Author Topic: DeiMWolf: Much Obliged. A Community Project Idea  (Read 2949 times)

Offline Boingo the Clown

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DeiMWolf: Much Obliged. A Community Project Idea
« on: November 01, 2014, 03:42:38 PM »
While work on DeiMWolf has slowed to a crawl (with nothing done on it at all since the beginning of summer to be honest), I have just thought of a fun idea of what to do with it for the community at large.

I dowloaded the newest version of Oblige, the random map generator, the other day, and I was generating random maps and playing them through DeiMWolf just for fun.

This gave me an idea.

I think it would be good to start a community project I call "Much Obliged".  The idea is for You guys to download the latest version of Oblige as well (http://oblige.sourceforge.net/) and start generating random maps and playing them with DeiMWolf.

If you generate a map you like, your next job is to open it in an editor like DooMBuilder and start modifying it.  You can modify it as much as you like, adding and removing enemies, weapons and ammo, health and powerups, and changing textures and altering the map until you are really happy with it.

Once we have enough levels (at least enough for a 10 level episode), I will combine them together into a megawad called "Much Obliged", due to the levels having come from Oblige maps. All contributers will receive proper credit of course.

What do you think?

I haven't made enough changes to DeiMwolf to make it worthy of a new release, but if enough people are interested in this project I will be more than happy to slap the 0.9.3 moniker on what I have and put it out as a release to help get things going.

« Last Edit: November 01, 2014, 09:08:57 PM by Boingo the Clown »

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DeiMWolf: Much Obliged. A Community Project Idea
« on: November 01, 2014, 03:42:38 PM »

Offline Awesomedude249

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #1 on: November 01, 2014, 05:29:24 PM »
Can't do it. I have linux.
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Offline MajorSlime

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #2 on: November 01, 2014, 07:00:31 PM »
Why would that matter? Every piece of software needed for this project has a linux counterpart.
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Offline Mastrius

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #3 on: November 01, 2014, 10:50:52 PM »
Oblige for Debian Linux: http://sourceforge.net/projects/oblige/files/Oblige/6.10/oblige_6.10-1_i386.deb

Now none of you have any excuse, get to work!  :P

Offline Boingo the Clown

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #4 on: November 02, 2014, 02:26:54 PM »
So is there any interest in this as a community project?

I really want to know.   :-\

Offline Awesomedude249

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #5 on: November 02, 2014, 08:52:52 PM »
Mastrius, I already downloaded the .deb, it wouldn't install without errors.

Maybe some time later I'll try to compile the package from source.
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Offline Boingo the Clown

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #6 on: November 02, 2014, 10:27:20 PM »
The web site did say there were older versions available, although I didn't find any.

You could inquire about it on the Oblige forum.  That might help.

Offline MajorSlime

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #7 on: November 02, 2014, 10:55:22 PM »
It could be fun. I'll only express interest if other people do though. I don't want to be one of two or three people doing this.
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Offline 75

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #8 on: November 02, 2014, 11:16:55 PM »
Why would that matter? Every piece of software needed for this project has a linux counterpart.

Map editing in Doom in Linux involves either an extremely challenging setup process, the final result being a rather buggy editor last time I checked, or using DOS.

Also, unfortunately I can't participate because single player maps take me an eternity, Oblige or not. If you changed this to DM/Duel then we might have something...
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Offline Awesomedude249

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #9 on: November 02, 2014, 11:50:05 PM »
Well, I can't use oblige to make random base maps, Boingo, but I can give you my wad for A New Quest and you can use it for a base, so that you can redecorate, add doors and the like. But it's still a piece of trash that you can use as a base.

I might still have the wad on a thumbdrive somewhere...
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Offline noob1234

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #10 on: November 03, 2014, 04:08:37 AM »
He doesn't NEED maps, just wondering if there was enough interest to pursue this project.
I'd be up for it, if only to actually finally learn Doombuilder >< (and have 0.9.3 released so I can see those awesome high-res sprites in-game :P)
Although college is taking up much of my time these days, so... it's a maybe.
Also, how do I get Oblige to use DeiMWolf's resources? Or do I just generate a Doom 1 map and only use the monsters that are replaced in DeiMWolf...
« Last Edit: November 03, 2014, 04:13:39 AM by noob1234 »


Offline Boingo the Clown

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #11 on: November 03, 2014, 06:17:54 PM »
Editing the monsters is easy.

DeiMWolf started out as a mod for Legacy and relied on the DEHACKED lump, so all of the enemies were altered DooM monsters.  When I redid the enemies in DECORATE I kept the old monster IDs so I wouldn't have to change the maps.

So ...

Trooper/former human/zombie guy = Guard

Sergeant/Shotgun guy = Schutzstaffel/SS

Demon = Guard dog

Imp = Mutant

Spectre/Invisible Demon = Officer

Spiderdemon = Hans Grosse

Baron of Hell = Doktor Schabbs

Cacodemon = Robed Hitler decoy

Cyberdemon = Mecha Hitler (seems appropriate)

Lost soul = Hitler (also seems appropriate)


I recommend you use the DooM Monster Control to set all of the monsters except for Zombieman, Shotgun Guy, Imp, Demon, and Spectre to "None at all" so you don't get the bosses appearing int the normal levels.

I have been setting the Imp and Shotgun Guy to "Less", the Demon and Spectre to "Default", and the Zombieman to "Plenty".  This seems to give me a ratio of enemies similar to that in the original Wolfenstein.

Since Oblige does not know anything about my textures, I have building DooM II maps, because DooM II has the two Wolfenstein secret levels. I have been setting the theme to "Wolfenstein", then playing the levels with DooM II as the IWAD and DeiMWolf as PWAD.  This gets me a semi appropriate looking theme to play with without everything being made of blue and white checkerboards.

Offline Boingo the Clown

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #12 on: January 19, 2015, 09:51:09 PM »
Bump!

I have not been working on any of my projects over the last couple of months, due mostly to Christmas, followed by recovering from Christmas.

How about you guys?

Has anybody been fiddling around with this at all?

Offline noob1234

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #13 on: January 20, 2015, 01:57:50 AM »
Oh dear. I had made a couple of maps but they turned out kinda rubbish. I don't know what it was, but Oblige seemed to want to put a bunch of SS in the starting room even when I put in the parameters you specified. Oh! And I had been meaning to ask you this before, but do you want all the ceilings/floors to be the same height? (I'd assume so.) And if so what was the sector height you used for DeimWolf? (I guess I could just check myself...)


Offline Boingo the Clown

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Re: DeiMWolf: Much Obliged. A Community Project Idea
« Reply #14 on: January 20, 2015, 12:08:53 PM »
The ceiling and floor heights do not matter.  They are restricted in DeiMwolf only to match the levels in Wolfenstein 3D.  No such restrictions are needed in this project.

I also notice Oblige likes to stick huge hoards near the beginnings of levels.  If that is a problem, just change the level to something that works better. As stated originally, you can change the levels as much as you like.


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