So, Duke3d still has community based projects being created, where multiple people make a map and they all follow a similar theme or whatever that ties them all together to make a new episode.
Anybody out there been playing with the Sw build editor?
How about we all create one or 2 maps and put them together as a community based project? I could take care of making it into a .grp file, that wouldn't be an issue, folks would just have to submit 1-2 maps and possibly make the ending similar to the beginning of the next map for congruity.
Just an idea, what do you guys think? Sw is long overdue for something like this.
- Make a Singleplayer map (or2) that is also wangbang compatible. Strictly multiplayer TC's(.grp files) tend to get played very little. - Incorporate the different skill levels ( or I could for you.. )
Could even have some kind of universal dojo that you drop into after each map and the next map appears on a screen that is a see through teleport with map information / author. I could incorporate that into the beginning of each map to put more emphasis on the map/author.. just another idea.
The screen effect/teleport idea would be similar to the effect going from the dojo to jump program in the Matrix map I have up for dl.
oh I dunnoooo, the SWC-CBP ( as it's unofficially being called could sure stand to benefit from a freshly minted T.M.M map or 2 Take a half a year or however long to make some singleplay maps up and dive back into the sw build world. This goes for anyone up to the task that is reading this.
I'm stuck on a bit of an issue, I want to add a new title background to the game/menu. It's tile #2324 the red background with the title and yinyang.
I have replaced the actual tile in the .art file @ 320x200 same as the original but it looks like crap when the game boots up when the resolution seems to be higher.
I have picked apart some other total conversions and they just have a 2324.jpg image at about 640x480 resolution lumped into the .grp file. How are they making this work? Cause it is not for me.. I've tried dinking around with .def files and honestly I'm not really knowing what I'm doing, lol. Anyone know the best way of doing this? I figured out how to set the maps up, edit the episode text in game and most of the other stuff, added some new midi files and intro midi. If I can get that d**n intro screen how I want it, that would be sweet.. maybe want to change the very first "3drealms" intro screen too.
The idea is to get it all set up now so that I just have to map and add the user maps. Kinda itching to do this
This will likely make it into the tc somehow, just made it up last couple nights. It's a short map as you're basically stuck in the same spot, kind of a shootout like those old wildwest games. The enemies spawn in sequence and some interesting things happen. Kill the enemies as they spawn or they will add up and kick your butt. Ends up being pretty satisfying to beat.
Let me know if you like it and how you find it difficult-wise, should be pretty tough but there is a system to it. Lil' surprise at the end.
I think I might just say screw it and take the skill level selection right outta the tc/episode. Just leaving skill #3 and #4 available. Maps are built with an intended skill level and if you can't hack it then you gotta try harder Mario and Sonic never came with skill level selection
*edit - I'm not sure now if you can remove the skill level selection I tried and failed, lol
Just make a level or 2 or 3, skill levels included and wangbang compatible, we can worry about tieing the levels together later. People would be glad just to have some new sp levels to play. I would keep each person's levels together in the episode.
This way, the mapper's creativity is not hindered.
Thankyou for the "props" on the wangsdojo.COM website Brandon, much appreciated.
I've been making levels for games for some time but I only recently (last week) decided to start digging into the build editor. I'm familiar with making levels for Doom, Half Life 1, L4D, Unreal and other games so this just seemed like a logical area to move to.
Shadow Warrior is literally my game of 'all time' but I have never made my own levels for it. I guess I've been putting off getting used to the Build editor because I wanted to be able to do justice to whatever I worked on. I've already followed a rather basic tutorial for working with the eDuke32 editor (just for DN3D) and whilst I learned a lot about how Build works I still would prefer to make maps for SW. I would love to work on something for this project as well but before that I guess I'd just like some advice.
1. What version of the build editor do you use? 2. Are there any decent tutorials online that could get me up to speed quickly. I'm relatively experienced in level design so I need a reference style guide more than anything. 3. Are there still any slots left for this project?
I have the game on GOG, retail CD (old registered version gathering dust in the loft) and the Steam Redux version.
I have a basic tutorial on how to extract the textures from the Steam version and get started. Sorry if this is in the wrong place but I would love to chip in on this project.
EDIT: So I've just seen the build editor FAQ. I'll take a look through that.
Last Edit: Sept 2, 2014 15:28:28 GMT -5 by micmea668
Glad to hear you would like to dive into some sw mapping, good choice
I use SWP build v1.2 however there is a 1.3 beta out can be had HERE
Comb over the Build Editor Help page overall, but start with Guide on Build page #3
Building the maps for SW is pretty much exactly like duke3d except adding special effects is very much different. The ST1 sprite is your main sector effector sprite and how you tag it will be the effect. IE: ST1 sprite with a hi-tag(alt-H) of 92 will be a Vator (floor to ceiling door, elevator) the lo-tag (alt-T) will be the match tag. The match tag matches the effect to another effect like a sound or button.
ALT-H = sprite or wall hi tag. ALT-T = sprite or wall lo tag.
H = sector hi tag. T = sector lo tag.
'+1 to 0 are the rest of the tags 1-10
;+1 to 0 are the "boolean" flags which are set to either 1 or 0.
The build documents found in your version of Shadow Warrior will be very helpful.
SWBUILD.txt is all the key commands. SPRITAGS.TXT is all the sprite ST1 effects. SOUNDS.TXT is all the reference #'s for all the sound effects. ADVANCED.txt is room over room stuff.
You'll pretty much need those text files.. and in that order.
Don't be afraid to ask questions as you come across them as you surely will.
To run SWP build, I just take SWPBUILD.exe and plunk it in your main SWP Folder (where sw.grp is.)
The GOG version should be the exact same as your SW retail cd(original) just with dosbox added in so it will run on newer operating systems.
SWP just needs the sw.grp from the original version added to the folder to run. ( just an openGL port of the game to run natively on newer operating systems.
REDUX is built off of the same openGL port that SWP was, and that's why the add-ons are compatible across the 3 of them.