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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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doomjedi
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    THE MUTANT UPRISING

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    Post by lilmanjs Sat Jun 09, 2007 2:48 pm

    First topic message reminder :

    this is going to be my next addon. you will play as a captured american solider that has been used for experiments and has been turned into a mutant. but they forgot to wipe out his memory all the way and the mutant remembers who he is and what he has to do. so you get to try and get out of the place. if anyone wants to do coding you can do that now while the final fight is getting done. and whoever can delete threads can you delete the I have a new addon Idea thread?



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    Mods being worked on:
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    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
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    Return to Castle Hollehammer with Raziel A. (Karharis)
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    Post by rgamesinc Thu Aug 09, 2007 3:07 am

    I'm glad you like the sprites Very Happy

    Remember, if you have any ideas for mutants, just PM me and I'll try them out, because my idea well is really running dry.
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    Post by rgamesinc Thu Aug 09, 2007 2:24 pm

    THE MUTANT UPRISING - Page 2 Editmeaz7
    Shot at 2007-08-09

    Here are some guards that may be in the game. The mass of the variety there wont be used, its just to we can find out what color/head we should use for the guards. Any opinion would be appreciated.
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    Post by lilmanjs Thu Aug 09, 2007 2:38 pm

    SS - DARK GREEN
    PISTOL GUARD - GREY
    OFFICER - BLUE
    FLAMETHROER GUARD - TEAL
    MUTANTS - DARK YELLOW

    well the yellow color for the mutants would be cool but what do you guys think?



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    Mods being worked on:
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    Mod ideas:
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    Post by lilmanjs Thu Aug 09, 2007 3:04 pm

    I have an idea for the mutants in the game:
    there can be 2 different types of mutants. the regular old mutants that we all know and love and a new breed that shows up as you get farther on in the addon and then towards the end is the only mutant that you see. the new mutant could have more health and be more accuracte and faster.
    what do you guys think?



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    Mods being worked on:
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    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
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    Post by Raziel Mon Aug 13, 2007 1:44 pm

    cyclops As requested by James, here are 2 test Title Screens. Any feedback will be appreciated Very Happy

    here's the 1st:
    THE MUTANT UPRISING - Page 2 T_m_u_17

    and the 2nd:
    THE MUTANT UPRISING - Page 2 T_m_u_16

    I really hope you'll like those Smile



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    Post by lilmanjs Thu Oct 04, 2007 11:31 am

    so of course we've been working on TMU a lot and would it hurt any members of Team Aardwolf to post some updates for the people here.



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    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
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    Post by rgamesinc Thu Oct 04, 2007 4:58 pm

    THE MUTANT UPRISING - Page 2 Tmupreview1la7
    Alright, while this update goes against my vow to be a lazy arse-hole, here are some enemies, bosses, and static objects. Included in this screenshot (in order from left->right, top->bottom)
    General Mördergeist
    Suicide Mutant
    Dr. Muller
    Rhino
    General Starkmann
    Flamethrower Guard
    General VanHimler
    Guard
    Officer
    Mutant Statue
    Muller with Apple Statue
    Mutant Autopse
    Mutant Pod
    Megamutant (or New Mutant, or Newtant)
    MG42 Guard
    2 Test Tables
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    Post by doomjedi Thu Oct 04, 2007 10:59 pm

    Wow, nice graphics
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    Post by WLHack Fri Oct 05, 2007 1:29 am

    Yes, nice graphics indeed.
    @Karharis: I really like the first titlescreen.
    Good job there.
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    Post by TheUbermutant Fri Oct 05, 2007 1:30 am

    Man they look great.Nice work.The first title screen is cool.



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    Post by Raziel Fri Oct 05, 2007 5:16 am

    rgamesinc wrote:THE MUTANT UPRISING - Page 2 Tmupreview1la7
    Alright, while this update goes against my vow to be a lazy arse-hole, here are some enemies, bosses, and static objects. Included in this screenshot (in order from left->right, top->bottom)
    General Mördergeist
    Suicide Mutant
    Dr. Muller
    Rhino
    General Starkmann
    Flamethrower Guard
    General VanHimler
    Guard
    Officer
    Mutant Statue
    Muller with Apple Statue
    Mutant Autopse
    Mutant Pod
    Megamutant (or New Mutant, or Newtant)
    MG42 Guard
    2 Test Tables

    Wow great stuff!!
    @WLHack: Thanks for the compliment SmileSmile



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    Post by rgamesinc Sun Oct 07, 2007 3:19 pm

    Here's a little something that I whipped up out of boredom:
    THE MUTANT UPRISING - Page 2 Tmupallettetestvh5
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    Post by Dark_wizzie Sun Oct 07, 2007 4:44 pm

    good looking. itsn't that the picture from Spear of Destiny ending? Anyways, just out of curiousity why does he have 4 hands?



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    Post by Raziel Mon Oct 08, 2007 3:54 am

    rgamesinc wrote:Here's a little something that I whipped up out of boredom:
    THE MUTANT UPRISING - Page 2 Tmupallettetestvh5

    WOW! this one is the best! I really like the effects,
    btw, what do you use to make your title screens? Photoshop?



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    Post by doomjedi Mon Oct 08, 2007 6:52 am

    He has 4 hands being a mutant created by Schabbs
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    Post by lilmanjs Mon Oct 08, 2007 11:38 am

    so I take it you guys are excited and can't wait for this mod to come out. right?



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    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
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    Post by Valts Mon Oct 08, 2007 12:28 pm

    not bad! nice work!
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    Post by rgamesinc Mon Oct 08, 2007 3:23 pm

    Karharis wrote:
    rgamesinc wrote:Here's a little something that I whipped up out of boredom:
    THE MUTANT UPRISING - Page 2 Tmupallettetestvh5

    WOW! this one is the best! I really like the effects,
    btw, what do you use to make your title screens? Photoshop?

    I took the Ubermutant from the credits of Spear of Destiny, cut him out (which was pretty annoying,) uploaded him onto game maker and turned him grey, then on paint I made the text that I wanted, uploaded it onto game maker and made 3 different levels of it being blurred, and then finally just copied them over eachother on paint. No photoshop used what so ever.
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    Post by Raziel Mon Oct 08, 2007 5:47 pm

    rgamesinc wrote:
    Karharis wrote:
    rgamesinc wrote:Here's a little something that I whipped up out of boredom:
    THE MUTANT UPRISING - Page 2 Tmupallettetestvh5

    WOW! this one is the best! I really like the effects,
    btw, what do you use to make your title screens? Photoshop?

    I took the Ubermutant from the credits of Spear of Destiny, cut him out (which was pretty annoying,) uploaded him onto game maker and turned him grey, then on paint I made the text that I wanted, uploaded it onto game maker and made 3 different levels of it being blurred, and then finally just copied them over eachother on paint. No photoshop used what so ever.

    :Ha:Heh, that's smart Wink
    I never even had GameMaker in mind Razz especially as a BMP editor..



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    Post by TheUbermutant Wed Oct 10, 2007 7:15 am

    Dark_wizzie wrote:good looking. itsn't that the picture from Spear of Destiny ending? Anyways, just out of curiousity why does he have 4 hands?

    Because Dark_wizzie thats The Ubermutant from Spear of Destiny.It is suposed to have 4 hands.



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    Post by Dark_wizzie Wed Oct 10, 2007 5:44 pm

    Oh, right! I can't belive I havn't figured that out. I feel kind of stupid for not being able to :\ But hey, yuor avatar kind of tells all about the picture



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    Post by fireboy224 Wed Oct 10, 2007 8:07 pm

    Man LIL, ur really active in this project. Im working on one. but I can't use any custom textures or sprites since I can't make them, even if I could. Chaosedit won't let me use them
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    Post by lilmanjs Thu Oct 11, 2007 10:15 am

    you will be able to use custom textures and sprites once the graphics files are made. yea I know I'm active in this mod but I am the leader of Team Aardwolf you know. any more updates guys?



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    Mods being worked on:
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    Post by fireboy224 Thu Oct 11, 2007 6:18 pm

    well, I hate saying this, but Solo mapping is boring. I made 2 maps, but no one to help me with.
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    Post by lilmanjs Sat Oct 13, 2007 11:52 am

    Here's the final Music list:
    12-TunnelRhino
    13-VoltCatfish
    14-CrushCrawfish
    Astro_Guy
    beast
    bubblecrab
    Factory
    GeminiMan
    gravity_beetle
    hm-mmzarcadia2
    IZZY_GLOW
    JILost_-_SNES_-_Rockman_and_Forte_-_Tenguman
    MM3Magnet_Man
    mm5charg
    mm5dark
    mm7junk
    MMX5_Deep_Sea_V1_2_XG
    mmx5_mattrex
    mmx5_xfirststage
    mmx7_gungaroon
    MMXStorm
    MMZ4_-_Esperanto
    MMZero_Resurrection_v1_2
    RFNewWeaponv2
    rmfburner
    rmfcold
    rmf-museum
    RMZ3_Highway_V1_3
    RMZ3_Ice_Base_V1_2
    RMZ3KitsuneByCryogen
    RMZ4CaravanByCryogen
    RockAndForteGameOverByCryogen
    SNES_MMX_Boomer_Kuwanger_V1
    SparkMandrill
    Stealth2
    Toxicseahorse
    umd3_dead
    umd3_runni2
    Wheel_Gator
    X4StageSelect
    X6Turtle
    4 Songs by WLHack(toni)
    TMU title song by WLHack(toni)

    if you guys think that there should be any changes please say so.



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    Post by lilmanjs Sat Oct 13, 2007 11:54 am

    also I'd like everyone on Team Aardwolf to welcome Dean to the team. he will be a mapper and he will be a beta tester. also richter and eric will be joining the team as just BETA TESTERS.



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    Mods being worked on:
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    Stargate SG-1 addon, Mega Man addon
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    Post by Richter Belmont Sat Oct 13, 2007 5:10 pm

    Glad to be part of the team
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    Post by lilmanjs Sun Jan 06, 2008 2:52 pm

    if you know nothing about The Mutant Uprising I suggest reading this whole thread.



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    Post by doomjedi Mon Jan 07, 2008 7:34 am

    Well, this becomes some heavy project, at least as in team members cast. Very impressive.
    Can you list the planned coding changes? Is it "simple" wolf3d-style mod or a mod with more advanced coding engine?

    Anyway it seems to be a mod where I could practice a lot of graphic ideas as long as coding features will allow mutants to get off/out off/from med-beds and other scenery items...something like in Blake Stone.
    Even if this feature is not implemented I might love to create some scenery items and textures, especially in lab/med/mutant theme. But I don't want to be a part of the project team, just external contributor depending on his free time and mood. Unless you don't want me to contribute at all, which is fine with me as well.
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    Post by lilmanjs Mon Jan 07, 2008 1:03 pm

    you can do whatever is needed. I will post the coding list from the old forum. there are a lot of code changes included alarm lights that toni was working on before going to the army. alarm lights are what the name sounds like. you go under some lights and bam guards will come out of nowhere.



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    Post by lilmanjs Mon Jan 07, 2008 1:06 pm

    here are the ideas we've had for a while:
    200% ammo
    110% health
    Teleporters
    Directional sprites
    Pushable objects
    Breakable objects
    Bestweapon tutorial
    Ambient sounds
    Wall patches
    Enemies pick up bonus items
    Level name when start up game
    In-game messages
    Adding shadows to characters (when in-game messages are enabled)
    Split Hitler into two bosses
    Animated objects
    Animated walls
    Interactive objects
    Pushwalls activated by switches
    Locked doors locked by switches
    Civilians
    Gun bobbing
    Blood splatters
    Automap
    Add Text Messages to Menu Select Screens
    Spawnpoints (for enemies, walls, objects etc.)
    New weapons
    Level ending object
    Ammo walls
    Health walls
    Weapon change bob
    Reloading weapons
    Different ammo types
    Flame walls
    defusable bombs
    Add 25 ammo box
    Intermission screens
    Backpack
    Landmines
    Doors open from center (Blake Stone style doors)
    Bosses react to sounds
    Crosshair
    Death artifact
    Timed bonus artifacts
    Bonus time display
    Floor that hurts player
    Enemy uniform/invisibility
    Doors don't close automatically
    Enemies open up pushwalls
    Treasure chest
    Fullscreen
    Adding non-grid collision detection to pushwalls
    Remove par-times
    Transparent ceilings
    Portable items (medkits etc.)
    Different door sides
    One stab in the back kills
    Alternative paths
    Animated floors/ceilings
    Armour
    Another start position (when you die in-game, you start from another position)
    Berserk mode
    Suicide bombers
    Make guard spawn other guards
    More difficulty levels (for challenges or just to make it even more difficult!)
    Timed levels



    here are the coding features:
    -Removing the scalers (for more memory)
    -Seamless level progression
    -Multi-textured floors/ceilings
    -Outside atmosphere
    -Parallax sky
    -Readme/Helpart enabled
    -Pushwalls move 8 spaces and move faster
    -Shading
    -64+ walls (now you can use 90 walls)
    -Deathcam removed
    -Switch Activated Pushwalls
    -Civilians (Don't kill them, or you'll die)(Dogs are Civilians now)
    -Teleporters
    -Display Map Name On Get Psyched Screen
    -Enemies Pick Up Bonus Items
    -automap(toni should have fixed some stuff with this feature)
    -alarm lights



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    Post by doomjedi Mon Jan 07, 2008 9:16 pm

    Sounds cool Smile
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    Post by doomjedi Tue Jan 08, 2008 6:28 am

    lilmanjs wrote:
    here are the coding features:
    .........................
    -Multi-textured floors/ceilings
    What is the texturing progress? What types of floor textures you still need to do?
    ...........
    -Outside atmosphere
    Cool Very Happy You mean Rain/Snow/Fog?
    ..........
    -Parallax sky
    Hey, I'm good with those. A can easily make one for you. What type of sky do you need?
    .........
    Civilians (Don't kill them, or you'll die)(Dogs are Civilians now)
    Again is very unethical. You can kill humans but not dogs? Weird.
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    Post by lilmanjs Tue Jan 08, 2008 1:22 pm

    I don't think we had gotten all of the walls done yet. I was wanting to have a ton of walls done before making the floors and ceilings, but you can make floors and ceilings if you'd like. I don't care what they look like as long as you think that's what would be in an underground nazi lab. probably going to need a night parallax sky.



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    Post by doomjedi Tue Jan 08, 2008 9:21 pm

    Night? can you be more detailed? I don't think you mean the usual starry sky.......
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    Post by lilmanjs Wed Jan 09, 2008 2:41 pm

    I don't know what the night sky should look like. I say make a few different ones and we can choose from them. I want something that makes you feel kinda sorry for the guards that have to stay outside all of the time.



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    Post by lilmanjs Thu Feb 07, 2008 12:21 pm

    are there any more updates for the mod? I've kind of forgotten about the mod and would like to start getting back to work on it.



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    Post by rgamesinc Thu Feb 07, 2008 4:07 pm

    I would be getting more stuff done on the graphics but I've been in and out of terrible illnesses and I've been having big tests at school, and in a couple of weeks I'm going to be having surgery on my face that's going to have me gone another 2 weeks, so hopefully I can get something done before those 2 weeks.
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    Post by doomjedi Thu Feb 07, 2008 11:13 pm

    I'll see if I can do some more stuff as well.
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    Post by Richter Belmont Thu Jul 24, 2008 1:13 pm

    Reloading eh........I can help with that as u can see from The Lost World Parts 1,2,6,7, and 8.
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    Post by lilmanjs Fri Jul 25, 2008 11:31 am

    Richter Belmont wrote:Reloading eh........I can help with that as u can see from The Lost World Parts 1,2,6,7, and 8.
    nobody can help with the coding Richter. I'm sorry if I sound rude, but the code is currently with WLhack and he's wanting to work on TMU the most after he's out of the army.



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    Post by Dark_wizzie Sat Oct 18, 2008 10:58 am

    Hey, the last message for this is at july! Any new news?



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    Post by lilmanjs Sat Oct 18, 2008 12:06 pm

    Dark_wizzie wrote:Hey, the last message for this is at july! Any new news?
    there really isn't any news as the coding wasn't even finished at the point that Toni left for the army. when he gets back TMU will be back in full swing. we are thinking of having a Dos version and an SDL version.



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    Post by Dark_wizzie Wed Jun 17, 2009 7:43 am

    Now that all you can do is wait for the coding, why not get started on Final fight 2? =F



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    Post by lilmanjs Thu Jun 18, 2009 2:38 pm

    we have been working on FF2, but I wanna get back to work on this mod and sadly it seems like most of the team is gone.



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    Post by doomjedi Fri Jun 19, 2009 10:47 am

    Well, too bad...it's a promicing project. Not to mention I did some art for it hoping it'll get used Smile
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    Post by lilmanjs Fri Jun 19, 2009 6:26 pm

    yea, the sad thing is that I told john and toni to work on the graphics file by themselves so I don't have any graphics file for the mod.



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    Post by doomjedi Sat Jun 20, 2009 1:25 am

    Well, beyond art that was posted in this thread, that is... Wink
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    Post by doomjedi Sat Jun 20, 2009 1:36 am

    I could give it art assistance, but without good mappers and coders....this project will be ...in trouble.
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    Post by lilmanjs Mon Jun 22, 2009 4:05 pm

    this project is in trouble. now if only toni was around.



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