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Operation Totengräber Community Set
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gerolf
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PostPosted: Wed Jun 15, 2016 11:19 am
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Hessler86 wrote:
so, how is everybody doing with their maps?


I submitted my two maps a month or so ago. I think that'll all I'll have to contribute to this, but if not I might make one more level for it.

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PostPosted: Wed Jun 15, 2016 11:48 am
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I'm working on one, but haven't been able to work on it for quite a while. Hope to get back to it relatively soon.
AlumiuN
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PostPosted: Wed Jun 15, 2016 4:08 pm
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I had totally forgotten this was a thing; hopefully I'll remember to do some work on it some time in the near future Smile
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PostPosted: Tue Dec 27, 2016 1:05 am
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Is this still going on?

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PostPosted: Tue Dec 27, 2016 2:02 am
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Technically, yes, but I'm not sure if anyone has done anything on it in a while Razz
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PostPosted: Sun Apr 02, 2017 11:59 am
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I may have an unreleased map or two for this project lying around unreleased... I could probably make more too, though it would be weird if I ended up as a contributor of over 50% maps.
Chris
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PostPosted: Mon May 01, 2017 12:08 pm
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I made a map with this kit today, it's called "Revenge of the Gray Toilets". It's pretty much "Super Upgrades" style and pretty easy to beat once you figure it out, mainly because it has no enemies or connected rooms. Basically the toilets are getting revenge on B.J. Rowan for adding so much gray into Totengraebar and for making B.J.s level guide. Laughing

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PostPosted: Fri Apr 19, 2019 1:25 pm
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I know it's been quite a while, but I have one map that's close to completion and another one that I may finish within a reasonable timeframe. What's the status of this thing? Have you received any maps at all?

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PostPosted: Fri Apr 19, 2019 7:51 pm
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As it stands, I have five maps - one from Chris, two from Gerolf and Military. (and you're right, it really has been quite a while; long enough that I'd forgotten about it, in fact Razz)
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PostPosted: Sat Apr 20, 2019 1:45 am
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I was working on one, but I fear it may be lost because my old laptop broke down.
Arielus
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PostPosted: Sat Apr 20, 2019 8:49 am
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Has a minimum-number-of-maps requirement been decided on?

Thanks,

Ariel

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PostPosted: Sat Apr 20, 2019 9:39 am
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I might can do some mapping for it too, but yet I am thinking on it, I never really liked Totengräber. Very Happy
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PostPosted: Sat Apr 20, 2019 10:29 am
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Quick question: how can I get a boss to drop a specific key? That's the only thing preventing me from submitting the map.

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PostPosted: Sat Apr 20, 2019 12:01 pm
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If this project is being revived I'd be more than happy to submit a couple maps myself.

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Thomas
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PostPosted: Sat Apr 20, 2019 2:40 pm
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I could probably make a couple of levels for this one too. This year Totengraeber will turn 20, and since Christmas I myself tinkered with the idea of making a pure map set for this mod. Had completely forgotten about this community effort... But could probably get fired up about a few levels. One of the all-time greatest (if not the greatest) mods in terms of mapping, theme, layout of graphics, sounds etc...
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PostPosted: Sat Apr 20, 2019 2:58 pm
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Hmmmmmmmmmmmm...... Cool
AlumiuN
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PostPosted: Sat Apr 20, 2019 9:43 pm
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Arielus wrote:
Has a minimum-number-of-maps requirement been decided on?


I don't think we'd decided on it; somehow I doubt we're going to be able to arrange it like normal Totengraeber, so there's no requirement for a particular number.

serpens wrote:
Quick question: how can I get a boss to drop a specific key? That's the only thing preventing me from submitting the map.


There's not currently a system for doing this; I could probably copy the mapinfo reader from the Mapping League over (with significantly fewer options, of course) without too much effort, and then reach out to the authors of the maps I have already to ask if they want to redesign the map in the appropriate areas, but that could be overkill. I'm open to suggestions for easier implementations, but I feel like using more map tiles is probably not a good idea.
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PostPosted: Sun Apr 21, 2019 12:43 am
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AlumiuN wrote:

There's not currently a system for doing this; I could probably copy the mapinfo reader from the Mapping League over (with significantly fewer options, of course) without too much effort, and then reach out to the authors of the maps I have already to ask if they want to redesign the map in the appropriate areas, but that could be overkill. I'm open to suggestions for easier implementations, but I feel like using more map tiles is probably not a good idea.

Maybe we can avoid doing any modifications at all. My issue is that I was somewhat confused as to what keys are bosses coded to drop. In my testing, I remember Hans dropping a gold key at least once and something else another time. But now I can't replicate this anymore and he keeps dropping the elevator key. If Hans is coded to drop the elevator key every time, then there's no issue, I'll just make a slight adjustment and submit the map right away.

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AlumiuN
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PostPosted: Sun Apr 21, 2019 12:49 am
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Looks like the bosses drop one of two keys (I'm just using the code here, so I don't know what these correspond to); key1 is dropped by Gretel and Hitler, key4 is dropped by everyone else.
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PostPosted: Sun Apr 21, 2019 1:12 am
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Thanks, my map should be fine then. Sent.

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PostPosted: Sun Apr 21, 2019 1:17 am
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Got it, thanks Smile

I'm now up to 7 maps, as AstroCreep has also sent me one.
Thomas
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PostPosted: Sun Apr 21, 2019 1:23 am
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So just to be clear, this is not a die hard map-by-map interpretation of the mod? If you can choose your own ceiling color and choice of enemies, the original flow might not be followed... Plus the secret level and their respectable access points. But who cares. It's all in good fun and all things considered, there has been a minimal amount of mods out there using the Totengraeber source as its base.
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PostPosted: Sun Apr 21, 2019 2:03 am
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I think that's probably the most realistic way to look at it - I'll probably try to make sure at least the first couple of levels are a little easier than the following ones, but otherwise I'll likely just have it be random (although if it works out like the Lost Episodes set where there's only one level that actually ends game, that'll probably get put last).
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PostPosted: Sun Apr 21, 2019 7:55 am
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A few more questions, if I may (and sorry if they have already been addressed):

1) Do your stats (health, ammo, points, etc.) get reset when you start a new level? Or do you carry them over from the previous level?

2) Are levels being given names that will be displayed upon entering them, ala the MotM/ML project?

3) Similar to 2), will the author's name be displayed upon starting his/her level?

4) What will happen if more than one level that ends the game are submitted? I assume they will all be placed in a succession at the end of the set? And what if nobody submits a level that ends the game? Can you make it so that the end game sequence gets triggered after the last level is done?

Thank you!

Ariel

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PostPosted: Sun Apr 21, 2019 10:20 am
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My second map is pretty much done, I'll be sending it in soon enough. And now a public service announcement for anyone who's thinking about mapping for this project but still having doubts. If you download the file totengraeber.zip from here

http://maniacsvault.net/ecwolf/files/mods/levels/classics/

Inside the archive you can find BJ3.wmc, which is a working Totengraeber definition file for WDC! Very handy.

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PostPosted: Sun Apr 21, 2019 10:26 am
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Is there a clever way to make this work with MapEdit 8.5 via DOSBox?
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PostPosted: Sun Apr 21, 2019 10:42 am
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Got my maps done lol. Also, since it will most likely be a copy paste operation I’ll prob be porting this to ECWolf on top of Executor’s port, provided there aren’t any source code changes that ecwolf can’t handle (which by looking at it I don’t think there are)
AlumiuN
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PostPosted: Sun Apr 21, 2019 9:38 pm
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Arielus wrote:
1) Do your stats (health, ammo, points, etc.) get reset when you start a new level? Or do you carry them over from the previous level?


You carry them over.

Arielus wrote:
2) Are levels being given names that will be displayed upon entering them, ala the MotM/ML project?

3) Similar to 2), will the author's name be displayed upon starting his/her level?


I don't think I'd done this, but I can (and probably should).

Arielus wrote:
4) What will happen if more than one level that ends the game are submitted? I assume they will all be placed in a succession at the end of the set? And what if nobody submits a level that ends the game? Can you make it so that the end game sequence gets triggered after the last level is done?


My thinking was either have them be randomly placed (i.e. as if they were a normal level) or have them be equally spaced as though they were finishes to subsequent episodes. If no-one submits one, the game will just finish after you finish the last level.

Thomas wrote:
Is there a clever way to make this work with MapEdit 8.5 via DOSBox?


I'm not really sure what you mean - there are MapEdit definitions, but I'm not intending to make a DOS EXE.

In other news, I'm up to eight maps, as Astrocreep has sent me a second (although having looked at Chris's, it might not fit all that well in the set, it's extremely weird Razz).
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PostPosted: Fri Apr 26, 2019 9:26 am
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I have 2 questions about this mappack...

1. Object 73 Table/w Chairs 2 doesn't appear on the map, I guess it's a minor problem with the map definitions itself?

2. Is there any secret level(s) planned for this set? Just out of curiosity.
AlumiuN
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PostPosted: Fri Apr 26, 2019 6:18 pm
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Wolf3DGuy wrote:
1. Object 73 Table/w Chairs 2 doesn't appear on the map, I guess it's a minor problem with the map definitions itself?


Nope, for some reason the code base for Totengräber SDL didn't have that enabled, but it is a legitimate object. I've uploaded a fixed EXE for it to the kit in the first post.

Wolf3DGuy wrote:
2. Is there any secret level(s) planned for this set? Just out of curiosity.


Currently there are no plans for it; having said that, Chris's aforementioned level is probably too weird to work as a main level, but it'd make a great secret level, so I'm sure we could come up with some sort of arrangement for them.
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