About the Bunker

   B.J.'s Wolfenstein Bunker was conceived because of a shortage of information on the Internet about Wolfenstein's source code. Id Software provided no support of any kind of the source when they released it, and the people I met online who managed to get it to compile would not share anything with me. So for years I worked at it, trying to find out why some people could compile it and some couldn't. Because of the large number of people who still cannot get the code to work, I swore that if I managed to make it happen, I would provide all the information and resources I could on how to do it -- the same kind of stuff I spent hours looking for on the 'Net, but to no avail. At last, I got some help from a great guy by the name of Pär Sundbäck, who sent me some files I needed and allowed me to discover what was going wrong. Very special thanks go to Pär for all his help! Pär is also the designer of the ongoing Wolf2Duke TC for Duke Nukem 3D. I highly recommend it for any Wolf3D addict! You can go to Pär's Wolf2Duke website from here and download the latest beta, or see the Links page for his site and more Wolfenstein pages on the World Wide Web.

Felling an SA guard Better reload -- the SS are coming!
Screenshots from Wolf2Duke v3.02ß

   Who is B.J. Rowan, you ask? That would be me. I'm a professional web designer who has been a Wolfenstein addict since 1992. On January 14th, 1994, I discovered SODEdit -- an editor for Spear of Destiny, Wolfenstein's sequel game. I had always wanted to make levels for Wolfenstein, but had no idea it was even possible. So of course, I jumped at the opportunity. A bit later I found Mapedit, the Wolfenstein equivalent of the level editor. Over the years that followed I designed over 120 new levels for Wolfenstein, 60 of which I sold to Apogee Software to be included in their "Wolfenstein Super Upgrades" package, in a massive Wolf3D level collection called "Wolfmaster". (My levels are Game C, if you have that package and are curious.)

My wife and I
Here I am with my wife, Nantana.

   When the game's source code was released in 1995, I jumped at yet another awesome opportunity -- but it was only just recently that I managed to get the code to compile correctly. Now that I have succeeded, my goal is to spread the word about how it can be done, and the cool add-ons that people have created through source modification. And that's the purpose of my Wolf3D Bunker. Since the Bunker came into being (it actually started as a college class project, believe it or not), it has since undergone some expansion and even moved to its own domain, where it now resides.

   Why have I decided to create a page dedicated to such an antiquated game as Wolfenstein? Back in 1992, Wolfenstein represented the height of gaming technology. Without Wolfenstein, there would probably be no Doom, Quake, Half-Life, or anything like them -- at least as we know them today. Things may have come a long way technologically since Wolf3D, but it seems like game companies these days are having a harder and harder time coming up with a really good backstory, creating a really involving sense of atmosphere, and doing a ton of other things that Wolfenstein accomplished. After all, content rules...and a great engine does not a great game make. Since Wolfenstein is still a great game in my book, I've created a website in praise of the legacy it created. And, to provide help, tips, and information for other Wolf3D players who, like me, have an interest in modifying the game's code and resources. Wolfenstein 3D started a gaming revolution. It's far from finished.


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