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Danette Dacey Group

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Karen Timofeev
Karen Timofeev

Killing Floor Torrent Mac

The game takes place during World War II. The player takes the role of an Allied prisoner of war who is held captive in the fictional Castle Wolfenstein. After escaping from the cell, the player's objective is to find the Nazis' secret war plans and escape from the castle. Nazi soldier enemies can be dealt with by impersonating, sneaking, or killing them.

Killing Floor Torrent Mac

The game was initially conceptualized as a game set in the mid-1980s in what Warner describes as "a guy running around rooms" and did not know how to develop the game further. He was uninterested in using space as a setting due to his belief that there were so many of them on the market. The concept changed after Warner watched the 1961 British-American war film The Guns of Navarone and was amazed by the Allied commandos who broke into a German fortress to destroy the German artillery battery. Within the same day, he played Berzerk, a multi-directional shooter arcade game in which the player navigates through a maze with laser-shooting robots. He decided to use the same concept but with Nazi soldiers instead of robots.[5][10] His idea was to take the basic common concept of an arcade shoot 'em up, where players dodge enemies with the intent of killing them and change the objective to escape the enemy guards and their castle with shooting guards simply a means to an end and not an end in itself.[5]

Warner implemented procedural level generation to the game, which took 35 to 60 seconds to complete before the gameplay of the original Apple version started; as a result, the game produced a new set of 60 rooms, the arrangement of which was nearly always different.[5] He designed the game's architecture using three programs, each of which was on separate floppy disks and later integrated into a single floppy disk. The first one initialized the graphics and shuffled 64 interchangeable floor plans. The second disk governed the behavior of the castle's guards, while the third disk handled the player character's behavior. According to Warner, a lot of work went into synchronizing the programs, and was satisfied with the result.[5] For the soundtrack, he implemented his own voice for the German guards. Warner recorded his voice using Apple II software called The Voice also published by Muse Software.[10] He used German phrases such as Achtung, Schweinhund, Halt, and five other German phrases.[5]

He then closed his eyes and let the image etch into his retina, then into his memory. All was silent except for the Merced River far below, the icy vein of life that stretched from the high mountain tops to the lush valley floor below and across the flat farmlands to the ocean.


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