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    Team Aardwolf mapset

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    lilmanjs
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    Team Aardwolf mapset

    Post by lilmanjs on Fri Oct 26, 2007 3:46 pm

    I was thinking since right now the only things going on for TMU are graphics that Team Aardwolf could make a mapset. if you guys don't like the idea I understand. I was thinking that everyone that's a member of Team Aardwolf could make 2 maps. what do you guys think?





    Mods being worked on:
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    Mod ideas:
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    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
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    Re: Team Aardwolf mapset

    Post by rgamesinc on Fri Oct 26, 2007 3:49 pm

    I'll make a few maps, but just so I get a better understanding of what this is, is it maps for TMU or a completely seperate project?

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    Re: Team Aardwolf mapset

    Post by lilmanjs on Fri Oct 26, 2007 3:58 pm

    completely seperate project





    Mods being worked on:
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    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Sat Oct 27, 2007 10:11 am

    Good idea! I'll make some maps. Smile




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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Sat Oct 27, 2007 10:12 am

    I assume we use original Wolfenstein 3D? Smile




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    Re: Team Aardwolf mapset

    Post by lilmanjs on Sat Oct 27, 2007 11:32 am

    I think the original Wolfenstein 3d will work ron.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Sat Oct 27, 2007 12:47 pm

    Can we send the maps to you when they're done?




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    Re: Team Aardwolf mapset

    Post by lilmanjs on Sat Oct 27, 2007 12:51 pm

    if you are using Chaosedit I would like just the Map file. also could someone make a little exe that has seamless levels.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Sat Oct 27, 2007 1:05 pm

    Sure, no problem. Smile




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    Re: Team Aardwolf mapset

    Post by lilmanjs on Sat Oct 27, 2007 1:05 pm

    thanks.





    Mods being worked on:
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    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: Team Aardwolf mapset

    Post by Dean on Sun Oct 28, 2007 12:12 am

    Yeah, I can make a couple. Any type? and do we send them to RonWolf when we're done?



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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Sun Oct 28, 2007 4:58 am

    You can send your maps to James when they're done.




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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Sun Oct 28, 2007 5:17 am

    I'm thinking about making a couple of things map-defined: floor and ceiling colors, music, par times, health items and ammo. What do you guys think of that? Now, I don't have to change the code when someone needs another floor/ceiling color. You can control that yourself.




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    Re: Team Aardwolf mapset

    Post by lilmanjs on Sun Oct 28, 2007 12:11 pm

    I can't wait to see what you guys create. now the order of the levels will be by who gets their levels to me first. I'm not going by who makes the best to who makes the worst or anything like that.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Sun Oct 28, 2007 3:24 pm

    I'll add the map-defined stuff and then I'll post which map-coordinates they use.




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    Re: Team Aardwolf mapset

    Post by lilmanjs on Sun Oct 28, 2007 3:26 pm

    does a choasedit config file have to be created just for this mapset or what?





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: Team Aardwolf mapset

    Post by WLHack on Mon Oct 29, 2007 1:04 am

    Hmm... Already have exe kind of that for normal Sod.
    Map-definitions it has: Music, ceiling color, par-times (note floor color
    is always grey though.)

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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Mon Oct 29, 2007 10:38 am

    I think there's no need for a Chaos-Edit file, since we'll use original wolf3d walls and sprites. The only thing that's changed is the EXE.




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    Re: Team Aardwolf mapset

    Post by lilmanjs on Mon Oct 29, 2007 12:28 pm

    sounds good. can't wait for the exe and files so that I can start putting in levels.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: Team Aardwolf mapset

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

    Map coordinates for map-defined stuff:

    X Y
    [0][0]: Song
    [1][0]: Ceiling color
    [2][0]: Floor color
    [3][0]: First Aid Kit value (if you want the first aid kit to give you 25 health you place wall tile 25 in that mapspot.)
    [4][0]: Food Plate value
    [5][0]: Dog food value
    [6][0]: Gibs value
    [7][0]: Ammo value
    [8][0]: Used ammo value
    [62][0]: Par time (minutes)
    [63][0]: Par time (seconds, 0 = 0, 1 = 15, 2 = 30, 3 = 45)

    Also added ingame messages, which can be turned off with the M-button. I also changed the MLI cheat code.

    @James: I'll send you the EXE soon.




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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:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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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.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
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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 12:16 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
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer 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 12:39 pm

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



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    Re: Team Aardwolf mapset

    Post by Thomas on Sun Nov 04, 2007 3:24 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 3:37 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 8:09 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 8:47 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 8:51 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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    Re: Team Aardwolf mapset

    Post by lilmanjs on Mon Nov 05, 2007 11:46 am

    @ronwolf1705 wrote:I think 60 is a good maximum and 30 a good minimum.

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

    its fine with me. valts has already given me his maps so I guess his maps will come after yours ron. also just so everyone know if you are making maps for this mapset I would like 2 maps from you. also if using chaosedit I would like just an exported map file.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: Team Aardwolf mapset

    Post by Thomas on Mon Nov 05, 2007 12:04 pm

    All my maps will have a simple elevator start and elevator end. I don't know if we're allowed to make maps which accesses secret levels.

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    Re: Team Aardwolf mapset

    Post by lilmanjs on Mon Nov 05, 2007 12:07 pm

    I have no clue what level you have to be on in order to access the secret levels.





    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: Team Aardwolf mapset

    Post by ronwolf1705 on Mon Nov 05, 2007 12:34 pm

    @lilmanjs wrote:I have no clue what level you have to be on in order to access the secret levels.

    That's actually defined in the code, since we use seamless level progression. Just tell me how many secret levels there will be, and I can adjust it in the code. Smile




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    Re: Team Aardwolf mapset

    Post by lilmanjs on Mon Nov 05, 2007 12:38 pm

    how many do you think we need?





    Mods being worked on:
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    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
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    The Final Fight

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    Re: Team Aardwolf mapset

    Post by Dean on Mon Nov 05, 2007 12:57 pm

    at least 1 per 10 maps is the common rule.



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    Re: Team Aardwolf mapset

    Post by Thomas on Mon Nov 05, 2007 2:06 pm

    If we said 60 maps, then I would say 55 seamless and 5 secret. But I don't know how many maps there must be in total.

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    Re: Team Aardwolf mapset

    Post by Raziel on Mon Nov 05, 2007 2:58 pm

    why don't release the source-code? instead of the exe ><
    so people will be able to change the floor\ceiling colors instead of using the blue ones... I can gouge my eyes out with these colors ><




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    Re: Team Aardwolf mapset

    Post by fireboy224 on Mon Nov 05, 2007 3:59 pm

    Hey guys, I'm sorry that my mapping is a little. slow. but I'm trying to get it done.

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    Re: Team Aardwolf mapset

    Post by Thomas on Tue Nov 06, 2007 12:54 am

    Karharis wrote:why don't release the source-code? instead of the exe ><
    so people will be able to change the floor\ceiling colors instead of using the blue ones... I can gouge my eyes out with these colors ><
    You can change that by placing the right wall number in the left corner of the map, it's easy. But still... You got something right, as there's only 63 choices, which ain't that many colours. Neutral

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    Re: Team Aardwolf mapset

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