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[RELEASE]Totengraeber for ECWolf + WDC Definitions
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Executor
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PostPosted: Sat Jan 11, 2014 11:23 am
   Subject: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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Klicken Sie hier for download (Requires ECWolf v1.2.3 and Wolfenstein 3D v1.4)
Download updated 1/11/14, 1:59 PM CST. Please redownload if you downloaded before then.

This is a port of Project Totengraeber to ECWolf. No floor/ceiling textures, no "rocket launchers or giant squid" as B.J. Rowan put it, but a straight port of the original game's levels and features with the convenience, widescreen support, and improved controls of ECWolf. This port is 99% accurate, there are a few very minor differences (most notably the "Hitler is dead and blah blah blah" end screen and the altered cheats are not included because those features are hardcoded for the moment, bronze and elevator keys are displayed with their own graphics on the status bar, and Schabbs' attacks have been made more dangerous to compensate for two-button strafe and better mouse controls) but nothing that will detract from the experience.

Project Totengraeber is one of my favorite map sets of all time and probably the biggest influence as a mapper that I've ever had so I had been wanting to do an ECWolf version of it since ECWolf was first conceived. The Assassinate Hitler port was basically a trial run for this.

As a bonus I've included a full WDC definition file that can be used to make maps for Project Totengraeber, either the original or the ECWolf version (lab levels in the ECWolf version will require the new "Ambient Sounds" object to have the ambient sounds but otherwise there is no difference). Place it in your WDC MapDefs folder and they should be automatically used whenever you make a Totengraeber project or view the Totengraeber data files in WDC.
Zach
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PostPosted: Mon Jul 14, 2014 8:18 am
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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Brilliant.
Cyanosis
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PostPosted: Thu Apr 23, 2015 9:52 pm
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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I've ran into an issue: http://i.imgur.com/FYvfjwq.png

This pushwall doesn't reveal anything and I'm missing the key for the bronze area.
Executor
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PostPosted: Thu Apr 23, 2015 10:22 pm
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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You might have pushed it in the wrong direction. The maps are B.J. Rowan's and I did not change any of them.

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PostPosted: Fri Apr 24, 2015 1:48 am
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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I just checked it on YT, the pushwall didn't go all the way back like it's suppose to. But I'm guessing that's just a freak occurrence (reminds me of the pushwall in Wolf3D's E6F2 that's CPU sensitive).
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PostPosted: Fri Apr 24, 2015 2:40 am
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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When MCS ported Totengraeber to SDL I had to ask him to remove a blocking tile on level 16, in the opening room. This had to be done in order to get 3 x 100 ratio. I don't know if you've used the original Totengraeber files or based it on the SDL port - but the level 26 issue doesn't ring any bells...
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PostPosted: Fri Apr 24, 2015 6:09 am
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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I think I used the SDL port.

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PostPosted: Fri Apr 24, 2015 10:53 am
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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Yeah, in Wolf3d and Spear it's actually supposed to move 2 spaces (as in your E6F2 example) but there was a bug in the DOS version that made it so that it could actually move 3 spaces, which occurs more often on faster machines because they skip less tics (your fps is closer to 70fps). Wolf4SDL and ECWolf fixed this bug, but some mods still expect 3 to be the correct amount and design their levels based on 3 spaces only. I think B.J. Rowan became aware of the issue after Totengraeber was released or just missed that L26 one when testing, he did fix this in Desperate Measures though (it always moves 2 spaces there).

edit: From the first link, looks like he just missed that one:

B.J. Blaze wrote:
Actually, when I said "designing our maps to take 3-tile pushwalls into account", I actually meant "2 or 3 tile pushwalls", since I too always consider the possibility that the wall will move only two tiles. All of my secret areas (unless I made a mistake, heh) are designed to allow access whether the wall moves 2 or 3 tiles, and not move over anything.
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PostPosted: Fri Apr 24, 2015 7:38 pm
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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That issue aside I just finished Totengraeber for the first time, wasn't expecting
Hitler
at the end! Good game, albeit the Bunker levels were on the weaker side compared to the rest of the game. And for an Eisenfaust themed game the Mutants were used surprisingly well, not too many of them and not too many annoying encounters. The chaingun jamming was a bit wonky at times (sometimes it'd fail as soon as I fired a single burst) but it added an interesting dynamic to an otherwise very powerful weapon.
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PostPosted: Fri Apr 24, 2015 7:55 pm
   Subject: Re: [RELEASE]Totengraeber for ECWolf + WDC Definitions
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B.J. Rowan said he rushed some of the later maps.

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