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thinking about a mapset
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RaVeN72
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PostPosted: Sun May 07, 2017 11:24 pm
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Hi All,

First post here - As a long time fan of Wolf 3d, I decided to look at a few map editors. Havoc's editor seems very good (very intuitive interface). I did try making maps for Doom back in mid 90's and found the time investment just too great to produce anything decent. After messing around with HWE I had a working map in about 30 minutes!!!

Anyway, I was thinking of making a shareware set - I was just wondering if anybody (except me) still plays shareware sets, or is it all about TC's these days???
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PostPosted: Sun May 07, 2017 11:41 pm
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We sure do! I'm also making a mapset with HWE, albeit its for the registered set, replacing episode 1 and expanding upon its themes. I really need to get back to it sometime.
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PostPosted: Mon May 08, 2017 2:30 pm
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I would recommend doing it for the registered set and only replacing Episode 1 unless there is a specific reason you want to use the shareware. That will ensure full compatibility with the Wolf4SDL source ports of the game (necessary if you want to play it without DOSBox).

Anyways, I too use HWE and I think it's the best pure map editor we have today. Good luck on your set!

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Tricob
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PostPosted: Mon May 08, 2017 4:17 pm
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Some of my favorite mods are Shareware sets. But I don't know how the majority feels.
RaVeN72
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PostPosted: Mon May 08, 2017 6:13 pm
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Barry wrote:
I would recommend doing it for the registered set and only replacing Episode 1 unless there is a specific reason you want to use the shareware. That will ensure full compatibility with the Wolf4SDL source ports of the game (necessary if you want to play it without DOSBox).

Anyways, I too use HWE and I think it's the best pure map editor we have today. Good luck on your set!


Just a few thoughts

- if you rename the .WL1 extension to .WL6, will the files work with Wolf4SDL? - I know this works with in reverse (.WL6 -> .WL1) with VSWAPS

- can you make a map with shareware - export it, then import it into a registered mapset? - I beleive the shareware resources are the same as their registered conterparts
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PostPosted: Mon May 08, 2017 9:19 pm
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RaVeN72 wrote:
- if you rename the .WL1 extension to .WL6, will the files work with Wolf4SDL? - I know this works with in reverse (.WL6 -> .WL1) with VSWAPS
I don't see how that would work. Each VSWAP has a different number of digitized sounds.

Quote:
- can you make a map with shareware - export it, then import it into a registered mapset?
Yes.
RaVeN72
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PostPosted: Mon May 08, 2017 10:06 pm
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Tricob wrote:
RaVeN72 wrote:
- if you rename the .WL1 extension to .WL6, will the files work with Wolf4SDL? - I know this works with in reverse (.WL6 -> .WL1) with VSWAPS
I don't see how that would work. Each VSWAP has a different number of digitized sounds.


If you have ever seen that Doom vswap that came out in the 90's (doomenstein i think - not areyep's wolfendoom tc)- I changed the .wl6 extention to .wl1 and it worked fine with the shareware version
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PostPosted: Mon May 08, 2017 11:04 pm
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It works in that direction, but the number of pages in the WL1 VSWAP will be too small for an EXE compiled for the WL6 files and it will crash.
RaVeN72
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PostPosted: Thu May 11, 2017 10:35 pm
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First map is finished!!! - I have decided on a 7 map shareware set for dos - can screenshots be uploaded here - or must I put them on something like a geocities account?
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PostPosted: Fri May 12, 2017 10:18 pm
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You can post image links as images, but the images will need to be hosted somewhere. I recommend Imgur or something similar.
RaVeN72
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PostPosted: Sat May 13, 2017 8:50 pm
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As an experiment, I have decided to try making a map without using floor codes for each room - instead I'm trying using a majority of 'deaf' guards with a few who begin hunting the player when the first shot is fired.

I know this means the map will need to be fairly linear - but it will be an interesting challenge desigining it.
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PostPosted: Sun May 14, 2017 3:39 am
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That's an interesting challenge! I'm sure it will still provide a fair amount of possibilities. You could make some guards non-deaf, but make some deaf guards block their path.
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PostPosted: Sun May 14, 2017 6:10 am
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That's pretty much how the first half of E6L1 and Spear Level 11 carry themselves out. I haven't figured out a way to do the whole map like this without it getting tiresome, but it's possible there are approaches that I'm overlooking. Smile
RaVeN72
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PostPosted: Sun May 14, 2017 2:32 pm
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Tricob wrote:
That's pretty much how the first half of E6L1 and Spear Level 11 carry themselves out. I haven't figured out a way to do the whole map like this without it getting tiresome, but it's possible there are approaches that I'm overlooking. Smile


The first thing I learned was to place any guard that wakes up at the first shot in a position where they will start moving towards the player using an open path - one guard I placed walked straight into a room and just stayed there as he try to make a direct line to the player and ran into a dead end - seems the guards don't use any sort of 'hunting' algorithm
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PostPosted: Sun May 14, 2017 6:02 pm
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Dogs are generally better "hunters" than the human guards, oddly enough. I remember placing dogs and other enemies in a maze map. The dogs were the only enemies in the entire map that found their way to me; the rest just wandered through the same few spaces endlessly. Smile
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