Hollywood Holocaust Remake - Part 1 "My User Map inspired from E1L1"
#1 Posted 10 May 2013 - 03:48 AM
I just finished the first part of my user map relying on Hollywood Holocaust map from Duke3d.
- Duke plus required
- HRP required
- Polymer render, if your computer doesnt' turn too slowly with polymer render... It looks much better than in polymost.
Now, i'm working on the second part of the Hollywood Remake. I also try to make a "intro" map.
Tell me what you think of this part. I was forced to stop this part because of the wall limit...
Sorry for the framerate.
#3 Posted 10 May 2013 - 05:26 AM
You could split the map in few parts creating mini-episode.
#4 Posted 10 May 2013 - 05:49 AM
There were a few minor things that could use improvement, such as fence sprites needing the shade of their floor sector, and the road bridge made out of sprites really needs a proper underside, but otherwise it's a fantastic piece of work; huge, immersive, quite realistic for a Duke map in terms of design, relatively speaking.
My question is, do you really need all those HUGE point lights? A similar effect could be achieved if they were made moderately smaller. Those big red lights in particular are a bit unrealistic, but drag the framerate down considerably. If it's possible, you should take undertaker's advice and maybe split it up into smaller sections. That would do wonders for the framerate. I mean having giant lights in polymer is a framerate killer, having giant levels where you can see everything from everywhere is a framerate killer, and you've gone ahead and done both in the same map! That's framerate suicide
I'm sure when polymer's optimised this will be a great and beautiful map to play, but until then if you want to make another map, I'd suggest building it so that large areas are a bit smaller, and separated by white walls or sectors that close off like ceiling doors. If you have a room with a ceiling door and a light on the other side, when the door closes, the light won't be rendered anymore, which is very useful. For example, instead of having one huge area, have two smaller areas seperated by a building, so that you can't see both outdoor areas at the same time.
#6 Posted 10 May 2013 - 07:14 AM
#7 Posted 10 May 2013 - 10:59 AM
I think we need to play this map with computers from Nasa in order to have a better framerate lol.
To answer the question on the polymer lights, I do not know, it was just fun to build this map (my first with Mapster).
By the past, I was making my maps using Build like everyone else, and therefore, this problem of framerate due to lights doesn't exist, of course. But, what I built was really crap lol.
#8 Posted 10 May 2013 - 01:31 PM
The detail and design and atmosphere are unreal. I think this map works better as its own entity then using it as a replacement for E1L1. Great job! I'm looking forward to actually playing this map as soon as I get home from work!
*** Update *** I played the map and I just want to say that this City map has been the most amazing City Block i've ever seen in a Duke 3D map considering TROR wasn't used. Great Job with such an exciting release!
This post has been edited by Paul B: 11 May 2013 - 03:53 PM
#9 Posted 11 May 2013 - 02:55 PM
Greetings from a DukePlus/HRP fanboy.
#10 Posted 11 May 2013 - 04:37 PM
But less polymer lights for the next map (to be more "playable").
Indeed, I'm too lazy to learn how to use TROR
#11 Posted 11 May 2013 - 06:43 PM
Bruno, on 11 May 2013 - 04:37 PM, said:
But less polymer lights for the next map (to be more "playable").
Indeed, I'm too lazy to learn how to use TROR
Not to slight Duke Plus. But do you think your next map could just be playable with regular Eduke? Make it backwards compatible if possible?
This post has been edited by Paul B: 11 May 2013 - 06:43 PM
#12 Posted 12 May 2013 - 12:53 AM
Paul B, on 11 May 2013 - 06:43 PM, said:
I can for future maps. For the moment, I have to finish some maps using HRP, Polymer lights and Dukeplus. As LeoD, I am a big fan of these incredible mods. Dukeplus have some really good gameplay improvements.
#13 Posted 12 May 2013 - 07:15 AM
Shots plz!!!!!!
#14 Posted 12 May 2013 - 09:41 AM
Norvak, on 12 May 2013 - 07:15 AM, said:
Shots plz!!!!!!
Sorry, I forgot screenshots...
Don't forget to play it with Dukeplus !
But it is unplayable with polymer
#16 Posted 12 May 2013 - 11:09 AM
Mikko_Sandt, on 12 May 2013 - 09:54 AM, said:
Maybe, I don't know, because I've got a lots of things to do on the other map. But why not ?
Thank you for the idea !
This post has been edited by Bruno: 12 May 2013 - 12:23 PM
#17 Posted 12 May 2013 - 06:24 PM
as a side note the map is unplayable in polymost. i didn't look as to why but the blue lock disappears so progression is killed by not being able to enter the parking garage.
second side note. the red locked door (not the elevator) opens without a key. map can be finished without going through the yellow locked section and having to fetch fuses
This post has been edited by Forge: 12 May 2013 - 06:26 PM
#18 Posted 13 May 2013 - 12:29 AM
#19 Posted 13 May 2013 - 08:44 AM
Forge, on 12 May 2013 - 06:24 PM, said:
second side note. the red locked door (not the elevator) opens without a key. map can be finished without going through the yellow locked section and having to fetch fuses
Ok, thank you for having me aware of these problems. I'll have to fix that. If you found other glitche, don't hesitate, tell me. But, when I was playing, I didn't have these two issue. So, sorry, I'm not a pro for level design...
#20 Posted 13 May 2013 - 10:22 AM
Bruno, on 13 May 2013 - 08:44 AM, said:
#21 Posted 13 May 2013 - 10:44 AM
At angles where the FPS dips drastically down is your problem area with too many sprites and/or sectors for the game engine to handle. For average gamers to play those maps, you simply need to either reduce the number of sectors or split the area apart. I did that trick with my last officially issued map, and still got a 94 score out of it, because it was playable. For example, some of your blocked sectors have no play value, simply delete them, and paint a building there.
Also, the engines that cater to open space like Cryengine and Dunia Engine use up a lot of comp power. Thus in the foreseeable future, vast open areas are trouble, not just in EDuke32
Bottom line though, I like this map, and I like your style. Keep it up!
#22 Posted 13 May 2013 - 06:13 PM
LeoD, on 13 May 2013 - 10:22 AM, said:
i usually take the liberty of making text files when none are included and i know who made it
http://www.scent-88....M/map1/map1.php
#23 Posted 14 May 2013 - 11:45 AM
Forge, on 13 May 2013 - 06:13 PM, said:
http://www.scent-88....M/map1/map1.php
Thank you for sharing it !!!! (and also, for the very good description)
By the way, I discover a very good Duke Nukem website !
Just two very little things to had :
Difficulty settings : Yes
Author : Bruno Lombard
Ok, Leo D, I will had a text file too.
#24 Posted 20 May 2013 - 12:20 PM
This post has been edited by NightFright: 25 May 2013 - 03:05 AM
#25 Posted 08 July 2013 - 11:24 AM
#26 Posted 09 July 2013 - 03:08 PM
#27 Posted 21 July 2013 - 12:47 PM
I'm still working on the sequel of the map E1L1 and its introduction.
But due to personal considérations, I have a lot less time for mapster.
#28 Posted 23 July 2013 - 12:42 PM
Bruno, on 21 July 2013 - 12:47 PM, said:
I'm still working on the sequel of the map E1L1 and its introduction.
But due to personal considérations, I have a lot less time for mapster.