



[urlhttps://www.sendspace.com/file/n82y89]ACHTUNG DOWNLOADEN BETA ZWEI[/url] (3.16MB, last updated 12/24/19)
Requires a recent build of ECWolf. LZWolf is also compatible. The 1.3 release on Blzut3's site is not compatible.
I am proud to present the beta of Wolfenstein Missions Second Encounter, the second of three releases of Wolfenstein Missions. This release features 22 19 levels, 18 normal and 1 secret, covering four of the mod's six planned units. Wolfenstein Missions is my ultimate statement as a level designer so far, into which I have poured all of my knowledge, skill, and passion into something that looks and feels like the original Wolfenstein but deeper, bigger, bolder, more complex, and harder. The gameplay of Wolfenstein Missions massively expands on the original range of enemies, weapons, and other elements in Wolfenstein 3D, but in a cohesive, self-contained way; it is meant to be a fully balanced and finely tuned game in its own right, not just extra stuff grafted on top of the existing game. The first two Coffee Break episdoes were essentially a trial run for this, my attempt to harness the power of ECWolf to reinvent Wolf3D for the modern retro-FPS renaissance while sacrificing none of what made veteran Wolf3D players fall in love with it to begin with.
Wolfenstein Missions' difficulty levels make it suitable for gamers of all skill levels. The first few maps may seem as easy as Id's early work, but the later maps on Death Incarnate skill are playgrounds for the Wolfenstein gods, grueling tests of skill, courage, reflexes, and strategy that will test even the most seasoned Wolfers. For everyone else, player damage on skills below Death Incarnate is reduced to 62.5%, equivalent to the Macintosh version of Wolf3D, and the difficulty level Ultra-Violence has been added between Bring 'Em On and Death Incarnate. Like its Doom namesake, Ultra-Violence emphasizes speed, with a slightly more forgiving damage model greatly increasing the pace of gameplay and reducing the importance of camping and kiting.
Wolfenstein Missions' enemy and weapon roster are far more varied than Wolfenstein 3D, with enemies providing a variety of different types of threats at different ranges, and each possessing a distinctive appearance and behavior--no plain recolors or number tweaks, new enemies that do new things and present new challenges. Likewise, the new weapons have strengths and weaknesses totally different from the basic Wolf3D weapons, and these elements work together to give you a much broader array of options to tackle bigger, tougher, and more complex fights than the original game could possibly handle.
The levels start modest and similar to vanilla Wolf3D, but grow in size and complexity as the mod unfolds. Before long you'll be watching walls move and transform, fighting your way out of terrifying dynamic traps, and stepping into teleporters to be whisked off to parts unknown, all the while looking at an enormous variety of textures and themes, some familiar, some entirely new, and all of them fitting seamlessly into Wolf3D's cartoony EGA-to-VGA aesthetic. In addition to some added music based on MIDIs by musicians from the Doom community, many of the existing IMFs in the Wolf3D soundtrack have been remixed and remastered by AstroCreep to match the style of his arrangements of the MIDI based tracks, furthering the aesthetic unity of the experience.
The three secret levels aren't ready yet, I hope to get the secret levels complete soon, especially a certain "out-there" map many of you have already seen screenshots of...