WWII G.I. BUILD Game v11-06-2014 Release
7 © RTCM Corvin
WWII G.I. is
copyright of Infogrames (formerly GT) WWII GI © 1999 GT
Interactive Software Corp. All Rights Reserved. Certain software code appearing in WWII
GI © 1996, 1997 3D Realms Entertainment. GT is a trademark and the GT Logo is a
registered trademark of GT Interactive Software Corp. WWII GI is not affiliated with
3D Realms and will not be supported by it. All other trademarks are the property of their
respective companies.
This page is graphic intensive. Please be patient.
Game: WWII GI a.k.a. - WW2 GI Developed
by the NAM team for GT, WW2GI followed the military theme of its
predecessor, bringing it back to the time of the Second World
War. For this release, programmer
Matt Saettler
made vast improvements to the con scripting language to enable
more advanced weapon controls and introducing custom variables
into the language at last! He also did the autorun and installer
for it. GT originally recruited Matt to help with some budget
titles. The game itself benefits from a higher percentage of original art than NAM, usually at a
higher size (allowed mostly by the higher average system specs in the market). Most of the
art is passable. Enemy and ally art is very well done, using larger actors and scaling
them down. Game play is similar to Duke 3D and NAM. WWII: GI (Blast Your Way to Freedom) Take to the
shores during the storming of Normandy beaches in WWII GI from
GT Interactive. Fight the German-occupied forces in this
first-person D-day shooter whose story revolves around the
Allied invasion. Explore German bunkers and underground trenches
through two battle campaigns that include seven missions each.
Play against the computer or link up with a rival in a
head-to-head competition mode that boasts an additional 16
multiplayer-specific maps.
You're in the 101st Airborne. One of the first
wave of allied troops to touch down in a no-man's land of
twisted shrapnel, dead bodies, and heavily armed Nazi-infested
machine-gun bunkers.
This is D-Day. What you've been training for as one of 101st
Airborne. The battle that will decide the war. Now you must
fight your way through hostile beaches. Abandoned country roads
with tall, sniper-infested hedgerows. Open fields with no cover.
Thick, challenging woods. And the narrow streets of devastated
villages.
YOUR MISSION: Destroy the Nazi war machine or die trying.
Your country has given you all the training and equipment you
need to win:
-
30 single and multi-player Nazi-infested
levels developed by the creators of NAM™.
-
Authentic WWII standard issue weapons and
military paraphernalia.
-
Use true-to-war strategies to successfully
complete genuine WWII Normandy military scenarios. Close
combat gunfights. Sniper strikes. Village shoot-outs. Bridge
assaults. And more.
-
Up to 8-player multiplay including 8 GI
Match levels, 4 capture-the-flag levels, and 4 co-operative
levels.
WWII GI uses the NAM Game Engine ( which uses the The Duke3D Atomic Engine). The
source code was tailored for the needs of this game.
Matt Saettler is the man behind
the source code update. He has worked with Blood in the past and work on NAM as well.
At Saettler's
WW2GI Info site you'll find a compressive list revealing Matt's talents as a Build
Engine programmer! It's amazing what he has done. If you're interested in Matt Saettler's latest (Build
Engine Game) project head to the
Enhanced Duke Site |
Game:
|
CON:
- See
Saettler's
WW2GI Info
- New CONS
- Rate Of Fire CON control
- Helper Bots (Explosive Expert, Medic etc..)
- Fly overs and Air Support
- First Aid (You need to stand still to bandage yourself, you can look around.)
|
Art:
- Plenty of new High-Res tiles.
- Some Recycled art from Duke3d and NAM
|
Other:
- The BUILD map editor is not bundled
on the CD... apparently if you don't have Duke3D Atomic map editor, you'll
need it. There is a special Map FAQ for this game available online.
|
The TNT Team (now known as Reactor4) WW2GI was their last Build engine
game, the project started in fall '98 and was finished in spring '99. Tuco
and Lado were the main authors for this project as Heikki spent his
compulsory time in the Finnish armed forces. WW2 GI is of course the best
they have done. The TNT group have made an a Official free add-on for their WWII GI game,
titled: Platoon Leader. (see below)
PLATOON LEADER FREE ADD-ON FOR WW2GI
created by Heikki
FEATURES
* Three exciting single-player-only
levels: one WWII Pacific and two
Vietnam War scenarios.
* 11 weapons including BAR, Colt
pistol, Bazooka, M-16 Assault
Rifle, White Phosphorus Grenade
and M60 Machine Gun.
* Many new effects and features
not seen in the game WW2GI.
REQUIREMENTS
* 38 MB free hard drive space
* The game "WWII:GI" by GT Interactive
* A fast Pentium recommended
for 640x480 and 800x600
graphic modes
INSTALLATION
1> Run the file PLATOONLEADER.EXE,
it's a self-extracting file
with an installer
2> After installing, run
PLATOONL.BAT to play
NOTE: Even if you have installed
Platoon Leader, the game WWII GI
works normally with WW2GI.EXE.
|
M1 Thompson Sub-machine Gun-
good stopping power but not very accurate at long range. Thompson ammo is usually
plentiful but it is limited in D-Day and Atlantic Wall. This weapon is best
used at short and medium range. |
German MP-40
"Schmeisser" - better at long range than the Thompson but not as powerful.
Ammo is plentiful in German territory and getting one of these in D-Day really
helps you in Atlantic wall. This weapon can be used at a slightly longer range than
the Thompson. |
Browning Automatic Rifle (BAR) - US
light machine gun very accurate very powerful. Use this weapon mostly for blasting Germans
from far away to save rounds in missions where there are not enough like Hunt For The
88's, Finding private McCurkee, and Saving Private McCurkee. In missions
like Seaside Sweep, and Paperwork you have a lot of BAR ammo so this is your
weapon of choice. |
M2 Bazooka - Used mainly
against tanks this weapon is limited and should be saved for killing tanks. You will get
hurt if you shoot a wall or soldier close to you. |
US fragmentation grenade -
Standard grenade, when thrown kills anybody in range of it. Unfortunately Gerardi can't
throw these too far so I mainly use them to throw into a room where the Germans are
waiting for me. These are somewhat plentiful in the game. Grenades can clear away barbed
wire and destroy artillery guns. The longer you hold down CTRL the farther Gerardi throws
the grenade. In combat it takes to long to hold before you can throw at faraway Germans.
|
Mauser 98K (Sniper Rifle) - This
weapon is extremely accurate and powerful at long range. Your best use is to take out
enemy snipers and machine-gunners. This gun's ammo is limited and should be used wisely.
You really need it at the beginning of Hunt for the 88's and throughout Finding
and Saving Private McCurkee. |
Grenade Garand - This weapon is similar to a bazooka but you
only get one shell. When you fire there is a short delay so you should stay up until you
see the shell fly off. This is disadvantageous when there are tanks shooting at you.
|
Colt 1911 Pistol - Twin .45
handguns, it's a good weapon for fights in a small room, bad at long range.
|
TNT Explosives- An explosive
charge, it can be slapped onto a tank or certain walls or doors and blows them up. There
is a short fuse so you can get away. |
Flamethrower -
Besides to fry Germans this weapon can be used to clear away barbed-wire faster than
grenades. If you are too close to the item you are shooting at you will get hurt.
|
Mortor Tube-
This is a stationary weapon and you must have mortor ammo to use it. To operate the mortar
just aproach it and fire by pressing the use button. You change the range by crouching and
pressing spacebar. |
Explosives - These are like TNT but can be placed on the ground
instead of a wall. These can be used against artillery, some walls, and probably tanks.
|
Medkit - These bring back some of your health points but you
must stand still to heal. You can have up to two. packs have either one or two per pack.
|
AT Rocket Mortar shells - There
is a mortar in the mission Defend. To use it you pick up the box of shells, walk up
to the mortar, and fire by pressing the use button. You change the range by crouching and
pressing spacebar. |
Mines - These are only available in multiplay but are used by
"Jerry" in single player missions. They come in packs of five. Lay by pressing
enter. Any foes and yourself will get hurt if you step on one. You will hear a click if
you step on a mine and can try to disarm it. Mines can be cleared by tossing a grenade on
it. |
Mine Detector - When one of these is turned on it beeps when
you are too close to a mine and you can go around the mine. |
Wermacht soldier - These are the most common enemy, they are
armed with a Schmeisser and wait for you in parts of the playing field, when they see you
they will shoot at you or even go after you. In missions where you are on the defensive
they will walk towards friendly positions, sometimes shooting, until you or a friendly
kills them. |
Wermacht officer - These are armed only with a pistol and are
harmless unless you are too close to one for too long. You get a morale boost for killing
one and sometimes they tend to make their men go after you more readily.
|
SS Grenadiers - These are a little smarter and tougher than the
Wermacht soldier. When there are more than one they tend to go after you in groups.
Sometimes it seems as though I can't hit one even if I'm aiming right at him. |
SS Officer - These are also armed with a pistol and you get
more morale for killing one. They are also tougher than the Wermacht officer. |
Sniper - These hide somewhere like in a window or bombed out
building or sometimes in a hedgerow and wait for you. One shot can kill you and you should
look out for these and use sniper rifle or BAR to kill them. There are a bunch in Saving
Private McCurkee. |
Machine gunner - These are usually in positions like bunkers or
other protected structure and wait for you or other soldiers to move on their positions.
These shoot rapidly and can put a quick hurting on you. They are more accurate than
regular soldiers but do not move. Their assistant can't shoot at you. |
Tanks - In this game the tanks do not move but they can turn
their turret and shoot at you. Their shells explode and even a hit close to you may kill
you. You can only kill a tank by shooting it with a bazooka or running up to it and laying
a TNT or satchel charge on it. |
Artillery Guns - Several missions have artillery guns. These
are harmless but one mission requires you to find and attack the guns. The guns are
usually hidden in a bunker or camouflaged earth emplacement, they are manned by at least 2
soldiers and usually are manned by 3 soldiers and an officer. There are also artillery
vehicles like the SP gun and "panzerwerfer" rocket launcher. These are also
harmless but you can not destroy them. They are also accompanied by some infantry.
|
Artillery barrages and air attacks - Enemy and Friendly air
attacks are preprogrammed in some levels. In D-Day enemy artillery randomly falls
until you get to the wall, then US aircraft bomb the installation be careful. In
88's
a barrage starts when you start walking out of the forest. Urban rush has extensive
barrages and you must be careful or pay the price. Sometimes enemy aircraft are triggered
to make a strafing pass at you, you can sometimes see them but you can't shoot one down.
If you hear a diving engine sound, duck for a wall, foxhole, building, or anything.
|
Friendly soldiers Sometimes these
advance with you and sometimes they even actually kill a nazi. These boys are very likely
to get shot and usually do. In some missions you are assigned to defend an area with these
guys. If you get in the path of these men there is a chance that one will try to shoot
through you, not around you to get at a German and you will get hurt. If possible
stay out of their line of fire. Sometimes it seems as though one of the men is a Benedict
Arnold because he keeps shooting me even when I get out of the way. If this happens, go
ahead and shoot him. |
Commander The commander gives you valuable information at the
beginning of most of the missions. If you did not fully hear the orders you can press
spacebar to hear them again. |
Interactive soldiers In
D-Day and Saving Private
McCurkee you have an interactive soldier. In D-Day you have a medic and Demo
man you make them follow you by pressing spacebar. Pressing z+ space makes the Demo man
place a mine or explosive. The medic will heal you when you walk up to him if you are
injured. All private McCurkee does is follow you when you try to get him to safety.
|
Artillery and Air Support Sometimes you get US artillery and
air attacks in some levels. In Defend you can call one attack by pressing space
next to the radio in the friendly trench. The air attacks in D-Day and
Atlantic
Wall hamper you more than help you. There is also an artillery barrage in
Under
Fire and Urban Rush. If you attack too soon you will die in these missions.
Hell
From Above has some artillery that hits a few enemy positions. |
Air Drops In some missions like
Defend and Mop Up
you get an air drop of ammo and you see a DC-3 fly by. The ammo crates are picked up like
all ammo and give you plenty of ammo fast. The "gooney-bird" is a most welcome
sight in Defend and Mop Up. |
Wounded Soldiers In some missions there are some wounded men.
Sometimes they don't say anything but other times they give you valuable information.
|
Dead Allies Being around the bodies of allied men decreases
your morale. |
- While playing enter the codes, use the pause key if needed.
Code |
Description |
ww2god |
God mode |
ww2ryan |
God mode |
ww2blood |
All items - all weapons and ammo |
ww2level## |
Level skip - skip to level (e.g. ww2level104, skip to episode 1 level 4) |
ww2rate |
FPS - displays frame rate |
ww2matt |
Mad cow mode |
ww2showmap |
Reveals full map |
ww2clip |
No clipping mode - walk through walls (can cause a crash if you walk out of the
level) |
ww2debug |
Debug mode |
Project
Manager:
David Nottingham |
Senior
Producer:
Dante Anderson |
Co-Authors/Designers:
Tuoma Korva (aka Tuco)-con hacking, levels
Lado Crnologar (aka IceBreaker)-levels, con hacking |
Graphics/Animation:
Hypnotix Inc. |
Art Director:
Jason Shenkman |
Producer:
Mike Taramykin |
2D Textures:
Vivek Saigel, Peter Sfat, Anthony Pereira |
3D Art:
Jason J, Timmons, Marc Tattersall |
Subject
Matter Expert:
Dan Snyder |
Product
Management:
Martin Currie |
Music and
Sound:
Atom Ellis |
C
Programming:
Matt Saettler |
Additional
Art and Design:
Zak Golub, Heiiki Korva |
Photo
Credits:
The National Archives, Washington DC |
Tech Support
Documentation:
Jeff Siegel |
Director of
Product Development Services:
Mary Steer |
QA Manager:
Steve Knopf |
Test Lead:
Joe Shultz |
Asst. Test Lead:
Tomasi Akimeta Jr. |
Testers:
Joshua Fassbinder
Scott Donaldson
Yume Gregersen
Randy Jones
Jon Marquette
Keith Moran
Doug Price |
Replication Support:
Patrick Struhs |
Director of Creative Services:
Leslie Mills |
Art/Trafficking Manager:
Liz Fierro |
Creative Director:
Vic Merritt |
Sr. Graphic Designer:
Michael Marrs |
Graphic Artist:
Jill Pomper |
Graphic Designer:
Lesley Zinn |
Manual Editor:
Peter Witcher |
Special Thanks to:
Rich Robinson, Ron Chaimowitz, Mary Gerardi
Holly Newmann, Tony Kee, Alan Behr, Mike Ryder, Rick
Raymo
Scott Miller, George Broussard, Sarah Anderson,
John Stevens, Dan Harnett, Todd Steckbeck,
Jason Armstrong, Michael Arntz |
|