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    Team Aardwolf mapset

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    Post by lilmanjs 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?



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

    completely seperate project



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

    Good idea! I'll make some maps. Smile



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

    I assume we use original Wolfenstein 3D? Smile



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

    I think the original Wolfenstein 3d will work ron.



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

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



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    Post by lilmanjs 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.



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

    Sure, no problem. Smile



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

    thanks.



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

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



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    Post by ronwolf1705 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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    Post by lilmanjs 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.



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    Post by ronwolf1705 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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    Post by lilmanjs Sun Oct 28, 2007 3:26 pm

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



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    Post by WLHack 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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    Post by ronwolf1705 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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    Post by lilmanjs 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.



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    Post by ronwolf1705 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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    Post by ronwolf1705 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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    Post by ronwolf1705 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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    Post by lilmanjs 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.



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

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



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    Post by ronwolf1705 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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    Post by Thomas Sat Nov 03, 2007 1:05 pm

    Awesome, Ron. So... When are you gonna post this thing? Hehe... lol!
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    Post by lilmanjs 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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    Post by Thomas Sat Nov 03, 2007 1:08 pm

    I thought that was the main purpose.
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    Post by ronwolf1705 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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    Post by lilmanjs Sun Nov 04, 2007 12:16 pm

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



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    Post by Schabbs 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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    Post by Thomas 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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    Post by Raziel 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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    Post by Thomas 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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    Post by ronwolf1705 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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    Post by ronwolf1705 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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    Post by lilmanjs 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.



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    Post by Thomas 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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    Post by lilmanjs 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.



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    Post by ronwolf1705 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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    Post by lilmanjs Mon Nov 05, 2007 12:38 pm

    how many do you think we need?



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

    at least 1 per 10 maps is the common rule.



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    Post by Thomas 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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    Post by Raziel 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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    Post by fireboy224 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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    Post by Thomas 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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