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[RELEASE] The Castleship  "New Release from Seb Luca"

User is offline   Paul B 

#1

A spatial-temporal tear fuses an alien ship and a haunted castle in Britain. A graduate in quantum physics and renowned specialist, Duke is invited by the Scottish government to study the phenomenon.

http://www.dukemaps.net/?p=9564

Author's Comments: The testers from the Duke4 Forum. Thank you for your feedback. Unfortunately I could not answer because the feature was not granted to me. As a new member, I only have the right to sign in and read topics. Merry Christmas :D

Seb Luca

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This post has been edited by Paul B: 11 December 2017 - 12:05 PM

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User is offline   Lunick 

#2

How are they smashing out so many maps?
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User is offline   Paul B 

#3

View PostLunick, on 11 December 2017 - 02:39 PM, said:

How are they smashing out so many maps?


I think it's cause they are only using the Duke 1.3 version. =P (Just Jokes) . Yea it's not like these maps are low detail, I mean some of the detailed sprite work, trimming and vertex detailing is no small feat. However he pulls it off and has a great recipe for design.

This post has been edited by Paul B: 11 December 2017 - 09:02 PM

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User is offline   Polunka 

#4

I'm being a bit of a lazy ass so I'm just gonna say I liked the map once again. It also surprises me how the author manages to pull out so many decent maps with relatively short intervals between 'em.

I especially appreciated the ice/fire-breathing monstrous walls (the first time I ever saw such a concept realised in a Duke3D level). The only thing I'd complin about is the lack of decent shading (maybe I was just too unattentive?).

Also, is it normal that I couldn't damage a damn thing with the freezer? Maybe because I was playing with Dan's Essential Duke mod (tho I doubt it as well since the mod's CON file would not by any means be able to conflict with anything because there were no other CON files provided with the level)?

P.S.: Just checked this out via _ZOO.map. The freezer worked perfectly fine there. Also, I just realised all monsters in the level had the frozen palette set for them. Maybe that's the case the freezer didn't work? 'Cuase that would mean the author may've found another glitch of the core game (though it might have already been found before).

This post has been edited by Polunka: 11 December 2017 - 09:57 PM

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User is offline   BestViking 

#5

I couldn't freeze enemies either.

I didn't complete the map yet, but so far what I've seen is very impressive! It has elements of Zaxtor and William Gees styles in it with some nice innovations.

I'm going to post a little review once I complete it.
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User is offline   Paul B 

#6

Viking if you submit the review here ill include it on my site. If you want to rate the map according to my 5 point system that would be appreciated.

This post has been edited by Paul B: 12 December 2017 - 06:43 AM

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User is offline   Paul B 

#7

Sorry double post from cell ph.

This post has been edited by Paul B: 12 December 2017 - 06:43 AM

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User is offline   Sanek 

#8

I like this map. Nice ideas and design here and there. Somehow it feels more like a Doom map to me. And yes, it's impressive that the author released such a good pack of maps in such a short time.
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User is offline   Merlijn 

#9

I think this is my favorite map from this mapper so far. The mapping speed is indeed impressive.

This really one has a pretty distinctive style and some well designed surprises.

Some very memorable set pieces, my favorites being
Spoiler


My only complaints are a lack of wall shading and I thought the map was on the easy side (some of the traps would have been more effective with more powerful enemies).
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User is offline   BestViking 

#10

I completed the map now. I will do a review later when I have time. Here are a few comments for now.

I encountered a glitch. I would guess this is caused by the moving bridge overlapping another sector after being activated. It's just a minor bug and not at all game breaking.

There's a lot of cool stuff going on in this map which I will get to later. Now I have to go and play his other maps too. His maps are simple in some aspects but also detailed(judging from this map and screenshots of his other work). I liked how straight forward this map was in terms of gameplay, yet with a few interesting twists.

I really liked the theme too. The rusty, brutalist base design reminds me of Zaxtors work, but at the same time there were also vibes from William Gees medieval designs and the beginning reminded me of Gambinis best map.

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This post has been edited by BestViking: 14 December 2017 - 08:37 AM

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User is offline   Micky C 

  • Honored Donor

#11

View PostPaul B, on 11 December 2017 - 08:59 PM, said:

Yea it's not like these maps are low detail, I mean some of the detailed sprite work, trimming and vertex detailing is no small feat.


Based on the images I've seen the maps do look pretty low-detail. Of course there's a lot more to think about than detail, and at this rate you'd have to have a pretty good idea in your head what you're about to build.
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User is offline   Paul B 

#12

I just finished playing this map today. This release from Seb is by far my favorite and he manages to pull off some really neat effects. Nice work! This guy is on the verge of greatness!

This post has been edited by Paul B: 17 December 2017 - 10:02 AM

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User is offline   Big Bene 

  • Youngloov

#13

I downloaded it yesterday and played it through together with my 4 year old, finishing it today. I absolutely loved it, and he said it's "damned cool".
It's not overloaded with details, but the design and atmosphere are just great and everything absolutely fits.
The background story is a bit strange and not mandatory, it works fine by itself as a sinister alien building.
The "electric" effects and "cold fires" look great and the "frozen" aliens fit in, even without thinking of "ghosts".
Spoilers Ahead!
Loved the buttons on the moving target, the funny keycard dispenser, the moving bridge,but mostly the overall design.
Spoilers end
Uhm - how do I make the hidden "spoiler" tag?

I also noticed the glitch in the moving bridge.
On the platform (where the keycard locked buildings are), I tried to walk on the wall to get behind a house and fell through the fence over the wall. I survived the fall and was trapped in a vast empty mudpit. I managed to do this twice. I think this is not planned by the author.

This post has been edited by Big Bene: 17 December 2017 - 03:57 PM

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