Toolkit for making maps for the project. Requires SLADE3 and WDC. (Updated 12/10/2020)
This is a simple ECWolf/LZWolf toolkit for
use with SLADE and WDC, designed for
the impending LACM (LZWolf Astrostein Community Mapset)
this time coming in Astrostein flavor!
This includes this pk3 file, complete with
new actors, textures and more,
as well as a WMC tile definition
file for use with WDC.
For the most part, this is based off of what
(I imagine) a proper DOS port of the original
Astrostein would have been, using rescaled
Mac textures and static sprites, as well as
the enemy sprites featured in WolfenDOOM rather
than the original terribly scaled Bruce Ryder
graphics. Furthermore this does include
a few ECWolf specific features (namely
remote-activated triggers and elevators)
as well as a couple re-imagined boss actors.
Setup Instructions:
1. Set up your WDC project - set your base data
folder to your vanilla Wolf3D folder, your
extension to WL6, your output folder to a blank
folder of your choosing, and the map data file
to "astrokit.wmc" (included with this toolkit)
Go to Maximum Values and change the Map Planes to 4
if you wish to use the 4th Plane (switch tagging and
other ECWolf specific features)
2. Make your map and save. Export your map to WAD.
You can do this manually by exporting your map
to regular WDC format as PLANES.map and injecting
into a WAD (look at the demo map for an
example), or you can use the WAD exporter
(requires wl6map.txt, included with this
toolkit) Refer to Dunkel's tutorial videos
for detailed instructions, or the guide in the MAPS folder
(link - Youtube.com)
3. Dump your new map WAD file into the "Maps" folder
of this PK3. Remember to make your definition
in mapinfo.txt! Repeat steps 2-3 for each map
4. Play that shit!
This is a quasi-vanilla themed kit, so no extra
EC/LZ features such as flats, parallax skies,
halo lighting, brightness or any other fancy bells
and whistles are included. However they can very
EASILY be added to this pk3. Refer to the ECWolf
tutorial page on Wolfsource, the LZWolf wiki on
bitbucket, or simply tear apart any of my mods
to see how its all done!
These are indeed only basic guidelines, and the
included scripts/defs can easily be modified
within SLADE and WDC! Feel free to add things
such as light levels, parallax skies and flats
to create a completely new experience!
SUBMISSIONS:
If you make a map with only the included assets,
simply send me the Map Wad file and I can handle
the rest, as long as you provide me with proper
details such as music selection, par time,
and ceiling/floor color selection
If your map contains new custom assets
I would prefer you to package your new map in
pk3 format, arranged in the same way as this
toolkit - if you have new sprites/sounds/
scripts/whatever, please put them in a folder
with your name
EXAMPLE:
/sprites/astrocreep/
/actors/astrocreep/
etc
Remember to make a new XLAT file!
Refer to the instructions in the XLAT folder.
Please design your map for pistol start and
with no secret exits, maps will be accessed
from a central hub map, much like the prior
community mapset. You can name the map
wad whatever you like, as I will be arranging
the maps in a logical fashion so the
teleport triggers function properly.
HOW TO SUBMIT:
You can submit your maps to either myself
or Dunkelschwamm - there are multiple ways
to contact us:
A) DieHard Wolfers Forum, if you are a
member, simply drop one of us a message
with a link
(member names: AstroCreep; Dunkelschwamm)
B) ZDoom Forums, if you are a member,
simply drop a message with a link
to AstroCreep
C) Twitter, @AstroCreep5 and @dunkelschwamm
respectively
D) Discord, we are both active members in
multiple Wolfenstein/Doom/id discords, such as
WolfSource, Team Raycast, ZDoom,
The Wolf's Den, Wolf3D Fugitives, etc.
Feel free to send a message to one of us
and attach your map. (We can both be found
easiest on WolfSource)
E) ModDB, send a message with a link to
your map to AstroCreep
FEATURES:
*Analogs of most Astrostein enemies, including
all foot guards, most robots and bosses.
Some robots have different functions than
before, i.e. the Alarm Drone and the
Suicide Robot, which were originally
variations of Ubermutant and the Dog
respectively.
*All vanilla Mac Astrostein static actors,
rescaled to x64, plus a few extras from
WolfenDOOM
*All weapons featured from the original MacWolf
Astrostein, based off of the vanilla weapons
and Executor's Second Encounter PC Style
weapons. I even kept the goofy out of place
knife, lol.
*ALMOST all textures from the Mac Astrostein
scenarios, resized to x64 and cleaned up
*A few re-imagined boss actors, inspired by
original bosses from the MacWolf Astrosteins
as well as Spifferaneous' version.
-Colonel Welder, 2 stage boss, based off of
Mecha Hitler, sprites by Spifferaneous
-Karl and Franz Grosse, basically the same
as each other, simple Grosse replacements
that drop either a gold or blue key
-RoboSchabbs, inspired by Spifferaneous'
original version, shoots Photons
sprites by AstroCreep
-RoboHitler, multi-stage boss, first
is spawn, second is stationary with
no attacks, third is a "flying" stage
with photon and plasma attacks, fourth
is the "death loop". Inspired by original
RoboHitler from Astrostein 3.
Sprites by AstroCreep
*An assload of extra music from SOD, MacWolf,
Blake, PS and ROTT
CREDITS:
-Astrostein Series by Laz Rojas
*original PC 3 level demo by Bruce Ryder
*PC Re-Imagining by Spifferaneous
*WolfenDOOM scenarios by Laz Rojas
-Sprite Rescaling/Finishing by AstroCreep
-DECORATE scripting, XLAT, MapDefs and PK3 compilation by AstroCreep
Individual Sprite Credits:
MacWolf/WolfenDOOM stuff - Laz Rojas
Colonel Welder - Spifferaneous
RoboHitler, RoboSchabbs,
Small Vehicle Guard - AstroCreep
Taser - AstroCreep
- Music by Bobby Prince, Brian Luzietti
and Lee Jackson
- MIDI 2 IMF conversion by AstroCreep
- Some scripts contain things originally done
by Dunkelschwamm and Executor
- Hazard sprites from Planet Strike, ripped
by Executor
SPECIAL THANKS: Other Modders
CHANGELOG
Rev 1, 12-10-2020
Fixed some decorate frame errors with the helmeted crewman actor