"Witchaven" is a FPS with pieces of RPG.
It was developed under 3D realm's Build Engine
Plot: the witch Illwhyrin has build a passage from a demoniac world in order to spread demons on Earth. You'll have to clean her lair from evil.
Download
***SPOILER*** - 3D Levels (Microsoft .X format) :
Full levels (with ceilings) | Without ceilings (in order to view inside rooms and corridors) | |
![]() Example: Level 1 |
![]() Example: Level 1 |
In certain levels, some sectors overlap (for ex. at the beginning of level 2, the different floors of the spiral staircases overlap vertically).
This is by design, it's a consequence of 3D Realm's rendering engine's conception. It's not a problem in the game, because the player is not supposed to see these overlaping sectors from where he is.
Therefore they're not rendered until they become visible after the player has moved towards these sectors (and then the former sector won't be rendered).
But once you convert such a level to a real 3D mesh, you notice these 3D inconsistencies.
2D Maps :
Bitmaps :
Only basic bitmaps (no alternate palettes, no shades)
Regarding the textures: the 11 TILESxxx.ART files contains definitions for ~2600 bitmaps. Then you need to apply a palette in order to generate the actual bitmaps.
The game comes with a main palette and additional information used to:
- remap the color indexes => you get 12 'swap' palettes
- darken the colors => you get 32 'shade' palettes
It means the each bitmap could theorically have (1 main palette + 12 swap palettes) x (no shade + 32 shade palettes) = 429 variations. But actually the game doesn't need all of them.
For the bitmaps download: I decided to generate all the bitmaps, but only in their basic version (that is: no shade, no swap).
And for the 3D levels, I only generated the bitmaps that these levels really use (with shades and swap colors when needed).
Intro video (.SMK converted to H264-encoded .AVI) :
Audio :
Links
Walkthroughs :
Technical informations about file formats used in Witchaven: