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Map Of The Month Q4 2014 (and beyond?)
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DieHard Guard
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PostPosted: Sat May 06, 2017 9:42 am
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I just submitted a map! This is my first time using the MotM resource kit - it provides a lot of possibilities for sure!
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PostPosted: Sat May 06, 2017 10:26 am
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^^that's great. Indeed it's a fantastic kit, would be wonderful if we did another round of this.
AlumiuN
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PostPosted: Sat May 06, 2017 6:30 pm
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As it stands, I know of five maps that I've either been given or are in progress. If anyone else wants to take part in this one (or update a map they've already sent to me), now might be a good time to do it.
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PostPosted: Sun May 07, 2017 6:20 am
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If I'm not mistaken, I have two maps already submitted for the current release. Is this correct, AlumiuN?
AlumiuN
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PostPosted: Sun May 07, 2017 4:30 pm
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Tricob wrote:
If I'm not mistaken, I have two maps already submitted for the current release. Is this correct, AlumiuN?


I only have one of yours received.
Tricob
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PostPosted: Sun May 07, 2017 7:41 pm
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Okay, I've PMed you a link to the two map submissions. Smile
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PostPosted: Thu May 18, 2017 7:17 pm
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AlumiuN - what's the current status of MMC? Are there enough maps for another release?
AlumiuN
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PostPosted: Thu May 18, 2017 9:48 pm
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Easily; I'm going to look into a couple of bugs people have found, finish up my map and wait for others to finish theirs, and then we can have another release. I'm thinking June 1st unless someone has any better ideas Smile
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PostPosted: Fri May 19, 2017 5:40 pm
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I myself am fine with a June 1st release date. Smile
ronwolf1705
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PostPosted: Fri May 19, 2017 6:27 pm
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June 1st sounds good to me, unless someone is working on a map and needs more time?
AlumiuN
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PostPosted: Tue May 23, 2017 9:46 pm
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I've made a quick EXE update that fixes a few small bugs, most notably Wilhelm, the Death Knight, and the Angel Of Death not using teleporters. It can be found here.
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PostPosted: Wed May 24, 2017 6:46 am
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That reminds me, the lit candlestick is not fullbright, so you may want to change that too.
AlumiuN
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PostPosted: Wed May 24, 2017 6:22 pm
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Not a bad idea, thanks.
AlumiuN
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PostPosted: Mon May 29, 2017 10:14 pm
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Is anyone intending to participate in this package but hasn't finished or sent me their map(s)? I'm still intending on a June 1st release, so if everyone is done it's on schedule for release Smile
Tricob
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PostPosted: Tue May 30, 2017 3:56 pm
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I've already submitted my two maps for June. There are two additional maps on the sideline, but I'm saving them for the next MMC release. Smile
AlumiuN
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PostPosted: Tue May 30, 2017 6:59 pm
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Whoever sent me a PM might want to email me instead, it seems that the PM system is non-functional at the moment.
AlumiuN
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PostPosted: Tue May 30, 2017 11:41 pm
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As it seems like everyone is pretty much finished, it is my intention to release this pack at about 10am UTC tomorrow (just over a day from now). I've had a surprising amount of interest in this; it's shaping up to be a good MMC. Smile
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PostPosted: Wed May 31, 2017 2:46 am
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^^good to hear! Smile
Tricob
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PostPosted: Wed May 31, 2017 1:35 pm
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AlumiuN wrote:
Whoever sent me a PM might want to email me instead, it seems that the PM system is non-functional at the moment.
I would recommend delaying the MMC release by 24 hours; this would give the person who PMed you a fair chance to try again. Smile

Yes, the PM problem is no doubt related to a server issue with DHWs. Near the end of the week, the server kept crashing every time I made a post. Eventually, the DHWs home page wouldn't even load up. But everything has been functioning normally lately, so I assume the problem has been resolved.
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PostPosted: Sun Jun 04, 2017 4:00 pm
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Been playing the latest MMC mapset. One of the maps - I can't say which - does an absolutely flawless job of building up with something simple, then working its way up to something extremely intense. This is exactly what I want to see an MMC mapset - maps that deliver so solidly, it's not obvious at all which map is going to win. Whatever map does get the most votes overall is going to be based solely on the users' personal preference as far as maps go.

As far as creating maps goes, I updated one of my MMC maps I have yet to submit. It simply adds a little more ammo than it did before. The amount of ammo you had before was just a little too tight in my eyes. It's perfectly "beatable" without the addition, but I'm really happy I made the change. Smile
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PostPosted: Wed Jun 07, 2017 6:21 am
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AlumiuN, may I ask if you would be willing to take a few requests for the next mapping kit?

Thanks much,

Ariel

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PostPosted: Wed Jun 07, 2017 5:11 pm
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I was actually going to bring up the idea of doing something a little different with future MMCs (and probably changing the name, the 'Month' part isn't exactly relevant any more Razz). I'm always happy to take requests for stuff to add, but we may also want to think about doing something a little different for the next MMC.
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PostPosted: Sun Jun 18, 2017 7:08 pm
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I think I'm going to withdraw one of my two upcoming MMC submissions; the first few rooms are just too similar to one of my entries you see in the June 2017 mapset. Smile

AlumiuN wrote:
I was actually going to bring up the idea of doing something a little different with future MMCs (and probably changing the name, the 'Month' part isn't exactly relevant any more Razz). I'm always happy to take requests for stuff to add, but we may also want to think about doing something a little different for the next MMC.
I suggest we have a N/S and E/W pair of bookcase textures, where the "non-valid" side is the "wood side" we see from N/S and E/W shelves.


Last edited by Tricob on Mon Jun 19, 2017 1:29 pm; edited 1 time in total
AlumiuN
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PostPosted: Mon Jun 19, 2017 1:46 am
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I can add those Smile
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PostPosted: Thu Jun 22, 2017 8:45 am
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Would it be too hard to allow for longer level names?

Maybe make the EXE read from a text file put together by whoever is currently coordinating? That's one implementation I can think of but perhaps there are others that are better?

Thanks,

Ariel

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PostPosted: Thu Jun 22, 2017 2:59 pm
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I did something similar with WolfDX (the newest versions). Sadly, the name's character limit goes a bit less than 40 characters before it starts going outside the window. I ran into the same problem when trying to put in what I *thought* was a reasonable length for a saved game name.

I'd personally wait to see who actually wins June's competition before I take things much farther. I do intend to make some additional wall images (and port some good-looking posters from the Lost Episodes), but there's a limit to how good it'll look with the uneven shading of the Wolf3D palette. I remember having a lot of trouble making floor/ceiling tetxures for MyMod Demo that were both the right brightness and with detailed textures. The brightness is still "wrong" with the red and blue textures.
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PostPosted: Thu Jun 22, 2017 6:09 pm
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I can allow longer level names outside the map files easily Smile
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PostPosted: Sun Jun 25, 2017 5:56 am
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For whatever it's worth, I'm expanding the VSWAP with the bookcase N/S and E/W textures respectively, as well as adding eight new treasure items. It seems I'll be replacing that set of dollar bills with a Hitler doubloon; the 128x128 bills image didn't survive the smaller transition that well. The N/S and E/W images for the "direction flag" you see in MyMod Demo will make its way in there, too; I'll help AlumiuN somehow in getting this working.

I'll also be doing some "Grey Block" textures as well, along with some color posters and pictures we saw in The Lost Episodes. I thought these were the highest points of the LE's visuals, though they were most likely ray-traced photos transferred into digital form.

Whatever happens with the expanded VSWAP will of course depend on who wins the contest. If the winner isn't interested in the updated VSWAP, I can always have it uploaded some place for users to mess around with for their own mods.
AlumiuN
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PostPosted: Sun Jun 25, 2017 5:08 pm
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I wasn't aware the winner had veto power on what goes into the next MMC. My plan thus far was to implement a couple of changes to make some of the existing features a bit more powerful, and add most of the rest of the Lost Episodes textures (in addition to whatever others want added).
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PostPosted: Sun Jun 25, 2017 5:40 pm
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AlumiuN wrote:
I wasn't aware the winner had veto power on what goes into the next MMC.
If the coordinator has a more interesting plan in mind than I for MMC, then I - for one - am not going to stand in his way. Many folks in DHWs have a tendency to come up with ideas better than me. Nothing stops me from denying that. Smile

Quote:
My plan thus far was to implement a couple of changes to make some of the existing features a bit more powerful, and add most of the rest of the Lost Episodes textures (in addition to whatever others want added).
I'm game for that. Smile

My plans for the VSWAP were the N/S and E/W bookcase walls, a handful of new wall images, some N/S and E/W spear racks, 8 new treasure images, and two "directional" flag sprites (like in the MyMod Demo).

I know that if both of us are working on the mod's VSWAP at the same time on separate computers (not to mention separate locations), it's going to get confusing unless there's some sort of communication involving who's going to do what. I can always forward the graphics to you if you'd rather, but one of the treasure sprites isn't done yet at this point in time. I can send you a temporary substitute to fill in the sprite chunk until it's done. Smile
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