Shadow Warrior

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Shadow Warrior was developed by and is property of 3D-Realms.  

Below (at bottom of page) are some images, mostly from levels that we (Eric Reuter) worked on during the development of Shadow Warrior.

Shadow Warrior was pretty advanced for its time. The Build engine allowed for simulated "room over room" to give

the illusion of real 3D spaces, and incorporated slopes on floors or ceilings, as well as driveable vehicles

Features of the Build Engine

The stock-standard features of Build up to it's last incarnation include:
  • 2.5D aspect (ie. not flat 2D like Doom and not 3D like Quake)
  • High-resolution VESA modes with framerate not limited at 35 FPS
  • Multi-coloured lighting
  • Fog
  • Translucency for sprites and masked walls
  • "Wall" and "floor"-flattened sprites
  • Voxel objects for three-dimensional "sprites" (these appeared in Shadow Warrior and Blood)
  • Sloped floors and ceilings
  • Overlapping sectors
  • Moving sectors
  • Looking up and down (faked - done by stretching the screen vertically to produce the illusion)
  • Fully three-dimensional WYSIWYG (What You See Is What You Get) map editor
  • Textured 2D (overhead) map view
  • Ability to change the FOV (Field Of View) on-the-fly

Other capabilities of the Build engine that were never really considered an official part of it include:

  • Ability to use Mode-X (chained) video modes (a feature which was phased out in 1996 because of lack of usefulness due to new VESA drivers)
  • Ability to support stereoscopic modes for red-blue glasses and other headsets like Crystal Eyes and Nuvision

Some game production houses enhanced the engine by adding extra capabilities like:

  • Mirrors
  • Stacked sector/"true" room-over-room effects (eg. Blood and Shadow Warrior)
  • Reflective floors. (This was in Lameduke but it never seemed to work quite right in all video modes)
  • Weird and wonderful things like the ability to replace a bunch of sectors with another bunch (eg. Shadow Warrior)

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