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Map Of The Month Q4 2014 (and beyond?)
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AlumiuN
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PostPosted: Thu Oct 30, 2014 2:12 pm
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Here's the kit for the next MMC. There's only one change from last time, and that is that you can now have different shading in teleported areas to normal areas. This is controlled by (0,20) to (0,24), being the red, green, blue, fog and cutoff levels respectively. Note that if you want no shading at all in an area, you can set the fog to 255. Apart from that everything's identical. Go get mapping Very Happy
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PostPosted: Thu Oct 30, 2014 2:45 pm
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I've been wondering for a while, how do I get these packages to work with ChaosEdit's 3D view feature? In my experience, textures are always mixed up and many objects don't show up at all. I'm too addicted to 3D mode, I need it for mapping!

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PostPosted: Thu Oct 30, 2014 2:50 pm
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serpens wrote:
I've been wondering for a while, how do I get these packages to work with ChaosEdit's 3D view feature? In my experience, textures are always mixed up and many objects don't show up at all. I'm too addicted to 3D mode, I need it for mapping!


Well, there's nothing you can do about the textures - ChaosEdit's 3D mode only has support for up to 64 textures, so the new ones will always be wrong. As for the objects, that's just me being lazy and not adding in the newer objects such that they show up in 3D mode. Razz
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PostPosted: Thu Oct 30, 2014 3:14 pm
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AlumiuN wrote:
ChaosEdit's 3D mode only has support for up to 64 textures, so the new ones will always be wrong.

Awww, I didn't know that! Tough luck, I've got to deal with it somehow.

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PostPosted: Fri Oct 31, 2014 4:30 pm
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Should be sticky

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PostPosted: Sun Nov 09, 2014 6:17 pm
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I assumed AlumiuN was the permanent coordinator of the MotM at this point, but that could be a wrong assumption on my part. I do think that would be the easiest though, avoids a lot of confusion.
AlumiuN
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PostPosted: Sun Nov 09, 2014 6:48 pm
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I'm willing to co-ordinate again; it does make it easier if I'm the co-ordinator and the coder.
Tricob
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PostPosted: Sun Nov 09, 2014 9:27 pm
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Thanks for helping, AlumiuN. I just now moved back to Windows 7, and it'll be a while before I have Dev C++ running in Virtual Box; video editing is just a higher priority right now. Sad
Arielus
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PostPosted: Mon Nov 10, 2014 10:07 am
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Just my two cents...

I believe whoever wins should be given the chance of coordinating if he/she wants to do it. Then if he/she doesn't for whatever reason, be allowed to hand it over to whoever he/she wants, and so on. Just like ack did here.

This is absolutely nothing against AlumiuN; quite the contrary: if it wasn't for his work on this thing we wouldn't even be having this conversation. I just think that a month's winner should, if anything, be asked if he/she is up for the task of putting the next package together.

Cheers,

Ariel

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PostPosted: Sat Nov 15, 2014 5:37 pm
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AlumiuN - Are you interested in an update of the "Default Setting" map? I'd noticed that the "Pushwall through block" feature wasn't used, and the way it works exactly isn't totally straightforward. I updated the map in my version so that the feature is demonstrated.
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PostPosted: Sun Nov 30, 2014 12:02 am
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Still fussing around with my WIP MMC submission; this is basically just fine-tuning to lower the frustration factor for the player. It seems that increasing the overall pace of the sequences also decreases the frustration factor ... no matter what you're doing, or how difficult the sequence might be. So I'm trying to keep that in mind for the most frustrating parts of the map.
AlumiuN
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PostPosted: Sat Jan 31, 2015 5:54 pm
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Just out of interest, has anyone actually been working on this?
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PostPosted: Sun Feb 01, 2015 6:00 am
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Haven't done anything with mine in over a month; I've been going through a massive 1970s nostalgia lately. The cause of the nostalgia is really a long story that has nothing to do with this topic. Smile
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PostPosted: Sun Feb 01, 2015 6:20 am
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I've been too busy with other stuff to really sit down for a map for the MMC.
AlumiuN
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PostPosted: Sun Feb 01, 2015 3:04 pm
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OK; was just wondering, as I haven't done anything with it either Very Happy
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PostPosted: Mon Feb 16, 2015 5:26 pm
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Been doing a new map for this. Don't know yet if it'll actually be completed, but I've made more progress with it than the last map. Plus it's an easier map to make altogether. Not sure what the final rooms and everything will be like in the finished product, but that's a good sign; it means the map won't be too predictable. Smile
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PostPosted: Sat Feb 21, 2015 9:17 pm
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My MMC map is ready for submission. Would you prefer I PM you a link to the MAP file? It's in ChaosEdit format.
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PostPosted: Sun Feb 22, 2015 11:18 pm
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That or emailing me the map works. I think yours is the first map I will have received for this MMC Razz
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PostPosted: Mon Feb 23, 2015 3:11 am
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Has a deadline for map submissions been agreed for this edition of the contest?

Apologies if this has been discussed and settled already.

Thanks,

Ariel

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PostPosted: Mon Feb 23, 2015 4:21 am
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AlumiuN wrote:
That or emailing me the map works. I think yours is the first map I will have received for this MMC Razz
Okay; check your PM box. Smile
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PostPosted: Wed Feb 25, 2015 4:19 pm
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AlumiuN - if you've downloaded the map file yet, I've uploaded a new version of it. I thought the difficulty of one area was too high for people playing on a lower difficulty, so I did some changes to that area.

You can find a link to the new version in your Inbox. Smile
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PostPosted: Mon Mar 09, 2015 2:44 am
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No, I don't believe we've agreed on a deadline. I think with the Lost Episodes project going on it was kind of assumed to be indefinitely postponed. And thanks, Tricob, got it Smile
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PostPosted: Sun Apr 12, 2015 10:43 am
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AlumiuN,

Here's what I think is a tricky one...

Could it be possible to add something in there that would allow the designer to combine multiple floor codes in the same room, that is, no walls and/or doors separating them, and still be possible for guards to react and not go deaf/dumb?

Like, picture a massive room with no wall/door separations, where guards would get alerted upon seeing you or hearing a shot you fire "near" them...

Hopefully I worded the above in an understandable way...

Cheers,

Ariel

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PostPosted: Sun Apr 12, 2015 10:53 am
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Arielus wrote:
Could it be possible to add something in there that would allow the designer to combine multiple floor codes in the same room, that is, no walls and/or doors separating them, and still be possible for guards to react and not go deaf/dumb?
I'd use the "Blake Stone: Planet Strike" source code as a guide for that personally. But I know that if you enable this feature and do nothing else, the "end level" percentages are almost always botched up when you load a saved game. It has something to do with the "checksum", as this is partly what the game "saves" ... rather than simply a raw dump of everything.
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PostPosted: Fri Apr 17, 2015 6:34 pm
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Yeah, if I get around to it I can probably implement that.
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PostPosted: Thu Oct 15, 2015 2:49 am
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Just wondering what's the current status here. With the Lost Episodes project finished a long while ago and no other major community project in sight, we should start thinking about a new project already to keep the community's momentum up. Unfortunately, the poll that MrWolfForever made a while ago ended with very inconclusive results. In an attempt to break the impasse, here's my opinion:

MotM is one of the three options tied for 1st place in MrWolfForever's poll. It is also the only one we already have some work done for. It ALSO doesn't require any specific amount of maps to be completed: we just set the deadline and go with whatever's been submitted up to that point. To sum it up, MotM is a good place to start. It would be good to know how many maps have been submitted thus far. If, say, 4 or 5 maps are already in, it would be reasonable to set a deadline within the current year. With MotM going on, we could also repeat the poll with MotM removed from the list and hopefully get a more conclusive result this time.

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PostPosted: Thu Oct 15, 2015 5:51 am
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I think a MotM with a deadline set for.. the end of the year (?).. is a good idea. And then redo the poll without the MotM option, set a deadline for the poll, and when that's reached the option with the most votes becomes our new community project.
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PostPosted: Thu Oct 15, 2015 4:04 pm
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I have two maps so far, so end of the year might be a little ambitious, but we can always set it now and extend it later if necessary. Smile
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PostPosted: Thu Oct 15, 2015 5:59 pm
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There's a bug in the version of the MOTM executable that I have; it shows up in my WIP map regularly. I've been meaning to take the code and fix the problem myself. AlumiuN - I can PM you about this problem if you like. Smile
AlumiuN
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PostPosted: Thu Oct 15, 2015 7:49 pm
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Please do, I'll take a swing at fixing it Smile
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