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    Abnout Super Haven Mapset

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    Dark_wizzie
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    Abnout Super Haven Mapset

    Post by Dark_wizzie on Sun Jan 27, 2013 5:05 pm

    I'd just like to get the record cleared here. The Super Haven Mapset is a compilation of mapping by many authors, some of which I've never seen make a pure-wolf map (or any wolf map) before. The set did contain some of my earliest maps which did have many bosses. However, my later levels in the set had no bosses. Mosh Grotto, Colonnade, etc. I did a quick run-through with the editor and wanted to report this fact...



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    Re: Abnout Super Haven Mapset

    Post by WolfForever on Sun Jan 27, 2013 5:31 pm

    Schabbs 16 + ack 9 + Thomas 6 + WLHack 4 = if nothing else I've got to find those maps...

    Anyways you're right to an extent (I started looking on Episode 4) but some of them to feature Pac Man ghosts. They are essentially bosses because you cannot kill them, and they hurt you very fast if you have to run through them even once. And they are super-extensive and packed with mutants, just like SHS. I will give though that these were your first maps, and compared to the Episode 1 levels they are a step closer. Just not there yet, but you got there with 'This Spear'. Smile

    I know that oddly after E5L2 you disappear off the set completely...a bit strange.

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    Re: Abnout Super Haven Mapset

    Post by Dark_wizzie on Sun Jan 27, 2013 5:33 pm

    @WolfForever wrote:Schabbs 16 + ack 9 + Thomas 6 + WLHack 4 = if nothing else I've got to find those maps...

    Anyways you're right to an extent (I started looking on Episode 4) but some of them to feature Pac Man ghosts. They are essentially bosses because you cannot kill them, and they hurt you very fast if you have to run through them even once. And they are super-extensive and packed with mutants, just like SHS. I will give though that these were your first maps, and compared to the Episode 1 levels they are a step closer. Just not there yet, but you got there with 'This Spear'. Smile

    I know that oddly after E5L2 you disappear off the set completely...a bit strange.
    It was based on the ordering of the maps, not because I suddenly stopped making maps.

    The ones with pac man ghosts were done after I made the maps featuring lots of bosses. I did make E3L9 with the goal of making it very challenging, and frankly on a boss level, the ghosts made the level challenging and the unkillable point won't affect kill percentage. Some of the latest maps I did for that set were the precursor to SHS, with most actually easier than SHS and without bosses. Either way though, difficulty was always a theme in any of my levels from then to now.



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    Re: Abnout Super Haven Mapset

    Post by Dark_wizzie on Sun Jan 27, 2013 5:39 pm

    I do still personally consider the variety of authors to be a strong point... It might not be a minted, clean package, but what it lacks in consistency it makes up for it in variety and new ideas. Authors that previously never had time to finish a mapset can now contribute one map and get credit for it. (Nobody plays a one level mapset.) I think it's a good source for somebody that wants to diversify their mapping style, which you know I find quite intersting.



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    Re: Abnout Super Haven Mapset

    Post by WolfForever on Sun Jan 27, 2013 5:54 pm

    I do like the variety of other authors, although in this particular case ack's made lots and lots of mapsets; Schabbs made one complete 60-level set from scratch set (the second WolfBel - the first contains modified originals and the third contains maps by other authors and modified Creator maps) and a full 39-level conversion Revival of Memories, plus much of Deadly Sleep; Thomas needs no introduction as to how many great sets he's made and released; and WLHack is the unfortunate outlier here having completed only one full 21-level game (The False Spear) and a couple very short/demo sets before leaving the community. All but WLHack have countless other community set contributions as well; WLHack made one episode (only 6-level episodes) of 'The Wolf3D Community Map Pack' of 2007 but didn't contribute to anything I recall besides that set and the SHM.

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    Re: Abnout Super Haven Mapset

    Post by Dark_wizzie on Sun Jan 27, 2013 5:57 pm

    Level Contributors:
    Dark_wizzie : 20 Levels
    Schabbs: 16 Levels
    Ack: 9 Levels
    Thomas: 6 Levels
    Wlhack: 4 Levels
    Valts: 3 Levels
    Dr. Chainsaw: 1 Level
    Havoc: 1 Level
    Jayngo: 1 Level
    Jpb: 1 level

    http://wolf3d.darkbb.com/t54-super-haven-mapset#84

    I don't recall seeing a lot of original mapsets from Valts, Dr. Chainsaw, Jayngo, Havoc, or Jpb.



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    Re: Abnout Super Haven Mapset

    Post by WolfForever on Sun Jan 27, 2013 6:03 pm

    Of the ones below WLHack, the only one that I think deserves a shout out for a very nice contribution is Havoc; his E5L9 is quite good Gretel Grosse map. He has relatively few contributions to community sets but he did make the excellent and exceptionally unique in theme 'Absense'. Probably one of the best (serious) Wolfenstein-based games ever done that has absolutely no connection to WW2 or Nazis whatsoever. Play it if you haven't; it's no more like Wolfenstein than Blake Stone or Corridor 7 is, and more fun than those games to boot.



    Last edited by WolfForever on Sun Jan 27, 2013 6:08 pm; edited 2 times in total

    Dark_wizzie
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    Re: Abnout Super Haven Mapset

    Post by Dark_wizzie on Sun Jan 27, 2013 6:07 pm

    I already did. Speaking of which, have you ever made a mapset?



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    Re: Abnout Super Haven Mapset

    Post by WolfForever on Sun Jan 27, 2013 6:10 pm

    @Dark_wizzie wrote:I already did. Speaking of which, have you ever made a mapset?

    Find 'Patrick Grey's Funpack' on the Dome. That was my name way back in 2002. I was only about 10 and the levels aren't very good though, I'll plainly admit. Ignore anything else with my name as the author as they are Creator sets I submitted for childish attention-getting purposes only.

    Also relative to the contributors to SHM, I guess Dr. Chainsaw also deserves a semi-shout out, as he made three full games of his own, and his level design was always excellent, but he did the most annoying thing imaginable: intentionally put keys and their corresponding locked doors absolutely as far from each other as possible, in levels that were quite large and have 4 keys to boot. Don't even get me started on how ANNOYING this is.

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