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Map of the Month Q1 2014 - Voting round
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Choose the 3 maps you consider to be the best
Centrifuge
8%
 8%  [ 4 ]
Heroes Die Young
15%
 15%  [ 7 ]
Too Much Grey
11%
 11%  [ 5 ]
Shoot Wisely
2%
 2%  [ 1 ]
Sliding Wall
4%
 4%  [ 2 ]
Vault-Face
17%
 17%  [ 8 ]
Brass
4%
 4%  [ 2 ]
Waste Disp. Sw2x
6%
 6%  [ 3 ]
Blizzardy winds
4%
 4%  [ 2 ]
XtravaganzA 2K14
11%
 11%  [ 5 ]
Born Again
13%
 13%  [ 6 ]
Voted : 16
Total Votes : 45

Author Message
ronwolf1705
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PostPosted: Mon Mar 31, 2014 3:19 pm
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The MMC maps for the first quarter of 2014 can be found right here: https://dl.dropboxusercontent.com/u/7510301/MMC2014Q1.zip

You can vote on a total of three maps. Compliments to all the mappers who joined in, it has led to a very enjoyable package!

Let the voting commence! Smile
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PostPosted: Mon Mar 31, 2014 3:43 pm
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Looks good so far.

May I suggest that a README.TXT file be distributed in future MMC versions that has a reference for the player controls? Or maybe put it in the READ THIS! within the game. I needed reminding of how to turn off the crosshairs!

The following is something I put together for my own reference for the first MMC (June 2007), presumably taken from a DHW BrotherTank post. This may not be 100% accurate for the new MMC, and may have more information than necessary, but is what I had in mind:

When I run the NEW exe what are the controls??

Tab-B Toggles the Weapon Bobble on/off
Tab-F Toggles FastMonitor on/off
Tab-H Hurts player 16 health per use - If you get stuck
Tab-M Toggles the In-game Messages on/off
Tab-O Toggles the Onscreen Timer on/off
Tab-R Will show you the your Ratios in the game
Tab-S Toggles the Shading on/off
Tab-W Warp to Whatever Level?
Tab-X Toggles the Crosshair on/off

What are the features of the new EXE??

As you can see from above, we have shading, ratio monitoring, weapon
crosshair & bobbling, Ingame messages, Onscreen timer, along with Map
Control of the Ceiling/Floor colours, Starry Sky, Moon Colour, rain/snow,
and Par Times.

The other options that are enabled in this EXE are:

Enemies can push Pushwalls & the Player will get credit if the enemies
find hidden areas.

Pushwalls will kill the player or enemy, if they are standing where the
pushwall is sliding into.

You only have the Weapons that you have picked up. aka Bestweapon!

Maximum Health is 100%

Maximum Ammo is 100 rounds

There is only 1 ammo type for all weapons.

Small fixes to the AI controlling enemy movement. These may or may not
change an enemies behaviour that will be noticable all the time. But be
aware that it does change the directions that they scan - and if you play
one of the original maps you may find that you may not meet alerted
guards in the same place you always did.

You will hear a heartbeat that increases in speed when the players health
drops below 75% - when it gets real fast... you need to find some health.

(-) & (+) keys will decrease/increase the screen size.

(<) & (>) keys will strafe the player left/right

The annoying sound is gone when bumping into walls. It still makes the
sound when you push on walls.

If the shading is toggled on - the enemies will light up in the distance
when shooting (basically you see their weapon flash as they shoot).

When you change weapons the weapons actually change.

Each level will start as if it was the First Level in the game. That
means there is no advantage to any weapons or ammo gained on the previous
levels - or extra men for that matter.

If you use a boss on your level (any boss) they will NOT end the game.
They will drop the yellow or Gold key, but they will not end the game.

Secret Elevator floor will NOT take anyone to a secret level because
there are no secrets.

Random Blood splats will come from the enemies when you shoot them. They
are very random and will not appear every time you hit them.

All Bugs from the Code Crackers bug thread have been removed.

And just so there are no other questions like version and such... This is
it's own version as you will see from the signon Screen.. It's the DH
(DieHard) Software version and runs with the full version files for
Wolfenstein 3d.
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PostPosted: Mon Mar 31, 2014 3:47 pm
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AlumiuN, could you perhaps update Andy's suggested Readme with the coding features you provided for this round? I wouldn't want to unintentionally forget any. When that's done, I'll put it in a text file and include it.
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PostPosted: Mon Mar 31, 2014 5:05 pm
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Do I have the right download? It seems to have the "wrong" AUDIO files; the main menu and my map submission have the wrong music. Sad
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PostPosted: Mon Mar 31, 2014 5:32 pm
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AFAIK, I have the latest audio files. Are you sure you used the latest audio files while mapping? Any other mapper have this problem?
AlumiuN
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PostPosted: Mon Mar 31, 2014 5:59 pm
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Ron, can you test your own copy? I'm having the same issue as well (which I imagine means that if anyone tries to use the last music chunk the game will crash).

EDIT: I've just tested it with the up to date AUDIO files in my own copy and it works fine, I think you might have put the old audio files in.

EDIT AGAIN: Here's the readme, I think it's roughly complete:

When I run the NEW exe what are the controls??

Tab-B Toggles the Weapon Bobble on/off
Tab-M Toggles the In-game Messages on/off
Tab-O Toggles the Onscreen Timer on/off
Tab-R Will show you the your Ratios in the game
Tab-S Toggles the Shading on/off
Tab-W Warp to Whatever Level?
Tab-X Toggles the Crosshair on/off

(-) & (+) keys will decrease/increase the screen size.

What are the features of the new EXE??

As you can see from above, we have shading, ratio monitoring, weapon
crosshair & bobbling, Ingame messages, Onscreen timer, along with Map
Control of the Ceiling/Floor colours, Starry Sky, Moon Colour, rain/snow,
and Par Times.

The other options that are enabled in this EXE are:

Teleport artifacts - touch them and be teleported somewhere.

Pushwalls will kill the player or enemy, if they are standing where the
pushwall is sliding into. There can be a large number of pushwalls moving
at any one time, and some are controlled by switches.

You only have the Weapons that you have picked up. aka no bestweapon!

Maximum Health is 100%

Maximum Ammo is 100 rounds

There is only 1 ammo type for all weapons.

Small fixes to the AI controlling enemy movement. These may or may not
change an enemies behaviour that will be noticable all the time. But be
aware that it does change the directions that they scan - and if you play
one of the original maps you may find that you may not meet alerted
guards in the same place you always did.

When you change weapons the weapons actually change.

Each level will start as if it was the First Level in the game. That
means there is no advantage to any weapons or ammo gained on the previous
levels - or extra men for that matter.

If you use a boss on your level (any boss) they will NOT end the game.
They may drop an item, but they will not end the game.

Secret Elevator floor will NOT take anyone to a secret level because
there are no secrets.

All (or at least most) bugs from the Code Crackers bug thread have been removed.
Arielus
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PostPosted: Mon Mar 31, 2014 7:10 pm
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Sorry that my first post on this long-awaited thread is to communicate something like this, but yeah, there does seem to be something up with the music, I am afraid...

I have spotted a few cases where I know the tune being played is not the intended one...

AlumiuN, what say you?

Cheers,

Ariel

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AlumiuN
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PostPosted: Mon Mar 31, 2014 7:15 pm
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It looks like Ron put in the old AUDIO files by accident. Until he fixes it you can grab the up to date files here.
Arielus
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PostPosted: Mon Mar 31, 2014 8:29 pm
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AlumiuN wrote:
It looks like Ron put in the old AUDIO files by accident. Until he fixes it you can grab the up to date files here.

Thank you, Sir. With this patch the music now plays fine as far as yours truly can tell...

Let us wait for Tricob (and others?) to chime in on this...

Cheers,

Ariel

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PostPosted: Mon Mar 31, 2014 9:08 pm
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Arielus wrote:
Let us wait for Tricob (and others?) to chime in on this...
Works perfectly on my end. Smile
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PostPosted: Tue Apr 01, 2014 5:05 am
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Tricob wrote:
Arielus wrote:
Let us wait for Tricob (and others?) to chime in on this...
Works perfectly on my end. Smile

That's great to know. Hopefully it works fine for others as well.

Congrats to ronwolf1705 on a fantastic number of maps amassed for this package. Certainly more than I expected! And thanks a lot once more to everyone who took up of their time to contribute to this...

Some of those map names sound intimidating. Will start playing the package soon. Best of lucks to everyone!

Cheers,

Ariel

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PostPosted: Tue Apr 01, 2014 5:21 am
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The first post has been updated with the proper audio files and a readme. Sorry for the inconvenience.
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PostPosted: Tue Apr 01, 2014 4:44 pm
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Well, quite a crappy start for me, took me only 5 minutes of playing the package to get trapped and not be able to continue onwards...

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AlumiuN
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PostPosted: Tue Apr 01, 2014 5:53 pm
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Just passed map 9 and realised I forgot to take out the secret level intermissions. So instead of getting ratios for that level, you get 15000 points Razz

EDIT: Looks like it's not just level 9, it's every level after level 8 xP


Last edited by AlumiuN on Tue Apr 01, 2014 6:34 pm; edited 1 time in total
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PostPosted: Tue Apr 01, 2014 6:02 pm
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Dean wrote:
Well, quite a crappy start for me, took me only 5 minutes of playing the package to get trapped and not be able to continue onwards...
If it makes you feel better, that happened to me at least twice in one of the levels (I think the first one). I like the map's concept though, and I think they executed the idea rather well. Smile
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PostPosted: Tue Apr 01, 2014 6:18 pm
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In at least the first 2 levels it is possible to get stuck, and I think the fourth as well.
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PostPosted: Wed Apr 02, 2014 3:03 am
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I've made a patch that fixes a few things -

- Fixes the intermissions for levels after 8
- Makes enemies light up when shooting
- Properly aligns the score when it's above 1000000

You can grab it here. Note that I haven't done extensive testing on this, and some of the features from the next MMC are technically enabled. This is because I forgot to keep the old source when upgrading stuff for the next MMC. So if anyone notices anything off, please tell me so I can fix it ASAP. Razz
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PostPosted: Wed Apr 02, 2014 8:55 am
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AlumiuN wrote:
I think the fourth as well.


I tested it, and can confirm that you can get stuck there as well. Seems to be intended:

It seems it's there as a way to force you inside the moving pushwalls area
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PostPosted: Wed Apr 02, 2014 10:34 am
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When you guys speak of the possibility of getting stuck, do you mean a situation where there's no exit and no way to kill oneself either? I am asking because one thing is having no way to get out of a certain area and having to manually restart the level, and another thing is to fall into a trap purposely laid out and having to kill oneself to pay for one's mistake (which I seem to recall being the case in last package's 'Think B4 Pulling', when you didn't think before pulling and, if I am not mistaken, at a certain point in 'Don't Do It...' as well...)

Thanks,

Ariel

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PostPosted: Wed Apr 02, 2014 5:24 pm
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Stuck as in can't progress and can't kill yourself, and you have no other choice but to start again...

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PostPosted: Wed Apr 02, 2014 5:57 pm
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One thing you can do is use Tab-W to warp yourself back to the start of the level.
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PostPosted: Wed Apr 02, 2014 6:33 pm
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Dean wrote:
Stuck as in can't progress and can't kill yourself, and you have no other choice but to start again...

For what's worth, this sums up the definition of 'getting stuck' that I agree with...

Cheers,

Ariel

PS: Haven't started playing the package yet, but I will soon. Hope others are having a good time with it...

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PostPosted: Wed Apr 02, 2014 9:02 pm
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There are some levels that really have me baffled, not least of which is Level 4. If I can't figure out a solution in the next few days, I'll ask for hints. Smile
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PostPosted: Wed Apr 02, 2014 10:33 pm
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I found a glitch on Level 4. When you collect the ammo from guards that have been killed by the death artifacts, their ammo doesn't add to your count.

Some great levels so far, I'm really enjoying the levels! giving me plenty of ideas for future entries Smile

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PostPosted: Thu Apr 03, 2014 2:50 am
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Dean wrote:
I found a glitch on Level 4. When you collect the ammo from guards that have been killed by the death artifacts, their ammo doesn't add to your count.


Seems intended, as that stuff is map-defined. And the map is called Shoot Wisely. Wink
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PostPosted: Thu Apr 03, 2014 5:15 pm
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This is a really impressive pack. and WOW... it looks like people are having fun the switch activated pushwalls

The rooms on some of these levels, they change every single time I go back through them

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PostPosted: Thu Apr 03, 2014 5:41 pm
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I've played through the first three levels and yes, indeed, some fun mapping thus far... Mapping style-wise things are pretty varied so far (a great thing in my book given the kind of set we're talking about)... Definitely a most entertaining set so far. I daresay this might be the most heterogeneous (again, in a good way) MotM set to date... Up to this point I've only had fun so kudos to the authors. Looking forward to playing the remaining eight maps...

Adieu,

Ariel

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PostPosted: Fri Apr 04, 2014 10:50 am
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I agree, it's very heterogeneous. Lots of variation in style, use of features. Great stuff!
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PostPosted: Fri Apr 04, 2014 5:48 pm
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"Heterogeneous" ... that's a word I haven't seen a while, and it's good to see it used again. Agreed - this map pack looks like it has one kind of map for just about anyone. Lastly, thumbs up to seeing another post by Russel! Smile
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PostPosted: Fri Apr 04, 2014 7:07 pm
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Suggestions anyone? I'm on Level 11, and I've gotten to a point where there's this switch blocked by a flag, and after shooting down the guards, I can't find anywhere else to go. Any suggestions?
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No new posts n00b... lol and first game
Author: Guest
6 215 Mon Jun 14, 2004 7:27 pm
TheTalentedMrLeo View latest post
No new posts "First Person"...RPG?
Author: Guest
8 237 Tue Jun 01, 2004 11:55 am
Commodore View latest post
No new posts Super Blitzkrieg - my first TC!!
Author: Hair Machine
27 9786 Sun Feb 08, 2004 8:41 am
Hair Machine View latest post
 
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