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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 ]
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    [ 2 ]
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    Total Votes: 12

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    Super Haven Mapset Volume II

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

    First topic message reminder :

    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 Per-Scan on Mon Nov 08, 2010 12:43 pm

    I haven't ever mapped but I'll give it a bash. I've just got to decide on which is the easiest (ie/ most intuitive) map editor...

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    Re: Super Haven Mapset Volume II

    Post by Tenamk on Mon Nov 08, 2010 12:47 pm

    Mapedit and/or Chaosedit



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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Mon Nov 08, 2010 1:37 pm

    Yeah, I've heard good things about Chaos Edit but at a glance Map Edit seems a little easier for me to get my head around. I think it's probably because it's old like me!

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    Re: Super Haven Mapset Volume II

    Post by Schabbs on Mon Nov 08, 2010 1:42 pm

    I find Mapedit the easiest to use as the mapping area is large but Chaosedit seems to be quite popular with many others.



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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Mon Nov 08, 2010 1:59 pm

    Yeah, it's the mapping area that entices me. I'll try messing with both of them a bit later tonight. TBH, it'll be good for me to learn a modicum of mapping skills so I may as well acquaint myself with both editors (and i'm going to see what I can do with ROTT!). Smile

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Mon Nov 08, 2010 2:10 pm

    Busy at the moment for me. Got schoolwork to do, but I may still contribute a map... if I can make it look good enough.

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Fri Nov 12, 2010 1:08 pm

    Here is the first level:
    http://www.mediafire.com/?j3ckkj67tt4w34b
    I like the level, and it is not demonically difficult to finish.



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Fri Nov 12, 2010 2:54 pm

    Always trying to make things the hardest for us, eh Wizzie?

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Fri Nov 12, 2010 2:58 pm

    No, this map is easy. Just watch for deaf guards and you'll be fine. SHS had an easy version anyways.



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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Sat Nov 13, 2010 10:22 am

    I am going to double post.

    E1L1 - Wastelands 3 - Dark_wizzie

    59 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.

    Someone give me confirmation you guys are still reading this thread, lol.



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Sat Nov 13, 2010 10:32 am

    I'm about 45% done with my map. B.J. starts in a small prison complex rather than an elevator.

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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Sat Nov 13, 2010 10:45 am

    I'm in. I'll start a map tonight. It will be rubbish as it will be my very first map I've ever made so be patient with me... Smile

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    Re: Super Haven Mapset Volume II

    Post by jayngo26 on Sat Nov 13, 2010 11:03 am

    @Per-Scan wrote:I'm in. I'll start a map tonight. It will be rubbish as it will be my very first map I've ever made so be patient with me... Smile

    I fully expect ONE LARGE ROOM with ONE ammo clip and SEVENTEEN BOSSES.

    Please don't disappoint me. Thank you.



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    Re: Super Haven Mapset Volume II

    Post by Per-Scan on Sat Nov 13, 2010 12:42 pm

    Done. Razz

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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Sat Nov 13, 2010 6:53 pm

    Okay my map is done, fully tested, and ready for export. Only problem is that the guards do not notice you, but I redid Level 1 of Project Totengraeber. Hopefully this can be solved under another engine.

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Mon Nov 15, 2010 6:40 am

    Are you sure it isn't a floor coding problem?! QUICK! Run to get your copy of Wolf3d for Dummies! Or, if all fails, I think I can take a look at it. Smile



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Mon Nov 15, 2010 1:22 pm

    Wizzie, not only the guards don't recognize you at first sight, the doors don't make a sound when you open them. These problems happen anytime I edit a particular map area in an SDL mod or in this case, the entire map.

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    Re: Super Haven Mapset Volume II

    Post by ronwolf1705 on Mon Nov 15, 2010 1:35 pm

    Have you placed floor codes?




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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Mon Nov 15, 2010 1:39 pm

    No Ronwolf. I'm not a coder.

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    Re: Super Haven Mapset Volume II

    Post by ronwolf1705 on Mon Nov 15, 2010 1:49 pm

    Lol, you don't need to be a coder to place floor codes. tongue

    http://diehardwolfers.areyep.com/bunker/bjdesign.htm#3.3

    I can't really explain it myself, but this guide does a pretty good job explaining it all. Wink




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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Tue Nov 16, 2010 11:33 am

    Uh... uh... OR YOU CAN READ the Wolf3d for Dummies guide also. Works for me. Smile I explained it in there so I don't feel like retyping stuff out here.
    On another note, I might be starting another level next week.



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    Re: Super Haven Mapset Volume II

    Post by Schabbs on Tue Nov 16, 2010 4:10 pm

    Wolfercooker's finished map is here. It is in ChaosEdit format. Smile

    Update on my own map: about 2/3rds done.



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Tue Nov 16, 2010 4:12 pm

    Thanks Brian.

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Tue Nov 16, 2010 5:26 pm

    Interesting. Very nice for a first level ever. I will playtest it later today.



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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Wed Nov 17, 2010 10:53 am

    Ok, double post time. I have played your level. I found some hallways to be a bit empty, with just the normal grey brick walls all over. It's a fine level, it's jsut a bit plain for me, is all. I liked the room with all those columns. One SS wanted to hide behind a cloumn and shoot at me, but I kept my eyes open. Smile

    I noticed a few bugs, though. There is a vine in a door for the secret area. The pushwall next to the door leads to the same room, yet has a different floor code. A few secret areas around the whole level do not have floor codes. There is a direction marker inside a wall for the red brick room. (That last one I found with WDC).

    The WDC tool is pretty awesome for finding map errors... I have to mention this on Wolf3d for Dummies 2012... I also now have to updated SHS, AGAIN...

    Good level though. Very Happy



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Wed Nov 17, 2010 12:58 pm

    - That vine in the door is no bug, Wizzie. I placed it there. You can do that.

    - The floor codes actually don't matter to me in those fake secret elevator areas as I didn't put any enemies there.

    - You can make some changes to my map if you want.

    - I also started on my next map. It should be better than the first, and I'm using your engine you're using instead of the Totengraeber engine.


    UPDATE:: I'm wanna shake things up a bit here. I want to include ceiling and floor textures in the 3rd plane. I have no problem doing it on Chaosedit, but how do you make them show during gameplay? I hope it doesn't involve coding...

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Mon Nov 22, 2010 11:34 am

    It does involve coding. I started my newest level for E1L2.



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    Re: Super Haven Mapset Volume II

    Post by Tenamk on Fri Nov 26, 2010 8:26 am

    I'll try my best for my map

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Sat Nov 27, 2010 1:01 pm

    2shared.com /file/syOCiO2b/Desktop.html.

    Includes level 2.



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    Re: Super Haven Mapset Volume II

    Post by Schabbs on Tue Nov 30, 2010 11:58 am

    My map is done. I think it would go at E3M1, but if that's taken then another normal level with the standard gray ceiling colour. Title is C'mon Everybody and is at http://www.wolfenstein3d.co.uk/brian1map.zip .



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    Re: Super Haven Mapset Volume II

    Post by Tenamk on Wed Dec 01, 2010 7:46 am

    I think we should at least put the map names on the Get Psyched! screen



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    Re: Super Haven Mapset Volume II

    Post by WolferCooker on Wed Dec 01, 2010 10:20 am

    I have not made any progress on my second map. I have put it on hold until I am done with my semester and my finals are coming up in a couple weeks. It's crunch time for me now. I will resume working on my map the week before Christmas.

    My second map is laid out much better than my first. All I really have to do now is put guards, doors, treasures, and objects.

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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Fri Dec 03, 2010 12:14 pm

    As an update, I have updated the episode names. I will hopefully get another level done this Sunday. Anyone other than Me, Tenamk, Wolfercooker, and Schabbs, actually gonna give me a reply to show that they are laive? ^^



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    Re: Super Haven Mapset Volume II

    Post by Tenamk on Sat Dec 04, 2010 2:35 am

    Update on my map: 71% done, will be E4M7. Name: Your last breathe



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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Mon Dec 06, 2010 11:42 am

    @Tenamk wrote:I think we should at least put the map names on the Get Psyched! screen
    Well, I'm not sure how to code for that The current exe was coded by me. All I did was to allow more enemies/objects and changing of the episode names.



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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Tue Mar 08, 2011 12:11 pm

    Ok. Well. I am now planning to work nice and slow on Super Haven Mapset II. I want to get a map from everyone. Be nice. I mean, Nexion can just skimp by with a small map or something. If not, maybe I can take a map from Nexion's mod and turn it into Wolf3d map. I hope that this isn't a mapset made 100% by me, though.



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    Re: Super Haven Mapset Volume II

    Post by Dark_wizzie on Wed Mar 16, 2011 10:53 am

    Nexion's E4L1 has been received. It's a crazy level. Really, Really Happy



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