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    Map of the Month Q1 2014

    ronwolf1705
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    Post by ronwolf1705 Wed Jan 01, 2014 4:58 pm

    Because there were few participants the previous round, this round of the Map of the Month competition will go on for 3 months (Q1 2014). This way we hope to attract some more participants. It might be a competition, but it also just good fun to create a nice set of Wolfenstein 3D levels. So even if you're not a big fun of the somewhat more extensive features, it is entirely possible to just create a good ol' vanilla Wolf3d map. Whatever you want to do, it's up to you.

    The engine, along with the map definition files, can be found here:

    AlumiuN wrote:Here's the new MMC stuff for the first quarter of 2014. The changes are as follows:
    - New particle system for weather, use a code of 3 for a blizzard
    - New wall tiles starting at 300 (don't use them for defining features, I don't know what will happen if you do Razz)
    - Multiple pushwalls can be switched at once, can be switched more than once (if walls get pushed into the right spots), and don't count towards the secret total
    - Pushwalls kill enemies and the player if they're in the way
    - An object that blocks pushwalls (dead enemies no longer stop pushwalls)
    - An object that allows pushwalls to go through walls
    - Explosive barrels
    - Collapsible columns
    - Fences as directional sprites
    - A random boss object (this should be interesting Razz)
    - Probably something else I've forgotten that I put it Very Happy


    Link: http://www.mediafire.com/download/nq51728fgg14beu/MMC2014Q1.zip

    Completed maps can be send to my email adress, which is my MSN adress found on my profile.

    Any questions can be asked here or over at the DHW forum.



    Map of the Month Q1 2014 MMCS0206
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    Post by ronwolf1705 Thu Jan 02, 2014 5:39 am

    Updated the first post with a link that actually works. Laughing



    Map of the Month Q1 2014 MMCS0206
    AlumiuN
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    Post by AlumiuN Thu Jan 02, 2014 6:26 pm

    I've fixed the archive so that the music is in the right position (it was previously off by one, thanks to Tricob for pointing it out).
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    Post by AlumiuN Fri Jan 03, 2014 3:58 pm

    OK, I said fixed, apparently WDC actually broke it so you can't test maps at the moment. Anyone know an alternate program that won't screw up the AUDIOT files?
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    Post by mmed Sat Jan 04, 2014 3:23 am

    Out of memory at C:\Game Stuff\NewMMC\id_ca.cpp:745


     lol!
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    Post by ronwolf1705 Sat Jan 04, 2014 5:33 am

    AlumiuN is working on a solution for this problem.



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    Post by AlumiuN Sat Jan 04, 2014 1:45 pm

    Fixed it, go download the archive again. It was just an issue with the AUDIOT file (thanks WDC xP).
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    Post by mmed Sat Jan 04, 2014 3:56 pm

    no offense but,you test the game before uploading?  Very Happy 



    Map of the Month Q1 2014 Fy3b77

    EDIT: GAMEMAPS.MMC size is 7KB!!  Shocked  Shocked  Shocked  Shocked  Shocked
    AlumiuN
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    Post by AlumiuN Sat Jan 04, 2014 4:28 pm

    The point of that first map is that the map settings on the top and side are set to defaults, not that the map will work without adding a start position somewhere Razz
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    Post by AlumiuN Sun Jan 05, 2014 5:58 pm

    I've uploaded a patch that fixes some issues with the random enemy spawning - one of the major issues was in the definition files, so you'll need to update those for your chosen editor. Grab it from the link in the first post. This also adds a test map to the first map. The first room showcases how the pushwalls work now, the switch will make the pushwalls move back if used again, the second rooms showcases the teleporters and the directional sprites, and the third room shows the new textures and destructible objects.
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    Post by AlumiuN Tue Jan 14, 2014 4:36 pm

    I've uploaded a patch that adds a new feature - you can control the distance a pushwall moves and whether or not it will stop when it encounters another pushwall object on the map now. The new features use (13,0) to control the number of tiles it will move and (14,0), if filled, will cause a pushwall to stop on any other pushwall object (including switched pushwall objects). You can either get the whole package again, or download this patch. I will possibly be adding in future the ability to push explosive barrels and collapsible columns as if they were normal objects too, provided I can actually get it working.

    Patch: http://www.mediafire.com/download/op55yz4xmyb6hjd/MMC2014Q1%20Patch.zip (for some reason I can't get a link to work properly, just copy and paste it)
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    Post by AlumiuN Tue Jan 14, 2014 8:07 pm

    OK, it ended up taking a lot less work than I thought it would, so I've updated the files (and the patch) with the ability to use the pushable item flag on collapsible columns and explosive barrels.
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    Post by mmed Wed Jan 15, 2014 5:35 am

    you won in this competition?











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    Post by AlumiuN Wed Jan 15, 2014 4:31 pm

    Ronwolf won the last one, this one is still going, and likely will be for some time Smile
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    Post by ronwolf1705 Thu Jan 16, 2014 6:47 am

    During the first quarter of this year you can submit your map(s), then we'll have a voting round. The winner will be the co-ordinator of the next round.



    Map of the Month Q1 2014 MMCS0206
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    Post by Guest Thu Jan 16, 2014 11:06 am

    I will contribute a plain Wolfenstein 3D map that will be a base for one of my Wolf3D ROTT maps. How many maps can a person submit for the contest?
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    Post by ronwolf1705 Thu Jan 16, 2014 4:54 pm

    2 per person. (y)



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    Post by ronwolf1705 Tue Jan 21, 2014 3:26 pm

    So, anyone working on a map or interested in participating? Smile



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    Post by Thomas Wed Jan 22, 2014 2:44 am

    I was and am still interested but I haven't even downloaded the package yet. Hopefully I will do so soon - but as this isn't supposed to be finished until late March I don't feel like I'm in a rush.
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    Post by ronwolf1705 Wed Jan 22, 2014 11:56 am

    Sure, there is still a lot of time. I was just checking the interest on this forum specifically, I hope to get a couple of 'new' mappers for this round.



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    Post by AlumiuN Sun Jan 26, 2014 4:34 pm

    I've uploaded a small patch that (hopefully) fixes a small issue with the deaf guard floor code. You can grab the whole package again from the first post or just download the patch here.

    http://www.mediafire.com/download/op55yz4xmyb6hjd/MMC2014Q1%20Patch.zip
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    Post by AlumiuN Sat Feb 01, 2014 10:39 pm

    I've uploaded another patch that does two things: 

    - Mecha hitler dropping things no longer crashes the game 
    - Objects dropped by enemies killed by pushwalls will be placed somewhere that is reachable by the player instead of under the pushwall if it stopped on their body 

    As always, you can grab the whole package from the first post or just grab the patch here.

    http://www.mediafire.com/download/op55yz4xmyb6hjd/MMC2014Q1%20Patch.zip
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    Post by AlumiuN Sat Feb 08, 2014 8:51 pm

    I've updated the patch and the main package documentation to reflect the pushwall option changes (as per this post https://wolf3d.darkbb.com/t3037-map-of-the-month-q1-2014#26179 ).
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    Post by AlumiuN Thu Mar 20, 2014 8:05 pm

    I've just updated the package with a couple of bug fixes: 

    1. Fixed pushwalls leaving the wrong floorcode behind which led to some guards being dumb 
    2. Fixed movement against breakable columns and explosive barrels such that they are identical to the normal versions of the objects 

    As always, you can grab the whole package from the first post, or just grab the patch here.

    http://www.mediafire.com/download/op55yz4xmyb6hjd/MMC2014Q1%20Patch.zip

    Unfortunately, due to some personal issues I haven't been able to do much else with the code base, so besides adding Tricob's fence and these fixes the next competition's package will be the same as this one. But still, feel free to suggest things to me and I'll see what I can do.

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