I've been brainstorming a bit, and I was thinking about possibly adding a 2nd episode to Nitemare. However I think it would be totally awesome if this was a community-driven effort, so I have uploaded a mapping pack, containing the base pk3 for nitemare, the original modified GAMEMAPS file and a WDC map def. Planning for ten maps, but if more than that come (which I am not expecting, but stranger things have happened!) then there is the possibility of making it longer. Can't wait to see what kind of crazy maps you guys can come up with
INSTRUCTIONS
This will require WDC, as I do not have any chaosedit defs made, and chaosedit does not export to a format usable by
ECWolf. If in the future someone does make a ChaosEdit def, you can create levels in ChaosEdit, but they do need
to be imported by HWE or WDC and exported to WDC format (or directly to WAD using WDC,wl6map.txt is included which
is necessary to save to wad)
To use this, you will need a copy of the original DOS Wolf3D. Make a copy and name the folder whatever you wish.
Then replace the GAMEMAPS.WL6 and MAPHEAD.WL6 files with the copies included here, which contain the original
levels from Nitemare: Hugo's Revenge. Set your Base Data folder to the folder that contains your copy of Wolf3D
with the Nitemare GAMEMAPS files. Set your Map Data file to the file named NitemareEC.wmc. You can make the output
folder whatever you wish. You will need to set MAXPLANES to 4 in Project Information (Plane 3 is unused since I used colors instead of flats, however plane 4 is required to control switches and triggers).
No other base Wolf3D files were edited, all actors and textures and such are contained within nitemare.pk3, as are
the original maps. The only reason these are required are because no Wolf editor can directly read WAD at the
present moment, it can read the file WITHIN the wad but it cannot open the wad.
To test your new map, you can either load your modified GAMEMAPS and MAPHEAD files after nitemare.pk3 (be sure
to edit your mapinfo so you can visit your new level! otherwise you will need to overwrite one of the other
defined levels.) or export to WAD and load your WAD file after nitemare.pk3.
To create a WAD by hand, you will need SLADE3. First export your map into WDC format, name it PLANES.map. Then,
in SLADE3, create a new wad archive, create a blank file named MAPXX (or whatever) and then simply import PLANES.map
and save. Maps must be contained in a wad file within the folder named "maps" in your pk3.
If you come up with any cool maps and would like them included in the tentative 2nd episode, please send me a PM with either the map in WDC format, or contained in a WAD if you prefer.
For some mapping tutorials pertaining to ECWolf specific features, refer to my PDF Tutorials located
HERE on Wolfsource (wolf3d.net)
DOWNLOAD NITEMARE MAPPING PACK
If you would rather use HWE, Dunkelschwamm has put together a def for HWE. Simply download this file as well, back up your copy of HWE and replace the WL6 folder with the one included
NITEMARE HWE DEFS