[RELEASE] Return to Taygeta "My tribute to classic"
#1 Posted 25 October 2014 - 12:47 PM
15 years after Duke's mission on planet Taygeta, he have to return here to eliminate these alien bastards once again! This is an old, abandoned map of mine, which I started back in 2010, but skipped then. So, I continuted it month ago and here it is...
I've always loved Ray Tracer's work. The Multimania site was one of the first sites where I downloaded really good Duke maps when I got the interntet connection, after years of playing only user maps from Nuke It CD. And Taygeta was one of the first really good maps that I've played. It's one of my childhood favorites, and I want to pay a little tribute to it. Hope you like it!
Download: https://www.mediafir...cfc7bllr77brkk8
#2 Posted 25 October 2014 - 01:12 PM
Well it was pretty good overall. Some neat ideas, good use of flickering lights, and the switch puzzle with a little twist at the end was a pretty good idea.
However I think it shows that it is based on an old map. A lot of the rooms are very blocky with a lack of shading, a lack of sound at times as well and a few glitches which I'm sure could have been fixed.
#3 Posted 25 October 2014 - 01:13 PM
This post has been edited by Duke64Nukem: 12 December 2014 - 04:12 PM
#4 Posted 26 October 2014 - 02:52 AM
In terms of atmosphere, I prefer Cold in Novermber, but in terms of gameplay, Return to Taygeta is a big step forward.
This post has been edited by zykov eddy: 26 October 2014 - 03:31 AM
#5 Posted 26 October 2014 - 06:25 AM
#6 Posted 29 October 2014 - 05:10 AM
#7 Posted 29 October 2014 - 05:23 AM
#8 Posted 29 October 2014 - 08:05 AM
Sanek, on 29 October 2014 - 05:10 AM, said:
you seen ck3d's map had been released 3 hours before you decided to jam yours in there along side it. Why you decided to compete for attention against somebody with a longer history for quality maps instead of waiting two or three days can probably only be answered by your impatience. Now your project suffers lack of feedback for it and you only have yourself to blame.
it also doesn't help that you make almost exclusively mid-quality clones and knock-offs of Zykov E., Pascal R., and now a Ray Tracer map.
i'm not trying to be an ass, but I am because you push out half-baked maps with sporadic and inconsistent effort in their construction and concept. I'm telling you this because you have the talent to do better if you stop getting impatient with your work.
This post has been edited by Forge: 29 October 2014 - 08:09 AM
#9 Posted 29 October 2014 - 08:13 AM
Forge, on 29 October 2014 - 08:05 AM, said:
THIS
#10 Posted 29 October 2014 - 08:33 AM
#11 Posted 30 October 2014 - 02:26 AM
the action and flow of the gameplay was alright. some of the design elements were cool (i liked the idea behind the frozen caves), some others not so much, the map was generally empty and under-detailed. flickering lights and all were cool, as well as those last rooms with the collapsing ceilings (but those could have looked a lot nicer as well. how one shouldn't sacrify aesthetics in favor of functionality still stands just as true as it does the other way around), but there were quite a lot of texture alignment problems. i liked the transitions from location to location and how they all looked different and flowed all right but again, they could have looked a lot better with some extra work thrown in.
once thing i disliked about the gameplay though, was the seeming randomness of the enemy placement (although it wasn't so bad at the start and the ammo / monster ratio was fairly well balanced, it really became rather awkward towards the end) and all those high jumps (even though you did provide the jetpack), surprise attacks and all those other phases that either harm the player, or have the potential to get him stuck for good (ie. that first room with the collapsing ceiling, i had to reload to an earlier save because i had no clue what i had just unlocked and the door was actually in the former, now unreachable room). sometimes you provided health packs but it wasn't implemented well (ie. two +30 packs just before a high drop into a ventilation shaft, so you get to max up on health before the jump but still end up hurt after, shouldn't it be the other way around like in E1L1 ?). i liked the miniboss fight in the warehouse.
overall not a bad map, but not a top notch one either, seemed like something one could come up with in two or three days tops. lots of basic design and gameplay problems that could have easily been fixed
This post has been edited by ck3D: 30 October 2014 - 02:28 AM
#12 Posted 30 October 2014 - 02:01 PM
Sanek, on 29 October 2014 - 05:10 AM, said:
No point in comparing i'm sure everyone enjoyed playing all the new maps, this one was fun to.
#13 Posted 02 November 2014 - 03:14 AM
Sanek, on 29 October 2014 - 05:10 AM, said:
Yeah, that kinda sad.
This post has been edited by Artem Nevinchany: 17 November 2014 - 10:51 AM