid Pistol in a secret, a Pistol that fires bursts of 5 bullets everytime that you fire it. These bursts are faster than a single Submachine Gun can fire and seems capable of making slighty more damage in less time, but the Submachine Gun is easier to use to get the job done and save some ammo. You can dual wield it too, when you find a second one.
This level got a total of 10 secrets (00:24, 01:00, 01:58, 02:22, 02:33, 02:40, 03:18, 03:36, 04:27, 04:48).
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: First Secret Level. I always find somewhat annoying the maze levels, though pretty much all games with a good level variety got at least one. But this one in particular is a serious pain in the rear because it is introduced just too early for a time consuming level and places a serious brake on the fun.
The issue is that being a secret level, you don't get at the end of the level the percentual scores, so you don't know if you missed secrets or not. This means that when you're dealing with an unknow amount of secrets in a maze level with a complex layout, you can be two or three hours doing a stressful level exploration just to make sure that you don't missed anything, and even then you will not be totally convinced.
The first time that I played the game I did this level the hard way and looked for secrets pushing all the walls. To make sure that I didn't missed anything in this video, I checked with a level editor to make sure that I got all the secrets, and it was a nice surprise to see that I didn't missed anything (Actually, I would be highly dissapointed if after all the time that I spended searching for them didn't have found all), besides that I needed to trace a coherent route to make sure than the video isn't too long due me getting lost inside the maze. Well, actually, it sort of happen anyways.
This level introduces the Scoped Rifle in a secret pushwall right at the start. It supercedes the regular Rifle, but has an alternate fire mode with a zoomed scope where each round causes twice damage, besides the helpful zoom for aiming at long ranges. This weapons makes this level very easy if properly used, that is basically what I attempt to do. When using it, remember that as Keyboards controls aren't precisely accurate and may scroll too much, on very long range it may take a bit of time to aim properly. And sometimes you can't take yourself that time to aim, so it can make you very vulnerable on some spots...
This level also introduces Snipers, and they also use Scoped Rifles. They are extremely dangerous because their precision is almost perfect even on ultra long ranges (There are only 3 Snipers on the map, and when you meet the third, it can open fire at you from the other side of the map), and their damage is very high compared to most enemies. They aren't hard to kill, but if you aren't careful, they are going to kill you before you open fire, as they are already shooting you before you can actually aim them at long range (Like when using the Scoped Rifle against them). Fighting the third Sniper from the other side of the map is a good demonstration of how to lose against a Sniper.
This level got a total of 7 secrets (00:12, 01:36, 02:27, 03:57, 05:42, 06:08, 06:18). Finally, the level got a Flakgun Component. You need the 3 Flakguns Components (There is one in each Secret Level) to assemble the Flakgun. As it is right in front of the elevator, is pretty much impossible to not pick it.
Check here for download http://wolf3d.darkbb.com/dome-news-f2/castle-totenkopf-sdl-edition-released-t1589.htm
Due to the unavailability of an ingame warp feature or command line parameter, instead of doing Pistol start runs in random levels, this time is will be less of an headache for me to simply play the game from start to finish with level continuity and aiming for full completion. Levels will be done in single runs but carrying stats from the previous levels, saving just before the elevator switch. Finally, the game will be played on Skill 4 (Veteran) and 100% bonus in each three categories.
How was it done: Recorded with Camtasia Studio 7.0.0 using TechSmith own Video Codec @ 60 FPS / Faster Compression, with PCM @ 22 KHz / 16 Bit / Mono as Audio. The resulting AVI file was edited using Virtual Dub 1.9.9 and later reencoded again with it using Xvid 1.2.2 Video Codec @ 2000 KBps and Fraunhofer MP3 Audio Codec @ 48 KBps / 22 KHz / Mono.
Additional Info: This will be a long section of the Description, indeed.
Everytime that I take break and later want to upload something, I need to relearn pretty much anything. With Youtube own interface and codec changes (Seriosly, oldschool Youtube was very clean compared to this huge mess), plus different pieces of Software that I requiere to use (DOSBox build in recorder is perfect an easy to master, but with Wolfenstein 3D SDL engine that runs with no issues on Windows you need something else) that are also a world on their own, is quite annoying to get things working as intended again. The first video is always the hardest, as this is where I see if things got an acceptable quality or not.
For an account that got a few Wolfenstein 3D videos and little else, and being myself aware that I barely upload videos at all, is impressive to see that I am at 300 suscribers. Maybe this would make some of them rejoice, heh.
Now, talking about the mod in question. Castle Totenkopf SDL is a standalone remake of the former Castle Totenkopf, a Wolfenstein 3D (Spear of Destiny would be more appropiate though) mod, done by WSJ, the same author as Project Einsenritter and Coming of the Storm. The mod is based on a highly modernized Wolfenstein 3D engine (SDL) that, like zDoom did with Doom, retains pretty much all the classic look of Wolfenstein 3D, but with enough possibily of modifications to make pretty impressive things.
The most noticeable thing of this mod is the new game mechanics, that are pretty much Doom like. Enemy fire isn't as mortal as before at close range, but it is highly accurate at long range and can kill you easily if you attempt to do the Rambo against many enemies with Machine Guns. Though so, overally your endurance is higher than before. The second most noticeable thing can be highly easy to spot at this very level and barely on the others, and is the fact that enemy types are slighty random, they are always of the same class (For example, a plain green soldier) but spaws with different weapons when the level starts. This is why it is very noticeable in this level, because you will die a lot at the start of the level and will notice this on every restart.
There is also an important weapon arsenal and enemies variety, and bosses are finally to be taken serious. There are a few more surprises along the way, like the stationary Heavy Machine Guns and a few other things.
Possibily one of the hardest things of the game is the very start of this level, as getting out of the starting room with a Pistol and 8 bullets is quite hard, sometimes you aren't as lucky as I did this time.
You will finish this level with two Pistols, the Rifle, and two Submachine Guns. Chances are that you aren't going to use the dual Pistols any longer after getting your first Submachine Gun, that could be dropped by the first enemy that you kill, making anything else quite redundant. The single Submachine Gun is your one-size-fits-all gun, as it is very fast, precise enough, and conserves ammo very well, while the dual Submachine Guns, while having a very wide bullet spread, does a good job as a poor man Chaingun and will be a mainstream choice when you need killing speed. The Rifle is strong, with exact precision, but very slow to reload, so it works very well for long range as long as you have a wall to take cover at, but on short range enemies fires faster than you and you will receive damage even when fighting single enemies.
This level got a total of 8 secrets (00:35, 01:31, 02:06, 02:23, 02:26, 03:00, 03:06, 03:37), and also the elevator to the first secret level. Level 19 will be a pain in the ass as it will take me some time to complete it on a proper time, basically I have to draw a decent route around it.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked with -hard -tedlevel 17 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.73, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.9.4 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: The level itself isn't that hard considering that you have plenty of supplies to handle well the five different battles that you are going to do (One for each of the big rooms and the one with the Iron Knight itself). Though anything can go wrong anytime, should I have to mention where I died the most, it was against the four Hans Grosses (Even when facing them one by one) and the final wave with the 12 Cyborgs because almost always they get inside the rooms on the sides of the boss room and they don't come out easily, and when they do, is usually when you're walking in the middle of the room and you have nowhere to run for cover. The turrent at the start of the level also ruined me several times, though I lose just 15 or 20 seconds that not so far from 10 minutes.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked with -hard -tedlevel 9 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.73, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.9.4 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: What makes this level insanely difficult is if you are going for a Pistol start (This also applies if you got killed with no save), there is little to no choice that attemping to get your hands on the Chaingun as fast as possible and survive the first encounter against Cyborgs, as you are going to alert at least 3 before you make it to that room and they are unavoidable. That is where if you suceed in this level or not is defined.
Luring at least the first Cyborg alone to the second room to kill it with the Pistol may be more reliable that wishing tons of luck to do what I did (And also tons of recordings), but it wouldn't be as fun when it works, and frustrating when it does not.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked with -hard -tedlevel 14 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.72, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.9.4 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: For some reason, I didn't edited and uploaded this video after I finished recording it.
After being postponed for an indefinite period (Almost two years, 22 months and half to be exact) due to lack of real enthusiasm, I decided to give it a try uploading it for my old fanbase. Seriously talking about, I still can't believe than this thing sitted for this much in a folder that I usually look several times a day and never cared about it, because it was almost ready to be uploaded and I simply didn't do it.
About this level, this is one of those scary and well ambiented levels where the undead mutants gone out of control. The level could have been played much faster, but I slowly explored it to not ruin the fun for those that can sit down and watch the 7 minutes that it last.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked with -hard -tedlevel 15 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.72, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: This mod is an early work of the creator of Coming of the Storm. Both types of Scientifics and the Mechanoid Stormtrooper are in CotS, and the Lighting Gun blue energy ball got reused too, for the Archpriest ray attack. Another advancement in CotS is that the Flamethrower didn't blocked your sight like the one in this one does, as well as the Lightning Gun, because shooting at a moving target that you can't see where it is moving to or if it is replying fire isn't exactly funny.
This mod is pretty much an endurance test of the legacy Wolfenstein 3D, as the later levels got plenty of bosses to fight (This one is no exeption). The first minutes tells it all with an entire army waiting for you at just one door of distance of the elevator. Luckily health and ammo are abundant enough, if you live to pick them, that is.
Two bugs that are noticed is the fact that I got 101% kill ratio (Must be because the Hitler-like Robot spawns another enemy) yet didn't qualify for the 10000 score bonus for "Just" 100%. The ammo counter is bugged too, as you see the counter for the latest type of ammo that you picked up instead of always the one of the gun that you are carrying. That also got fixed in CotS.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked in Debug Mode then jumped via Tab + W to the appropiated level, as there is no know command line modifier for level choosing purposes. This, however, disables the scoring, that is why it simply remains at 0.
How was it done: Emulated and recorded with DOSBox 0.72, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: This level requieres that you get the Elevator Key that is in a secret area in order to complete it. The other thing to note about it is that Officers are everywhere on the level.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked in Debug Mode then jumped via Tab + W to the appropiated level, as there is no know command line modifier for level choosing purposes. This, however, disables the scoring, that is why it simply remains at 0.
How was it done: Emulated and recorded with DOSBox 0.72, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Again, another short level. The start of this one is slighty harder because you're going against Mutants, and everyone should know that they're annoying. Hardest part is obviously when you're going for the Gold Key. The ambientation is also respetable, the Mutants taked over most of this level.
According to the mod documentation, the Chaingun can get jammed, making you needing to get a new one. I usually used the Chaingun little or nothing, so I don't know if it does really happens. If anything, I would prefer to stick to the Machine Gun and avoiding the issue completely, because it wouldn't be fun if the Chaingun jammered when you most need it.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked in Debug Mode then jumped via Tab + W to the appropiated level, as there is no know command line modifier for level choosing purposes. This, however, disables the scoring, that is why it simply remains at 0.
How was it done: Emulated and recorded with DOSBox 0.72, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: A short level but still with some respetable action, mostly at the start of it. Still, with a ton of SS, is not a place to get your guard down.
Check here for download http://www.wolfenstein3d.co.uk/adds_PQR.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty, taking 100% on the three bonus categories. Game was invoked in Debug Mode then jumped via Tab + W to the appropiated level, as there is no know command line modifier for level choosing purposes. This, however, disables the scoring, that is why it simply remains at 0.
How was it done: Emulated and recorded with DOSBox 0.72, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: It was a whole bunch of months from my last Wolfenstein 3D video, and there are a whole bunch of suscribers that were probabily expecting more.
This is one of the very few mods that I played from begin to end. As a mod that holds an extremely classic Wolfenstein 3D feel, but having received the proper engine enchancements to be up-to-date, it does fine enough. Levels are well designed and well balanced, not extremely hard but not extremely annoying neither. There is enough decoration, ambientance, and secrets to search around, the only thing that lacks is boss encounters, as there are only three in the entire game.
I was going to try to do a few End of Destiny videos, but due to extremely poor performance when emulating it with DOSBox (Let alone if I had to record at the same time), I simply cannot until I upgrade my computer.
En Youtube otro user habia subido una version que duraba 2:30 donde no pasaban los adelantos del dia, pero por alguna razon lo saco. Como no la habia guardado, tube que buscarla de otra fuente (No recuerdo cual) para que puedan seguir apreciando esta obra de arte en todo su esplendor.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 18 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
I think that we have found a worst case quality scenario for the WMV compression, because the choppiness of this video is HORRIBLE even though up to the decompression phase is as good as being playing it.
Additional Info: Well, what can I say? It takes courage to get this far AND finish this level. The horrible atmosphere, sounds, and black spectres chasing you around, is a proof that not only Doom 3 may scare the ass out of you.
The new Angel of Death brings a never seen challenge. The boss IS INVISIBLE and he just reveals itself for a brief time to shot at you both blue energy balls and the regular instant ranged damage expected from a gun. He still can take damage if you can predict where he is, and the Flamethrower actually gives you tips of this because the flame simply doesn't explodes by itself in the middle of nowhere. Just make sure that he is actually chasing you and you didn't losed it around the maze, else, its he who will find you and you will be dead when you figure it out.
Spectres dissapears after killing the Angel of Death, so you can explore the place for a few secrets that are pretty much a kamikazi to attempt to take if you got several spectres in your back.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 17 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Final battle against humans, with a boss battle with the Totenmutant. Ammo is no problem, as there is an huge stash with everything that you're going to need at the start of the level.
The battlefield is pretty interesing, as you're going to meet most different types of soldiers there (Most notable exeption are the Officers), yet only Stormtroppers provides a match. If you're going to play the Rambo way like I did, surviving is a matter of luck because a Waffen SS damages a whole bunch even at range if it manages to hit you. The other way is hit and run using the door as cover, as there seems to be an invisible wall that divides the battlefield with the entrance to it and no soldier will cross it, though you can exchange fire from there. Just be careful, Totenmutant missiles have an explosion radious of effect and can one-hit kill you even if you're behind the door when it hits the wall.
How a SOD mod ends is predictable: A supernatural being awaits you at the end. This time though, instead of taking the spear, you're going to use a portal like you did in Level 11. Its predictable in what dimension the last battle will be and how many guts you requiere to defeat it (I still didn't...).
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 16 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: A formely occuped part of the castle that seems to have been overrun by ghost. There are also a few survivors hiding behind a barricade that will stop being that after meeting you.
Wandering around the first part of this level isn't really hard because ghost aren't that fast, and most rooms are big enough to evade them. The exeption is the dungeon, you don't know if there will be a ghost behind some wall waiting for catching you off guard. And let alone someone that enters the Silver Key room without knowing what is hiding there...
The second part of the level is pretty straightforward with no surprises other than the Ubermutant. You should have missed killing humans a lot if you reached this far.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 15 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: I started the level by going by the outer passages taking all the ammo that was in non secret places, as it is pretty limited like in Level 15 and you are going to use almost all of it (Learn to use the Flamethrower now :D).
The battle with the Archpriest may be moderate to hard. The Archpriest itself isn't easy to take, the blue energy balls that he throws travels quite fast and if your reflexes don't react in time you're going to get killed. And if he comes with his cultist bodyguards, then you should be even more careful, because bewthem the energy balls and the flames the place will get saturated with projectiles and you will have to run elsewhere instead of evading right there.
Other than that, the ambientation is interesing like always. Compared to the last level, soldiers did actually entered this place but got killed. But if wasn't because those poor souls, you wouldn't actually have anything else than your Pistol and 16 bullets :P
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 14 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: As fast as you exit the laboratories area, you meet again the excavation site and the old castle with the cult followers.
This level isn't particularily hard, maybe it just lack a few more ammo inside the old castle because running out of ammo may put an end to your war if you don't use wisely what you collected earlier. Besides that, the obligatory pushwall is easy to find, but if you didn't payed attention to the wall with blood and the blood pool and just do an entire room search, with those ghost following you around you're going to have troubles.
Note that there are two types of cultists that visually are the same, the one that throws at you flames, and another one that hurts at range like if it was using a gun. The four ones guarding the Gold Key were of this second type. It is interesing also than the level abruptily ends without the use of an elevator.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 8 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: As I sayed already, Coming of the Storm is not only an exellent challenging mod, but its ambientation is exellent as well. You can see how the story starts to unfold in Level 9 (If you readed the game story in the Game Manual menu, you should know what is going on) with only a brief pause in the laboratories levels. There were minor spoilers at the end of my first Level 10 run of this mod, but the next runs are going to bring major spoilers, that is why I didn't wanted to uploaded them along with what you would expect as just another regular level.
The first half of the level is pretty hard, because even though you're going to get tons of supplies bewthem rooms, having to fight several Waffen SS at the same time would get you dead before you can take a single Medikit. The second part of the level is nothing more than an excavation site decorated with soldiers corpses that you didn't killed.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 10 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: For some reason that I have yet to understand, no one asked about what the hell was going on in Level 10 when at the end, a few Ghosts comed out from from the walls and chased B.J. though a dimensional portal, then suddently he just arrives in them middle of a warehouse in Level 12 without the apparent use of an elevator. Well, this is where he has been...
Today Duke Nukem gived me his "Balls of Steel" to me so I was actually able to finish this level without suffering from a heart attack at the middle of the run. The music, background sounds, a few corpses here and there... This dimension is as evil as the one from Doom 3, just where you would want a final encounter with some demon in the last level of the game.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 13 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Another chaotic laboratory overrunned by Mutants, specially near the end. I wonder what the barricade after the start of the level was for?
With a total of four Ubermutants (The two ones at the Silver Key are in cages, they can't chase you, but can kill you anyways), this level is fairly lineal but still provides a challenge.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 12 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Some of the features of this mod includes a very well done ambientation that can tell you what happened without actually using words, usually being something terrorific (Imagine like if you was playing Doom 3). The ambientation of the lab rooms tells you that something was going wrong before you arrived, you see, Mutants and living soldiers not necesarilly work well together. Too bad that my Rambo-style for playing Wolfenstein simply doesn't allow you to taste that ambientation by just looking the video.
The run itself was short but full of action, as there are a few surprise encounters. Still, I almost got killed two times, Mutants are already no joke and Mechanoid Stormtroopers much less, they're painless and simply keep firing at you even under chaingun fire like bosses does.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 11 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Again, another difficult start, that army of Waffen SS hiding around the place provides tons of fun. Still, it was easier than that of Level 10 because you got a safe spot to wait the soldiers to come without exposing your back.
This level is interesing because the vast amount of different enemy types shown and decoration, plus two minibosses.
Check here for screenshots http://www.wolfenstein3d.co.uk/cstormpics.htm
and here for download http://www.wolfenstein3d.co.uk/adds_ABC.htm
Done in a single run, from a pistol start, and on Death Incarnate difficulty. Game was invoked with -hard -tedlevel 9 parameters for this.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Well, I had fun with most levels of this mod (Even though I didn't finished all) and it look a very nice candidate for a nice showtime, so that is what I did :D
Back to the game, while the level is pretty small and its layout is not complicated, as soon as you get out of the elevator your ass WILL be kicked, you will simply fear the Waffen SS's Assault Riffles, and there are a lot of them.
Until today, I stayed in the secret room with the Chaingun killing from there, but today I felled slighty more confident and decided to try some luck by going out and running around. Surprisingly, it worked. It was fun while I was recording at the start of the level that whenever it runned out of regular bullets, my gun automatically switched to the Assault Riffle to shot shells and when I runned out of those then back to the Chaingun.
The boss itself (The second big guy, the first one is more of a miniboss) is not hard, the Flamethrower shots collided with a torch post, so it was basically harmless, and even if not, the shots are slow and easy to evade.
Notice the ghosts and the portal at the end of the level...
The video shows how to open the path for the secret World 9.
How was it done: Emulated with Snes9x 1.43. First, I recorded an in-game movie then later played it while recording an AVI in the IYUV codec format also using Snes9x integrated features. The resulting AVI file was edited with Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: For anyone that followed the little side story, you should know already than there were two Ghost Houses in the game and that both were empty, though some message boxes claimed that they hide somewhere else. That somewhere else is World 9, a world only accessible using the secret exit in Bowser's Castle that I show here.
It was very ingenious (And frustrating) finding that in order to reach the secret exit you had to exploit a SMW engine bug, it taked me several hours to figure out what the P was for after wandering for almost every room in Bowser's Castle yet finding nothing as strange as the Bowser statue intentionally "Stuck" in the left wall of the mysterious room.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: This could be possibily the last Wolf3D/SOD video recorded by me. My purpose when I started making these videos was raising the popularity of Wolf3D and SOD in Youtube to what it deserves as the games that maked popular the FPS genre, because at the time that I started there were barely more than a few videos from these two great games. I archieved my purpose, now there is an exellent coverage of both games with in-depth videos of levels like those of rashreflection and also from many of the ports of the game, so I don't feel the need of keep doing more. There are many forgotten games that must need my help somewhere else :) This doesn't means that I am going to leave Wolf3D entirely, as there are a few challenges out (SOD Level 20 is a good example) that I didn't covered. Besides, there are many exellent mods of the game wandering around that deserves some coverage (Coming of the Storm comes to my mind...), just to add some variety.
Well, anyways, I did a run of this level myself because the time that it takes to do a full run with 100% in the three bonuses could be slashed considerabily down.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: And finally, the cup of disgrace. I didn't rushed out and walk over the SS shooting like crazy because I was wanting to be safe and not screwing the run having reached this far. Though so, I did, as my accuracy is the worst ever to be recorded on a video. Yeah, I should sleep more instead of playing SOD after midnight, legends says than the Angel of Death comes from the afterlife and bites your ass if you do.
The Death Knight on some point of the fight looked like a mobile missile base because he didn't stopped to throw away missiles like crazy.
Finally, my bad luck showed again when I was fighting the Angel of Death. I was supposed to run behind him to take a few ammo boxes but instead I losed confidence on doing so without getting hitted (I recall that those green balls can damage up to 75% health, so I couldn't take the risk), so I started to walk backwards. 37 minutes being a hero and ruined it against the last (And possibily easiest) boss... Guess that I should do a better run sometime later :)
By the way, about the total time, the game seems to take into account only the regular levels and not the boss levels (5, 10, 16, 18 and 21). I don't know if this is fixed on V1.4.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: And then we meet the mighty Level 16, that for me was a mixed bag. I did pretty well (Actually, much better than what I would ever expected) until the corridor with Mutants where I got severely hurted, because almost every damn Mutant got a free shot on B.J. Blazkowicz, that at that time looked more of a punchbag or some sort of kamikaze. Another interesing sight is the fact that I was affected by the "Too many sprites" engine limitation just next to the wood room and some corpses and a Mutant dissapeared for a while of sight. Yet still quite unlucky, I arrived alive enough to make the Ubermutant get owned and even managed to use the Knife at least once on the entire run in some funny way. Again, a few Mutants in the elevator gived me more troubles that 20 SSs could.
Finishing Level 17 was also a pain in the rear. Before reaching the elevator with an army of Mutants, I was happily waiting to see if any of them that could have moved while I wasn't looking could now be in the small corridors that is at each side after the first door, but nothing showed. And when I prepare myself to go ahead and fight, one of those damn Mutants show its face coming out of that corridor and again got me in the face. The horror.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: I don't know if it is because I didn't sleeped very well or what, but from now on, either I do something heroic and fantastic or I screw everything in some sort of stupid way. Level 13 is a good example of this, as I TOTALLY missed the Gold Key and forgetted about it until I required it and had to backtrack (Was this called a Speedrun? Forget it). Horrible.
In Level 14 a pair of Mutants wandering alone where capable of getting out a very damaging shot at point black because I wasn't careful enough, as did the Mutant on the elevator at Level 15 that left me with less health for the famous Level 16.
Impressive that a single Mutant has more chances of devasting me than five of them with a bunch of SSs...
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: My Level 8 run was inmensely better than on my pistol start run because I memorized where the hell the Gold Door was at, so I didn't need to walk around the entire inner level to find it. I was lucky about exiting alive the Gold Key room after reciving some heavy damage (And almost killed) by some SS shooting like crazy. I overlooked where to shot first.
Level 10 includes a battle against Barnacle Wilhelm that was quite fast and furious, a very entertaining one.
Level 12 maked me play much more carefully from the start because I had low health, at least until I cleaned the room with the soldiers behind barrels, that one is a VERY nasty spot. Seriously, you could die in a blink of eyes if you left everyone alive because must run to the door to open it, run backwards to not get shot then run again though the door before it closes.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Seems that there is a Wolfenstein 3D and Spear of Destiny video rampage going around and I would not miss it. After numerous failed tries and an early successfull attempt but that could be vastly improved, I managed to finish today the game (Just before going out to school) with a single life and the entire enemy army on duty.
I'm uploading this speedrun instead of the other one because (Besides that I was without Internet at home, so I couldn't do it even wanting to) I screwed up on too many parts taking more time that it should or having to visit a secret place for some extra health. This time I decided to play more agressively and managed to get a quite decent success cutting out a few seconds on many levels (Even though I got hurted A LOT more).
The first seven levels are not too complicated after having going though them tons of times before actually getting out alive, so basically you know what you can predict what you will see in these.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: I did this run a long time ago (More precisely, April 3), but was shy of uploading it because I had to use a bug in the engine of the game in order for being able to kill all 75 Officers on this level from a pistol start.
The bug consist in that there is an angle from where you can use the Knife to hurt the soldiers, but they can't fire you back from there neither advance to the next tile because you're blocking they patch. This obviously does wonders in passages one tile long or behind a door, for as long as the soldiers can't take another path to get you.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: My ass got severely kicked before exiting the first room, I overlooked the fact than the two SS may have its Machine Guns still firing. Besides that, the few Mutants that are on this level were enough for causing me some troubles.
Most of the fun on this level is the room where Quarkblitz is, specially if you're rushing in the room. Those 16 Dogs deserved to be killed first, as they're annoying.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: Spear of Destiny Lost Episodes got annoying graphics, I would have liked them better if they used legacy ones. Anyways...
The Silver Key is totally optional, I taked it because it unlocks the Chaingun room (Though the graphically modified Ubermutant is no trouble even with a Machine Gun). Not very hard with the exeption of the two battles against 26 then 24 Mut..emmm... Bats, where a single mistake means having to do the entire run again.
How was it done: Emulated and recorded with DOSBox 0.70, the resulting AVI file with the ZMBV codec was decompressed using Virtual Dub 1.7.1 and later recompressed again with Windows Movie Maker in WMV format with a 512 KBits Bitrate.
Additional Info: The level is quite complex and hold many secrets, I uncovered the most relevants ones. The first extra life at the start of the level may be blocked by one of the pushwalls, as does the one in the corner when I take three extra lifes together (I later pushed the pushwall that may block it).
When taking the Chaingun, I shooted there so the soldiers gets on alert and start moving around, they actually maked the last battle slighty more fun.