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MMC Anthology
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AlumiuN
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PostPosted: Thu Oct 09, 2014 12:22 am
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Alright folks, here's that surprise I mentioned - an anthology of all of the maps from the MMC's original run in 2007 and 2008, complete with an SDL exe and a few improvements, namely the ability to have multiple pushwalls moving at once.

Grab it here!

Please note that this was slightly hastily built from the new MMC's code, so some of the new objects technically exist in the code, but if you edit the maps to try and put them in the game will probably crash. So just don't edit the maps and you'll be fine. Smile
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PostPosted: Thu Oct 09, 2014 1:12 pm
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Nice work! Smile
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PostPosted: Thu Oct 09, 2014 1:16 pm
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Interesting stuff! Downloading... Haven't played these since they came out.
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PostPosted: Thu Oct 09, 2014 1:36 pm
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Maybe now I'll actually play the October 2007 and November 2007 - February 2008 contests. Previously I hadn't because I was tired of Dos plus they had that utter annoying stamina limit bar. Sad Yay for converting them to the latest and greatest EXE, just hope there aren't any bugs! Smile

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AlumiuN
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PostPosted: Thu Oct 09, 2014 3:12 pm
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Well, I did playtest it quite a bit and I didn't notice any bugs, so hopefully there aren't any Smile
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PostPosted: Thu Oct 09, 2014 3:42 pm
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When Dean wrote his reviews of all the MMC compilations, he mentions the Nov 2007 - Feb 2008 one (which starts on Level 52) should have health pick ups adjusted to half strength, however, when I test this, they heal the regular amount, in both the original Dos version and now the SDL port. As thus I'm not sure but maybe there still is some form of bug or oversight regarding this change that hasn't been addressed? I'm trying to get a clarification from him here (sent a message).
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PostPosted: Thu Oct 09, 2014 6:04 pm
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In that MMC (and the one before it) the value of health pickups is determined by a map setting. Maybe he was referring to a particular map?
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PostPosted: Thu Oct 09, 2014 6:35 pm
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Have you made sure the map settings were applied in the anthology release?

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AlumiuN
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PostPosted: Thu Oct 09, 2014 9:09 pm
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Yes, I just tested it again and the setting is being applied correctly.
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PostPosted: Thu Oct 09, 2014 9:17 pm
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What levels have reduced health values? (I want to see how it works without using trial & error.) It can be spoiler'ed if desired.
AlumiuN
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PostPosted: Thu Oct 09, 2014 11:36 pm
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49 (where it's 20 for medkits), 54 (where it's 24), and 57 (where it's 20)
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PostPosted: Fri Oct 10, 2014 9:17 pm
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Nice work AlumiuN, these are a welcome SDL edition.

Is there any chance of adding a selection screen at the start for which set of maps you want to play through rather than having to play them all through to get to the set you want?

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MrWolfForever
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PostPosted: Fri Oct 10, 2014 11:59 pm
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Tab+W works all the time with no debugmode and you pistol start every level no matter what you do so that should solve things. You could add five six episode selects though, as there are six compilations included. For now I did provide an 'index' - see bottom of post.

Also I'm torn about just leaving Level 60 as the traditional 'filler'. It's that close to a full 60 levels (59 as is), you may as well include a bonus map to get it there. Smile It could be a new map, or even one of the four maps after Feb 2008 that never saw an official release (though the unfairness on that approach is only one of four completed levels would get the spotlight, making the other three look 'shortcharged'). Either way if this is going to be updated, then maybe we could try to get something in for Level 60 that is hasn't been seen in any official release before.

Too bad the EXE can't go over 60 levels, if it could I'd just recommend throwing in all four later submission for 63 levels total and forget about it being a round number.

If it's one level chosen of the four, I'd recommend AReyeP's; his submissions are among the most consistently true 'top notch' levels. I do also feel bad though that Aluminum made two of these extra maps, he's doing all this work, and they haven't seen the light of day.

Back to the main point, I will say for now as a sort of index the compilations span the following levels:

June 2007 - Levels 1-10
July 2007 - Levels 11-25
August 2007 - Levels 26-37
September 2007 - Levels 38-45
October 2007 - Levels 46-51
November thru February 07/08 - Levels 52-59
AlumiuN
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PostPosted: Sat Oct 11, 2014 1:46 am
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It can go over 60 levels easily, if someone wants to send me the four maps I'd be happy to include them. As for an episode menu, I can make one, but it'll take a bit of work.
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PostPosted: Sat Oct 11, 2014 5:07 am
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Didn't ack say somewhere that he did not authorize the release of his submission to the unreleased MMC?
Thomas
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PostPosted: Sat Oct 11, 2014 7:05 am
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Skill 1, warping to level 47 and the EXE crashes.
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PostPosted: Sat Oct 11, 2014 7:40 am
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Thomas wrote:
Skill 1, warping to level 47 and the EXE crashes.


I had the same problem as well.
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PostPosted: Sat Oct 11, 2014 8:25 am
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Crashes on any skill.

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PostPosted: Sat Oct 11, 2014 8:26 am
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That's right folks, it crashes on any skill, so you can send me and Ron's replies to the cyber dump. Posthaste!
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PostPosted: Sat Oct 11, 2014 8:35 am
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MrWolfForever wrote:
Back to the main point, I will say for now as a sort of index the compilations span the following levels:

June 2007 - Levels 1-10
July 2007 - Levels 11-25
August 2007 - Levels 26-37
September 2007 - Levels 38-45
October 2007 - Levels 46-51
November thru February 07/08 - Levels 52-59
Under those circumstances, each level set could be isolated into a 15-map slot, and the list would be no more than six episodes. Sort of like the original, and sort of not. But that's personally how I'd lay it out. Smile
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PostPosted: Sat Oct 11, 2014 9:37 am
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Thomas wrote:
Skill 1, warping to level 47 and the EXE crashes.
Confirmed. The shading table in (0,0) of the map is set to an invalid parameter. I have no idea what the shading parameter was originally.

I can send a quick fix for this, but for those who want to fix it themselves, simply take any Wolf3D map editor, and place Wall Zero in square (0,0) of the map.

Another bug - this is more visual than anything else. Some of the walls have an "Elevator Wall" where they shouldn't. I'm pretty sure this is because the VSWAP was changed from one MMC release to another. However, this doesn't actually impair the maps' gameplay in any way.
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PostPosted: Sat Oct 11, 2014 9:42 am
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How often does the elevator wall bug happen? If it's frequent a workaround should be developed.

Also I couldn't find 'Wall Zero' in ChaosEdit. However I put a 'Nothing' wall in its place and now the level loads. Is 'Wall Zero' and 'Nothing' the same thing?

Finally when I load this map in Dos (Level 2 of MotM Oct 2007) there is no shading, at least to start.
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PostPosted: Sat Oct 11, 2014 9:49 am
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MrWolfForever wrote:
Also I couldn't find 'Wall Zero' in ChaosEdit. However I put a 'Nothing' wall in its place and now the level loads. Is 'Wall Zero' and 'Nothing' the same thing?
Yes. I meant that the wall has a value of "Zero" on the list. In many map editors, the wall is described as "Invalid".
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PostPosted: Sat Oct 11, 2014 9:52 am
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And additionally, how often does the 'elevator wall bug' you mentioned occur? Unless it's quite infrequent some form of fix should probably be considered.

I loaded all 59 levels by the way, no others crashed when loading.

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PostPosted: Sat Oct 11, 2014 9:55 am
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I haven't located the "endpoint" to it, but I know that after a certain map, the bug never occurs again.
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PostPosted: Sat Oct 11, 2014 10:07 am
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How often does it occur within the map range it can happen in? (Like every map, many times every map, or just occasionally)
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PostPosted: Sat Oct 11, 2014 2:15 pm
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ronwolf1705 wrote:
Thomas wrote:
Skill 1, warping to level 47 and the EXE crashes.


I had the same problem as well.


Interesting - it appears to be an error in the map. I've fixed the error and reuploaded the file, you can grab it from the first post again. I might do some work on the episode menu today, but I was out all night and am rather tired, so I guarantee nothing. Very Happy
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PostPosted: Sat Oct 11, 2014 3:44 pm
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MrWolfForever wrote:
How often does it occur within the map range it can happen in? (Like every map, many times every map, or just occasionally)
Sometimes a lot, sometimes once or twice, and sometimes not at all. It's a different story for every map.
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PostPosted: Sat Oct 11, 2014 3:47 pm
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How often is it enough to majorly alter the look or gameplay?

Oh and is there ever an improper elevator wall you can actually use as an end level trigger?
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PostPosted: Sat Oct 11, 2014 4:02 pm
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It doesn't alter the gameplay in any way. As to the look, some areas it looks worse than others. Imagine that you're in a room with wooden walls, but every wall has the "Wood With Eagle" wall replaced with an elevator wall. It's pretty much like that.

As for the "end level trigger" thing, the elevator wall (the one I mentioned, anyway) can't be used to end the level. For an elevator wall to end the level, the wall has to have a switch on it. If you use that wall by mistake, or the map uncovers the wall by mistake (such as by a switch-operated Pushwall), it can be used to end the level early.

AlumiuN - I've noticed one additional bug - It seems the levels in some sets are playing the "wrong" music. In Level 32 and Level 33, it's supposed to play Tune #27. Instead, it plays Tune #18.
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