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Wolf3d Haven Forum

A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


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    Post your ideas on a good map...

    Dark_wizzie
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    Post by Dark_wizzie Thu Jan 06, 2011 11:46 am

    So ya. I am trying to cover this topic inside Wolf3d for Dummies, but of course, it's better to haev a discussion here. Does anybody have any ideas or thoughts on a good Wolf3d map? I read some posts from DHW a while back. Some said something like this:

    -Don't put a suit of armor in front of a portrait of Hitler or whatnot
    -Maybe put some more treasures in a boss level than normal
    -No officers in msosy areas. They are officers. Not soldiers.
    -Of course, realism isn't everything. A game is for fun, after all.

    Anyone want to add to this list?



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    Post by Thomas Thu Jan 06, 2011 2:00 pm

    My current project, Overkill, lends a lot to mapping "realism". No officers in the shabby areas... Mutants are not part of the original scene, with minor exceptions (but they are in the storyline)... Of course, no flags in front of entrances with banners or portraits... Stoves, armors, spear racks, all the jazz must NOT stand in the room - give it a box of its own. Grey stone 1 and 2 follow each other, as with Blue stone 1 and 2 and soforth. Aesthetics is everything.

    That's just a typical map for me, not a "good" map. A good map is something that Gary Ragland would make... Packed and filled to the rafters and never boring. AReyeP's crazy maps packed with features beyond your brain. AReyeP with no coding... That's just as great. Just tried something from the new DHW SDL map set... Beautiful. When I'm through with Overkill, I'm going to change my way of thinking when I make a map. About bloody time too...
    Schabbs
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    Post by Schabbs Fri Jan 07, 2011 12:10 pm

    One thing I don't like is 'hard to find' pushwalls that are needed to be opened to complete a level. I would rather have them stand out like a portrait, an alcove or between 2 matching objects.



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    Dark_wizzie
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    Post by Dark_wizzie Fri Jan 07, 2011 12:23 pm

    Yes, I hate it when I CANNOT FINISH a mapset because I cannot find the pushwall.



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    Post by Thomas Fri Jan 07, 2011 2:25 pm

    I love that, but not on each level. A way too easy map is pretty, you know, a waste of potential, in my opinion. But who's talking, Wizzie? You make those insane-o maps with 100 guards facing you as a start, and you can't handle an odd pushwall? I ain't diggin'! Basketball
    Dark_wizzie
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    Post by Dark_wizzie Tue Jan 11, 2011 11:52 am

    Hehe. You got me. Hard to find pushwalls is a weakness of mine, even though my first maps have many hard to find secrets.

    Also, some stuff I digged from DHW...
    "The basket is an udnerused item. It can be for dumping water from a well, for dogs,or maybe as an outhouse,"



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    Post by Thomas Wed Jan 12, 2011 10:36 am

    I heavily avoided using the basket/bin/whatever-sprite in the majority of my years of modding. I just didn't know what to do with it. I've still kept it in Overkill (which is otherwise heavily edited, regarding sprites) and in the map set for DHW..... I only use it in the bed areas - I picture it as where the guards stash their toothbrushes, girly magazines, etc... Whatever soldiers have in their bunk areas.

    HOWEVER... In original Wolf and many other mods, it's often a wildcard for "here's a pushwall"! I've never used that - but it is catchy. In the old days I'd replace the sprite with a light bulb or the red ceiling light from Spear, but keeping it is actually quite all right.
    Dark_wizzie
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    Post by Dark_wizzie Wed Jan 12, 2011 11:15 am

    Sounds catchy. I'll try out the bucket as a pushwall marker soon.



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