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


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    This Spear is Done!!!

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    Post by Dark_wizzie Sat Jan 08, 2011 5:40 pm

    My next mapset will be called "This Spear". It will be presented in a way similar to SHS. The levels here are easy to beat with few mutants and even less bosses. In the future I want to make a Wolf3d mapset called "That Wolf3d". Just a heads up.

    THIS PROJECT IS DONE!
    http://www.mediafire.com/?t2kyc5w77bt2s1l


    Last edited by Dark_wizzie on Sun Mar 06, 2011 7:49 pm; edited 1 time in total



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    Post by Dark_wizzie Tue Jan 18, 2011 11:40 am

    Hmm, I did several levels already. Pictures, news, and stuff coming up in a few hours.



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    Post by Dark_wizzie Tue Jan 18, 2011 3:39 pm

    ...And in related news, I am working hard on This Spear. Cheif features include kick-*** levels, less mutants, and way less bosses. I LISTEN to the comments people give me when they play my levels. Yah. Levels 1-5 are all done. My favorite level is level 5. It's also the boss level for Trans Grosse, if you remember. So, guess what? I named it Trans Fat. See what I did there? AHAHAHAHAHAHAHAHAHAH!~!!!!!!!!!!!!!!! Anyways. My favorite level so far is level 5. It's got a funny name, it's got a boss, it's designed very well, and it looks great in the editor. Oh, and it almost looks like something ack would make! I really outdid myself this time. You may begin complimenting my levels now! If you are skeptical as to the awesomeness of this new mapset, eat my hot screen shots!!! Just don't get tears of joy knowing that this mapset is set to be released in a few months. FEW! That's not a lot and almost ONE!

    Whew.

    This Spear is Done!!! Wshot000
    This Spear is Done!!! Wshot001b
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    This Spear is Done!!! Wshot07
    This Spear is Done!!! Wshot08
    This Spear is Done!!! Wshot09
    This Spear is Done!!! Wshot010
    This Spear is Done!!! Wshot011





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    Post by WolferCooker Tue Jan 18, 2011 4:14 pm

    May I ask how you get those screenshots in an SDL engine?
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    Post by Dark_wizzie Tue Jan 18, 2011 4:22 pm

    Control P on cheats mode.



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    Post by Dean Tue Jan 18, 2011 7:12 pm

    thats very presumptuous to compare your mapping to Ack's! Ack is IMO the best mapper the community has ever seen.



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    Post by Andy Wed Jan 19, 2011 1:07 am

    Heh, Dean, you forced me to take another look at what Wizzie wrote... "eat my hot screenshots" lol Razz
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    Post by Dark_wizzie Wed Jan 19, 2011 10:49 am

    Dean wrote:thats very presumptuous to compare your mapping to Ack's! Ack is IMO the best mapper the community has ever seen.
    I was in the the crazy mood yesterday when I wrote that. cheers



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    Post by Dark_wizzie Thu Jan 20, 2011 11:33 am

    Andy wrote:Heh, Dean, you forced me to take another look at what Wizzie wrote... "eat my hot screenshots" lol Razz
    Double post. Well, you see, Andy here gets the point of the post. The hot screenshots. Ok, I take it back, ignore the ack talk. Just focus on the hotness.



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    Post by Dark_wizzie Thu Feb 03, 2011 11:32 am

    Is anyone interested in playtesting my first 5 levels, you know, to give me some feedback on how to improve my levels?



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    Post by WolfForever Thu Feb 03, 2011 2:20 pm

    I'm interested. I'll send a PM.
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    Post by Dark_wizzie Fri Feb 04, 2011 3:30 pm

    The file is now at http://www.mediafire.com/?wvhzvb12cifquqd



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    Post by WolfForever Fri Feb 04, 2011 4:31 pm

    I am going to add some notes before actually playing this:

    -I do like that there are no bosses on non-boss levels. Smile That is good.

    -I see it was made easier, but why reuse a SHS map in Floor 2?

    -On some floors like 3 and 5, try to make architecture match ceiling color. You can always edit the ceiling colors (make 3 brown ceiling instead of grey, and 5 blue ceiling instead of dark brown).

    -What are the maps doing in spots after 6? I see 7 is clear to stop further playing, some maps after that are from SHS, but others I don't recognize.

    -Overall, from an outside look, this is looking more promising than SHS, I look forward to playing it. Smile Can I put my thoughts right here after I play the 6 levels, or should I PM them to you, Dark_wizzie?
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    Post by WolfForever Fri Feb 04, 2011 5:27 pm

    Well I thought I'd give map by map feedback here, then go overall after I'm done with all six.

    I've finished the first level. I liked it, but will give my suggestion for improvement:

    -There's NO health outside of secrets in the first half or so of the map. Personally I think there should be just a little. Maybe pull three or so of the medkits from that cache later in the map and scatter them about in some earlier areas. Or just add a stray food/dog food item. It would make the balance flow better.

    -I like the extensive layout, including that you don't have to explore everywhere.

    -The fake elevator is cool but having a second silver key in it is kind of pointless IMO. Just a nitpick though.

    -There's one pushwall needed to be found for completion. It's fairly obvious, but I'd make all maps finishable without pushwalls, unless they are COMPLETELY obvious.

    -In the room where you wake up all the officers behind the doors, I'd make at least one or two of the doors have non-secret useful items behind them.

    -Overall I liked this better than the stuff I saw in SHS Smile (in general). I really am pointing out just about everything I think could be improved/didn't feel right, so I hope you can take this feedback the right way and don't feel I'm being overly harsh. And whatever I didn't mention means I liked it, in general. Smile
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    Post by Dark_wizzie Fri Feb 04, 2011 6:18 pm

    Sure. I appreciate more feedback. Keep them coming.



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    Post by WolfForever Fri Feb 04, 2011 6:21 pm

    I will then, glad you're taking it the "right way" and all. Smile Should have it done within 24-48 hours at most.
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    Post by WolfForever Fri Feb 04, 2011 7:53 pm

    Floor 2:

    -It's a much-improved Floor 1 from SHS overall. Smile And Floor 1 of SHS never really bother me that much.

    -However there's plenty of health in the early part of this level, a stark contrast to Floor 1. I'd reduce health supply in the early parts here a bit, while adding a bit into Floor 1. That should maintain more consistent balance.

    -Also there was again one secret wall that had to be used. Was the case in the SHS version of this map too though.

    -Really can't find much for criticism here otherwise.

    I have to get some rest/do some work now so I won't be going right on to Floor 3 but - I look forward to trying it out. Smile
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    Post by Dark_wizzie Sat Feb 05, 2011 10:07 am

    Level 5, after replaying, was a bit harder than the other levels. I have added 4 health kits spread throughout the level to compensate.



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    Post by WolfForever Sat Feb 05, 2011 10:40 am

    I would think you'd be talking about Level 1. (Haven't played 5 yet though.)

    Level 1 definitely needs a little health spread through randomly in the earlier parts, to balance it better and also better in comparison to Level 2 (which could actually benefit from a small amount of health removal in the first part IMO) - see previous feedback for full details.
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    Post by WolfForever Sat Feb 05, 2011 12:28 pm

    Floor 3:
    -This floor was just excellent. Seriously. Smile
    -I have virtually no suggestions for improvement, besides two very small nitpicks:

    -Make the side walls of the exit have the appropriate elevator texture.
    -If you know how to (it's not that important), modify the exe source to make the ceiling a brown color.

    Floor 4:
    -Another very good floor. Smile
    -I'm a little unsure about the "real" start (and key) being behind where you actually start, but on the other hand it was rather cool...
    -There shouldn't be any Chaingun outside a secret. I never found it needed in the level, and it made it a bit easier than it should be IMO.
    -But otherwise, this is about on par with Floor 3. I see you're trying to adapt ack's style...a good style to try and adapt IMO! Smile
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    Post by WolfForever Sat Feb 05, 2011 1:04 pm

    Floor 5:

    -You mentioned a shortage of health earlier, but while I think an extra stray dinner or medkit wouldn't hurt, I think the issue here is ammo. There wasn't quite enough ammo here, so I'd add at least a stray box or clip of bullets within the main square rotation room.
    -Also I would replace the chaingun at the start with a machinegun and put a chaingun only in the room with Trans in it. You could sneak a chaingun in a secret before that if you'd like though.
    -If you do coding changes on the exe, the ceiling should be switched a blue-ish color IMO.
    -Otherwise another map I liked quite a bit. Good boss level. I like the name too. Smile
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    Post by WolfForever Sat Feb 05, 2011 1:25 pm

    Floor 6:
    -I thought it was a very good map. Really I have nothing of improvement to suggest, would be perfectly fine if this floor appeared in the final version just as is. Smile

    Overall:
    -Not much to say that I haven't said in the original map comments. Clearly I think this is an improvement over SHS, so good job so far overall. Smile
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    Post by Dark_wizzie Sat Feb 05, 2011 1:43 pm

    Thanks for the review. I hope This Spear will be as awesome as I hope it to be.



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    Post by WolfForever Sat Feb 05, 2011 2:07 pm

    Very welcome Smile As I said, I hope my criticism is considered and taken as constructive, and I think releasing a testing final version before "officially" releasing this thing would be a good idea regardless.
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    Post by Dark_wizzie Mon Feb 07, 2011 11:36 am

    Good. 2 more levels done. Still tweaking the difficulty of level 8, but level 7 is officially done. I'm debating whether to make a demo for Dome release. Nah. Smile



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    Post by Dark_wizzie Fri Feb 11, 2011 3:36 pm

    10 level demo at: http://www.mediafire.com/?q2nfj3p73va1hmp



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    Post by WolfForever Fri Feb 11, 2011 7:07 pm

    I'm aiming to get at least two of the four new levels done this evening as I have a very busy weekend ahead. The good news is I'm done with Floor 7 and have feedback ready:

    Overall, another thumbs up. Good design and you made sure the wall color matches with the ceiling (blue). Difficulty was about right also, though maybe a touch easier than some earlier maps. But the gold key area was oddly empty of guards; I'd add some guys to that room (w/o adding additional supplies) and that should put the map on balance with the rest, or close enough at least. I liked the secret silver key being needed to get all the treasure and extra lives Smile, maybe you could consider hiding it a little more though, as it's of great use if the player finds it. Anyways, a solid level I enjoyed Smile; just those few points of critique is all I have.

    Preview of Floor 8: I know just from the start that it's going to be intense!, and thumbs up for keeping the blue walls to match with the ceiling. Should have full feedback soon, then I'll have to determine whether to try and get Floor 9 in this evening.
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    Post by WolfForever Fri Feb 11, 2011 7:28 pm

    Floor 8: Well this floor might not be that long but it's sure INTENSE for a Wolfenstein level! That beginning fight really gets your heart beating!, and it stays full of action even afterwards. I have to say, I liked the level a lot. The only criticism I have is there was actually bit TOO much health IMO in the first area, even considering the sheer intensity. Maybe drop the extra life and/or a few of the medkits, without going overboard. Rest of ammo/health balance was fine, including health in the rest of the level. Really if the first area wasn't *quite* so loaded with health I'd consider this near perfect for what it's obviously trying to achieve (fast, explosive action).
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    Post by WolfForever Sat Feb 12, 2011 11:19 am

    Have about an hour free break during this busy weekend; trying to get the other two maps done. Here's Floor 9:

    Another floor where I can't criticise the design at all. Good with some ack inspiration. Gameplay not as frantic as Floor 8 but the balance was reasonable, though with maybe a touch too much health in places and a bit too much ammo (I was >=90 in bullets most of the time). So maybe consider removing a touch health and a bit of ammo, but too much supplies are better than too few (which lead to frustration, esp. in the case of ammo). That aside, easily another solid map. One more to go in this demo - time to fight Barnacle!
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    Post by WolfForever Sat Feb 12, 2011 11:41 am

    Finished Floor 10: A solid boss floor. Only niggle is the first room or so has a bit too much health. Otherwise I found the balance good. Also good job keeping with the blue scheme so the ceiling matches w/ the textures. Smile (Although, this level uses the same textures as Floor 5; makes the two look similar; I'd suggest switching Floor 5's walls to the brown/black scheme in the original Floor 5 to a) match with the ceiling color and b) make Floor 5 and Floor 10 look clearly distinct.)

    Floor 11: What??!!!!!!! Needless to say, I couldn't finish it. But I assume it was intended to be that way.

    Overall I'm pretty happy with the way this project is heading Smile, and look forward to the next version. Just a suggestion before I leave though is with the exception of boss levels, I feel symmetric levels should be kept to a minimum. I didn't mind it in Floor 8 (or the boss floors 5 and 10) - so I haven't found it an issue so far, but I'd just like to recommend in advance keeping Floors 11-15 asymmetric in design (doesn't mean there can't be an area that's symmetric, just not the whole level).

    I hope all my feedback's appreciated and all criticism taken as constructive.

    That's all for now, though feel free to express any comments/questions/concerns you may have. I'd be happy to address any. Smile
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    Post by Dark_wizzie Wed Feb 16, 2011 11:13 am

    I see. Well, I have been cranking out more levels during the past week. I'm done with 14 levels now. I need a short break. All those rapid levels drained me of moral. SODA BREAK! Slurrrpp



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    Post by Dark_wizzie Tue Feb 22, 2011 9:13 am

    The next beta testing version of This Spear is at: http://www.mediafire.com/?jhauvu5q32maoon

    It now has 16 levels. That is, level 1-16 have been done. Next time, I'll have all 21 levels done. Level 16 I did something a little different than what I usually do. It's all asymmetric. I didn't have the time to test the difficulty, so the ammo/health balance might be off, but there is no reason why that cannot be fixed.



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    Post by WolfForever Tue Feb 22, 2011 10:47 am

    I'm in a big beta-test of another game right now so full feedback may take longer. However the maps do generally look good in an editor, and props for keeping symmetry down. Smile

    I do have one bug to note: The pots 'n pans still can't be walked through and while I see the obstacle on Floor 1 was removed, there is a chicken dinner in the tan stone section of Floor 15 (former Floor 6) that remains inaccessible because of this. Unless the bug is fixed, I'd recommend looking very meticulously to make sure there are no pots 'n pans blocking any areas or items unintentionally.

    Also even though it isn't brown, I think Floor 5 looks better now with different walls than Floor 10. Smile

    I'll try to get more in depth feedback in later if I have the time.
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    Post by Dark_wizzie Tue Feb 22, 2011 3:39 pm

    Just a few hours after I've released the beta version, I just made the ramparts map. Time to do floor 18 now. Smile



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    Post by yellowmadness54 Fri Feb 25, 2011 9:42 pm

    please dont make mega maze like maps that are easy to get lost in if this mod is not complete.

    Idk why people always do this, but it gets tiring quick Sad
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    Post by Thomas Sat Feb 26, 2011 4:50 am

    Yeah, I agree. At least there's got to be huge amounts of funny features and quirky designs in order to make maze maps durable.
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    Post by Dark_wizzie Sat Feb 26, 2011 8:10 am

    Hell, I never do that. My maps tend to be "one-way". It'd be kindda dumb of you to get lost. Lol.



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    Post by Dark_wizzie Sun Mar 06, 2011 7:45 pm

    Done. http://www.mediafire.com/?t2kyc5w77bt2s1l



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    Post by WolfForever Sun Mar 06, 2011 8:12 pm

    One suggestion for a quick change and reupload: When you pick up the spear on Floor 18, the scenery changes completely. I think Floor 21 should be modified further so the old start is removed entirely and the area the player warps into looks just like the 3x3 room with the spear of Floor 18. Just a suggestion, shouldn't be a hard change to make and quickly reupload. Otherwise everything looks good. Smile
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    Post by Guest Mon Mar 07, 2011 6:26 pm

    Loved the README Wink (and thank you)

    I have only played about a dozen random levels and have enjoyed the ride. The one thing I like about pure Wolf (err... SoD) sets is that a mapper can't hide behind code changes or new graphics. Ya gotta strut your stuff with no where to hide. Either you understand game play and aesthetics or you don't. I still find your maps too hard as a rule, which isn't a bad thing because every once in a while I like to take on an immense challenge (what I call a blastfest!). What is a refreshing change is to see someone worrying more about aesthetics than usual (and I see your influences in this regard so I can justly be accused of being biased). I wish more mappers would make an effort to develop style instead of producing set after set of uninspired visuals and one-dimensional game play. I think you are on the right track Smile

    My only complaint is seeing Window Pain included in this set. I don't mind, but the Angel of Death level is a challenge from a mapping standpoint as there are only so many tricks and traps one can use (and pray gentle reader I have used them all - lol). I was looking forward to trying an AoD level made by your hand. So it goes
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    Post by WolfForever Mon Mar 07, 2011 6:47 pm

    Well if ack gives it his approval we can say this is good stuff! Smile Smile

    Window Pain was included because Dark_wizzie, unfortunately, could not think of a way to top it.

    And I have no problems with a harder set. It's certainly not as hard as SHS was at points.
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    Post by Dark_wizzie Tue Mar 08, 2011 11:51 am

    ack wrote:

    My only complaint is seeing Window Pain included in this set. I don't mind, but the Angel of Death level is a challenge from a mapping standpoint as there are only so many tricks and traps one can use (and pray gentle reader I have used them all - lol). I was looking forward to trying an AoD level made by your hand. So it goes

    Yea, I considered making my own map. Kindda did a coin toss for that decision. I thought that many people didn't play the level from SHS.

    LET'S GO WHACK SOME NAZIS!



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    Post by WolfForever Tue Mar 08, 2011 3:00 pm

    Played it all up to Floor 12, including secret Floor 19 and replaying all floors already played.

    Floors 1 through 6, including secret Floor 19: All excellent.

    Floor 7: Good, a small step down in difficulty though.

    Floors 8 and 9: Excellent, even though 8 is symmetric and 9 isn't quite up to normal level of difficulty (but even closer than 7).

    Floor 10: Good. Needs less health in later areas however.

    Floor 11: Very good.

    Floor 12: Good but difficulty was a bit of a setback again. I want it to get tough again, 1 through 6 were perfect!

    Overall: I thought through Floor 6 this was one of the best vanilla sets I've played...however, the difficulty hasn't quite kept me as on my toes since in some cases - it's all fun all the same though. Just maybe spice the difficulty up a small notch where I mentioned, if you plan on any further releases. Not much, just a notch.
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    Post by Dean Tue Mar 08, 2011 3:18 pm

    Being a huge fan of Ack's vanilla sets, if it has his endorsement then I'll give this a go for sure, also because it's released in SDL, which is a wise move I feel.

    I'm like most people and found SHS way too ridiculously hard so didn't play much of it but this sounds a lot better balanced so I'll give it a go for sure.



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    Post by WolfForever Tue Mar 08, 2011 3:22 pm

    Deleted comment, this post can be removed.


    Last edited by WolfForever on Tue Mar 08, 2011 3:41 pm; edited 1 time in total
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    Post by Dean Tue Mar 08, 2011 3:24 pm

    WolfForever wrote:Ack, could you confirm your endorsement for Dean?
    What Ack, and others, have written is enough of an endorsement for me already. Thanks



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    Post by WolfForever Tue Mar 08, 2011 3:41 pm

    Sorry, misunderstood. I'll delete (well as close as I can come to delete) my above post.
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    Post by Dean Mon Mar 14, 2011 9:18 pm

    Dark_Wizzie - please take the following as constructive feedback, not as criticism.

    I've played the first level only of 'This Spear' and just wanted to give some feedback to you on what I've seen and experienced so far. You may or may not agree with what I right hear but these items are just my opinion.
    - The size of the level and the number of secret areas for the first map of a mapset. If you are not an experienced player of Wolf mods then you could very easily be turned off by the size, difficulty, introduction of guards at all difficulty levels and number of hidden areas. Don't get me wrong, this is not a bad level it's just not the type of level, IMO, that shouldn't be an introductory level to a mod. I feel it's better to space out the introduction of guards also, I'd faced all base level guards within minutes of starting the mod. This is a small gripe but something I feel is important to not scare people off and help keep people wanting to play further.
    - Pushwalls moving over items. I noticed in a number of places where a pushwall will move backwards over items within the secret area. To me, this is bad mapping and I'm very surprised to see you doing this, especially after releasing a 'how to map' document. I haven't read your guide but was very surprised to see this in one of your maps, which has indicated that it's something missing from your guide. To me, and a lot of other mappers over the years, this is unrealistic (i know a lot of Wolf isn't realistic) and is lazy mapping. I know a lot of people won't agree with this one but most mod makers don't have walls going over items. it works the same for lights that the wall passes through.

    As I Said these are major things that are going to make me want to stop playing your mod but i thought I would pass my impressions of the mod back to you.



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    Post by WolfForever Tue Mar 15, 2011 5:34 am

    Dean, please don't stop playing. Sad You should find a lot to like in here. Smile
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    Post by Dark_wizzie Tue Mar 15, 2011 11:39 am

    Hmm, the pushwall I think you are referring to is the one of level 1, with the crowns. THe pushwall moved over not a crown, but a light. I felt that a pushwall over something that does not contribute towards 100% ratios doesn't matter. I'll take a closer look in the future.



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