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    Super Haven Mapset Volume II

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    What do you want in Super Haven Mapset II?

    [ 4 ]
    33% [33%] 
    [ 3 ]
    25% [25%] 
    [ 3 ]
    25% [25%] 
    [ 2 ]
    17% [17%] 

    Total Votes: 12

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    Super Haven Mapset Volume II

    Post by Dark_wizzie on Sat Oct 30, 2010 2:44 pm

    The Legacy of Super Haven Mapset continues...
    Would anyone be interested in helping making a Super Haven Mapset part II?
    It is going to be 60 levels. No major coding changes. After this is released, those who want coding can do their coded project for Haven Forum. I love you
    It is SDL coded to allow all the static objects or enemies or doors that you want, up to around 400 guards or so. No idiotic levels accepted. Like a Star @ heaven

    Episode 1: Wizziestien
    E1L1 - Wastelands 3 - Dark_wizzie
    E1L2 - Treasure Trove - Dark_wizzie
    Episode 2: We Love Zombies!
    E2L1 - Sewer Access 1 - Wolfercooker
    Episode 3: Hitler's Haven
    E3L1 - C'mon Everyone - Schabbs
    Episode 4: Antitime Invasion!
    E4L1: 404Error - Nexion
    Episode 5: Odds and Ends
    Episode 6: Hardcore Carnage

    56 levels remaining.
    I want one map from each person in this forum if possible. Make just a map if you don't have time. Make it a small map if you really don't have time.

    Dark_wizzie - 2 maps
    Wolfercooker - 1 map
    Schabbs - 1 map


    Last edited by Dark_wizzie on Wed Mar 16, 2011 10:59 am; edited 9 times in total



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    Re: Super Haven Mapset Volume II

    Post by jayngo26 on Sat Oct 30, 2010 2:54 pm

    As long as I can make a brain sprite to replace the health/dinner plate, I'm in.

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Sat Oct 30, 2010 3:22 pm

    Can this Super Haven Mapset include some more different weapons and actors? Like Coming of the Storm-ish kind of weapons and actors? And change the ammo limit instead of 99?

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Sat Oct 30, 2010 3:48 pm

    Maybe. If someone is willing to code for it. Smile



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    Re: Super Haven Mapset Volume II

    Post by jayngo26 on Sat Oct 30, 2010 4:21 pm

    Hmmm. I would do some coding, or perhaps lone out my WUB engine....maybe.



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    Re: Super Haven Mapset Volume II

    Post by Valts on Sat Oct 30, 2010 4:22 pm

    I'm in.

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    Re: Super Haven Mapset Volume II

    Post by Dr.Zin on Sat Oct 30, 2010 6:09 pm

    I will contribute 1 map, although I cannot assure its quality, I will give it a try.



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Sat Oct 30, 2010 7:40 pm

    How about seamless levels instead of episode format?

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    Re: Super Haven Mapset Volume II

    Post by Thomas on Sun Oct 31, 2010 2:54 am

    I second that one.

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Sun Oct 31, 2010 7:49 am

    I must confess. Ever since I discovered all these Wolf3d mods, I am NOT a fan of 99 ammo limits and only 4 weapons to choose from along with the fact that all weapons use the same ammo.

    I am also not much of a fan on episode formats. To me, seamless levels keeps the suspense of the game.

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    Re: Super Haven Mapset Volume II

    Post by Thomas on Sun Oct 31, 2010 8:56 am

    I don't know. I've always been an old-school follower to the bone, and quite frankly, none of my favourite games have more than the usual weapons. Totengrber, Schabbs 2000, Assassinate Hitler, The Final Solution, Conflict in the Fatherland and Chemical Warfare have kept all things to a minimum (though the latter adds an odd turquoise rocket launcher). And I like the former aspect of the Haven map set, with Eric's experimental maps. They've got that Temporary Insanity-edgy environment with ridiculous sprite placement and wall mix-up and they're incredibly hard to beat. I love that. You won't get that stuff with "clean" coding. In my opinion, advanced coding makes things more cold and conservative in regards to design and entertainment... The features may add up the excitement as opposed to the oldest stuff, but in the other way it's more diverse and timeless in a way.

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    Re: Super Haven Mapset Volume II

    Post by jayngo26 on Sun Oct 31, 2010 9:16 am

    @Thomas wrote:I don't know. I've always been an old-school follower to the bone, and quite frankly, none of my favourite games have more than the usual weapons. Totengrber, Schabbs 2000, Assassinate Hitler, The Final Solution, Conflict in the Fatherland and Chemical Warfare have kept all things to a minimum (though the latter adds an odd turquoise rocket launcher). And I like the former aspect of the Haven map set, with Eric's experimental maps. They've got that Temporary Insanity-edgy environment with ridiculous sprite placement and wall mix-up and they're incredibly hard to beat. I love that. You won't get that stuff with "clean" coding. In my opinion, advanced coding makes things more cold and conservative in regards to design and entertainment... The features may add up the excitement as opposed to the oldest stuff, but in the other way it's more diverse and timeless in a way.

    I tend to agree and disagree with your statements. I'm an oldschool wolfer who loves the original stuff as much as anyone. But, I love all the coding advancements. I say, keep lot's of the original stuff, but add in cool changes to the code that makes OUR mapset simply awesome!



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    Re: Super Haven Mapset Volume II

    Post by Thomas on Sun Oct 31, 2010 9:44 am

    I agree, it could be fun to take this to another level in order to make it more special. These days you can't be picky... Good to see that somebody likes the idea! Smile

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Sun Oct 31, 2010 11:35 am

    So which is it? More weapons/enemies or not?

    BTW, the elevator doors in Wolf3d are not realistic enough.



    See this wall sprite for the doors? Why not add them as ceiling and floor textures for the elevators? Seeing an elevator door scratching the floor and ceiling doesn't look right. Adding this look like a true elevator.

    Maybe I'll contribute one map to this mapset.

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Sun Oct 31, 2010 5:22 pm

    @Thomas wrote:I And I like the former aspect of the Haven map set, with Eric's experimental maps. They've got that Temporary Insanity-edgy environment with ridiculous sprite placement and wall mix-up and they're incredibly hard to beat. I love that. You won't get that stuff with "clean" coding.
    Whoa, what? Someone loved my crazy first few maps I ever made? Those were psychedelic! I would never think people would even play those levels without barfing, lol. I would think that people would like the different mapping on SHS. Slurrrpp

    Oh, do me a favor, Thomas. Play SHS, and tell me what you think of my mapping, especially levels 1 and 2. High on Drugs



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    Re: Super Haven Mapset Volume II

    Post by Dean on Sun Oct 31, 2010 6:28 pm

    I'm mapping for an SDL mapset we are making over at Die Hard Wolfers but when that's done (End of the Year at the latest) if you are still looking for maps I can contribute. Not sure how many I'd get done, especially if the next Team Raycast mod starts up once 'SonderKommando: Revolt' is released but I'll certainly make at least one if time permits.



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    Re: Super Haven Mapset Volume II

    Post by Tenamk on Mon Nov 01, 2010 3:52 am

    Maybe I'll contribute with a level
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    Re: Super Haven Mapset Volume II

    Post by ronwolf1705 on Mon Nov 01, 2010 12:16 pm

    I think I'll be able to make a map for this one too. Just depends on free time and if I'm working on an other mod or not.




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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Tue Nov 02, 2010 12:10 pm

    News: I am slowly working on E1L1.



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    Re: Super Haven Mapset Volume II

    Post by Thomas on Tue Nov 02, 2010 12:47 pm

    But what are we doing here? The same old thing or something new? I swing both ways.

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    Re: Super Haven Mapset Volume II

    Post by Dr.Zin on Tue Nov 02, 2010 1:01 pm

    Why not make the levels 32x32? Small, cramped puzzle levels and stuff reminiscent of Metal Gear Solid VR Missions. We could even use VR Mission type walls, but that might be too much. Each episode could be a different type of VR mission. It will take some coding though.



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Tue Nov 02, 2010 2:51 pm

    Forget episodes. Why not seamless levels?

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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Tue Nov 02, 2010 3:13 pm

    @Dr.Zin wrote:Why not make the levels 32x32? Small, cramped puzzle levels and stuff reminiscent of Metal Gear Solid VR Missions. We could even use VR Mission type walls, but that might be too much. Each episode could be a different type of VR mission. It will take some coding though.

    I can't tell you how cool that sounds. I loved the VR missions. That 'virtual' stylisation in the graphics was brilliant and would really suit the 'simplicity' of Wolf graphics. Smile

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Tue Nov 02, 2010 3:18 pm

    We need a vote. Go take a poll.



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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Tue Nov 02, 2010 3:28 pm

    @Dark_wizzie wrote:...Go take a poll.

    That sounds rude! scared

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    Re: Super Haven Mapset Volume II

    Post by Dr.Zin on Tue Nov 02, 2010 4:27 pm

    @WolferCooker wrote:Forget episodes. Why not seamless levels?

    Because we would be able to divide the VR missions into things like Sneak, Combat, that kind of thing.

    @Per-Scan wrote:I can't tell you how cool that sounds. I loved the VR missions. That 'virtual' stylisation in the graphics was brilliant and would really suit the 'simplicity' of Wolf graphics. Smile

    Ja I was playing them the other day and began to wonder how it could be pulled of in SDL or GZDoom. I figured I would suggest it here. If it doesn't turn out to be the new Haven Mapset, you can PM me and we can maybe get together on the idea. I know where we can get some MGS sprites for it either way.



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    Re: Super Haven Mapset Volume II

    Post by Thomas on Wed Nov 03, 2010 1:27 am

    I know nothing about "VR" and I'm not sure I can participate if it's not plain old Wolf. Mind you this is a "map set". Maybe this community should make a joint TC instead. In that way, all those things could take place.

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Wed Nov 03, 2010 9:29 am

    If that's the case, Thomas, then you still got Wolf Overkill to finish.

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    Re: Super Haven Mapset Volume II

    Post by Thomas on Wed Nov 03, 2010 10:40 am

    If that's the case, I'll make my own map set. Been thinking about that for a long time now. In that way I know that things won't change to something radically different (and in some ways stupid) than the original idea.

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Wed Nov 03, 2010 11:02 am

    I'm leaning towards no coding changes. Let's just assume that's how it goes.



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Wed Nov 03, 2010 11:04 am

    No coding changes huh? So much for extra weapons and enemies...

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Wed Nov 03, 2010 11:05 am

    Hmmm just take it as a free opportunity to better your map making, I guess. I'll go scrape up some time to make a map. Or fiftey.



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    Re: Super Haven Mapset Volume II

    Post by Dean on Wed Nov 03, 2010 4:47 pm

    I'll wait to see what you all decide on before I agree to contribute a map...



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    Re: Super Haven Mapset Volume II

    Post by jayngo26 on Wed Nov 03, 2010 6:18 pm

    Hmm. A same old, boring mapset eh? Well, I voted for coding changes. If it's just a mapset I'll still contribute, but not as much as before.



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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Wed Nov 03, 2010 6:37 pm

    Someone else vote to tip the scales, please.



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    Re: Super Haven Mapset Volume II

    Post by Thomas on Thu Nov 04, 2010 12:40 am

    I'm pro-original style, but with seamless level flow.

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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Thu Nov 04, 2010 5:34 am

    I voted for new graphics though I'd like to see it stick to 'old' code. Not for any other reason than it's more likely to be completed if everyone has an understanding of what's required and there will be less bug hunting... Smile

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    Re: Super Haven Mapset Volume II

    Post by Valts on Thu Nov 04, 2010 6:12 am

    I like oldstyle mapset, but I voted new graphics.

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Thu Nov 04, 2010 7:52 am

    What the hell? Now the poll is split between all 4!

    I WANT MORE WEAPONS!!

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    Re: Super Haven Mapset Volume II

    Post by ronwolf1705 on Thu Nov 04, 2010 8:01 am

    I'm for seamless levels, but vanilla wolf.




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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Thu Nov 04, 2010 10:43 am

    Man...

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Thu Nov 04, 2010 11:34 am

    This poll makes me laugh. Now everything is split half half.



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    Re: Super Haven Mapset Volume II

    Post by giftmacher on Thu Nov 04, 2010 12:15 pm

    Lots of coding and graphics changes. Oh and episodes of course.

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    Re: Super Haven Mapset Volume II

    Post by Thomas on Thu Nov 04, 2010 12:36 pm

    @Dark_wizzie wrote:This poll makes me laugh. Now everything is split half half.
    I don't know what's up with people. This is a proposed "MAP SET", note the "map" in that word. If they want a project with coding changes, new graphics, etc. itshould be a "community mod" (which could be interesting - the DHWTC is a corpse, so why not give it a shot?!) and not a "map set". It's that simple.

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    Re: Super Haven Mapset Volume II

    Post by Tenamk on Thu Nov 04, 2010 12:46 pm

    I totally agree with every word that Thomas said



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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Thu Nov 04, 2010 3:30 pm

    +2 with Thomas. It's 'only' a map set... Smile

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Thu Nov 04, 2010 4:27 pm

    Community mod it should be, Thomas. That way everyone can contribute to what they want on the mod. I want more selection of weapons while everyone has their own "wants".

    If this does become a community mod, what should we name it?

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    Re: Super Haven Mapset Volume II

    Post by jayngo26 on Thu Nov 04, 2010 4:30 pm

    @WolferCooker wrote:If this does become a community mod, what should we name it?

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    Re: Super Haven Mapset Volume II

    Post by ronwolf1705 on Thu Nov 04, 2010 4:55 pm

    There are a lot of traps you can fall into while making a community mod. First of all, you are dependant on a lot of people from all around the world. It can happen that someone gets too busy to work on this, and if that is a coder or the coordinator of the mod, it could all fall apart. Second, if you have a lot of mappers, the quality might differ between maps. Third, some might not like the "wants" of others. There are some who don't like mapping with floor/ceiling textures, there are some who don't like more weapons etc. You really need to coordinate this all well to even work. And even then, something might happen in someone's life to prevent this person from having time to work on this at all.

    It's much easier to do a community mapset. No code changes, you only have to send you maps to the cordinator and that is that. You don't have to wait for updated mapping files or a new EXE, you just make your map. I'm not totally against a community mod, but it's a lot harder than you think.

    It shouldn't be a community mod, if more people rather want to work on a mapset than we start on a mapset. And the people who want a community mod can start on a community mod right? 5 people voted for coding changes + graphic changes, I guess those 5 can start assembling a team. tongue




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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Mon Nov 08, 2010 11:46 am

    Alritey. The conclusion is that this will be a MAP set. 60 levels. After this, if the people want, those who want the coding changes can do their own little mod. So, first Super Haven Mapset II, then some SDL Coding project for Haven Forum.

    How does that sound?
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