Team Aardwolf mapset

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Fri Nov 02, 2007 10:04 am

Forgot to mention that the deathcam is removed and all bosses drop a gold key.

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Fri Nov 02, 2007 11:46 am

...And also you can now use 200 actors and 500 static objects in your map. Smile

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Re: Team Aardwolf mapset

Post by lilmanjs on Fri Nov 02, 2007 1:27 pm

can't wait for the exe. sounds like you've made a really nice exe for the mapset.

Mods being worked on:
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Mod ideas:
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Team Aardwolf Mods:
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Award winning mods:
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Re: Team Aardwolf mapset

Post by Thomas on Fri Nov 02, 2007 5:42 pm

I have no idea of what Team Aardwolf is, but that EXE sounds tempting. I'd like to say 'I'm in', but I don't really know if you need to be a part of this team.

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Sat Nov 03, 2007 5:22 am

Features till now:

-Map-defined stuff: Music, Floor/Ceiling color, health, ammo, par-times.
-Knife is a silent weapon
-You can take screenshots: press 'Z'.
-Ingame messages; Press 'M' to toggle off.
-Changed 'MLI' code.

Does anyone have some suggestions?

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Re: Team Aardwolf mapset

Post by Thomas on Sat Nov 03, 2007 5:42 am

I think we should leave it here. Maybe increase the amount of static objects. But I wanna know: Can you make maps in Mapedit in this one?

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Sat Nov 03, 2007 5:47 am

I guess so. I don't use Mapedit, but I think you can map in it. About increasing the amount of static objects, I think I have memory left to add some more.

BTW is it okay with you guys if I make the first level?

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Sat Nov 03, 2007 5:50 am

I also forgot to mention that 100 objects can be visable at once.

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Sat Nov 03, 2007 7:33 am

Now you can use 200 actors on a level, 750 static objects and 200 maximum visable. Smile

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Re: Team Aardwolf mapset

Post by Thomas on Sat Nov 03, 2007 1:05 pm

Awesome, Ron. So... When are you gonna post this thing? Hehe... lol!

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Re: Team Aardwolf mapset

Post by lilmanjs on Sat Nov 03, 2007 1:06 pm

yea I'm planning on letting people use this exe if they want to. but that's up to ron if he wants to let people use it.

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Team Aardwolf Mods:
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Castle Grom with Raziel A. (Karharis)
Award winning mods:
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Re: Team Aardwolf mapset

Post by Thomas on Sat Nov 03, 2007 1:08 pm

I thought that was the main purpose.

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Sat Nov 03, 2007 3:38 pm

That's the main purpose. Smile

I'm sending it to you now, James, so you can post it.

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Re: Team Aardwolf mapset

Post by lilmanjs on Sun Nov 04, 2007 1:16 pm

and here is the exe that you all can use: http://www.sendspace.com/file/81mjky

Mods being worked on:
The Mutant Uprising, Final Fight 2
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Stargate SG-1 addon, Mega Man addon
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The Mutant Uprising, Ghost
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Castle Grom with Raziel A. (Karharis)
Award winning mods:
The Final Fight

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Re: Team Aardwolf mapset

Post by Schabbs on Sun Nov 04, 2007 1:39 pm

The exe mentioned in the above post is also available at http://www.brlowe.co.uk/WOLF3Dta.zip .
Brian.
Cat Productions - mapper

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Re: Team Aardwolf mapset

Post by Thomas on Sun Nov 04, 2007 4:24 pm

I'm almost done with my map. I think I'll make another one as well.

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Re: Team Aardwolf mapset

Post by Raziel on Sun Nov 04, 2007 4:37 pm

so what are the coding features? (I know there's nothing fancy in there..)

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Re: Team Aardwolf mapset

Post by Thomas on Mon Nov 05, 2007 9:09 am

I just tested my level and now I'm on to make my second one... Is there any particular limit for how many maps we each must make?

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Mon Nov 05, 2007 9:47 am

I think 60 is a good maximum and 30 a good minimum.

Is it okay with everyone if I make the first map?

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Re: Team Aardwolf mapset

Post by ronwolf1705 on Mon Nov 05, 2007 9:51 am

Karharis wrote:so what are the coding features? (I know there's nothing fancy in there..)


No, nothing fancy. Smile

Features:

-Map-defined music, floor/ceiling color, health, ammo and par times per level.
-Ingame messages which can be turned off pressing 'M'.
-Ingame screenshots pressing 'Z'.
-Deathcam is removed, all bosses drop a gold key.
-Removed some unnecessary cheats.
-Fixed some original Wolf3d bugs.
-Removing the Scalers.
-Changed the 'MLI' cheat code.
-You can use 200 actors, 750 static objects per level.
-Maximim visable at once on the screen is 200 objects.

I think that's most of it.

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