[RELEASE] WHITE NOISE
#1 Posted 18 June 2018 - 07:17 AM
It's called WHITE NOISE.
It has new graphics, new sounds, new music and a slightly changed gameplay.
The running speed is reduced and I deactivated autorun. If you run through the level you might miss some nice details ;-)
There a calm sections, huge battles (I suggest saving in regular intervals), platforming and something very different at the end.
I put a lot of details in the world. I also put some references to pop culture and some cameos in it.
There is a story. But it's not told directly. I put some hints for you so you can make a conclusion.
Install:
- Download it here: https://we.tl/ZPnSrBAp2x
- Unzip the folder where your eduke32.exe is located.
- start eduke32.exe -> select WHITENOISE in "Custom game content directory"
- play with polymer activated
I hope this works. Like I said before, it's my first level ever I published on the internet (+custom game content).
Do you have any troubles? Please let me know. Or maybe tell me how I can fix it.
If you liked it, tell me. If you didn't like it, then tell me what's not so good
#2 Posted 18 June 2018 - 08:35 AM
Good luck finding it!
#3 Posted 18 June 2018 - 09:24 AM
This post has been edited by Paul B: 18 June 2018 - 09:25 AM
#4 Posted 18 June 2018 - 09:39 AM
I removed the link as long as someone can't say that this is okay. Otherwise I will change the textures in the next days and put the file on again.
#5 Posted 18 June 2018 - 12:02 PM
This post has been edited by Mike Norvak: 18 June 2018 - 12:06 PM
#6 Posted 18 June 2018 - 12:41 PM
#7 Posted 18 June 2018 - 12:45 PM
uLTra, on 18 June 2018 - 09:39 AM, said:
The problem is that World Tour is a relatively new game still being sold by the current owner of the Duke Nukem IP. It's true that fan-made projects have often included assets ripped from commercial games, but generally it's something really old or abandoned, or so totally unrelated to Duke or formatted so differently that it doesn't risk attracting the attention of the copyright holder.
#8 Posted 18 June 2018 - 01:29 PM
I will put this now online again but without the artfiles from WT.
DOWNLOAD: https://we.tl/tRnmajqwZI
I'm going to change all the textures, if there are enough people who are interested in playing my level. For now I hope there are plenty of people having WT installed :-)
Question:
is it possible, in mapster32, to change one specific texture on every wall with one command/click/key?
#9 Posted 18 June 2018 - 02:35 PM
uLTra, on 18 June 2018 - 01:29 PM, said:
I downloaded your map because it looks very good, although I don't have World Tour and neither a decent computer to play with Polymer, but maybe in a near future...
#10 Posted 18 June 2018 - 02:54 PM
Perro Seco, on 18 June 2018 - 02:35 PM, said:
I downloaded your map because it looks very good, although I don't have World Tour and neither a decent computer to play with Polymer, but maybe in a near future...
Whoa, that's what I was looking for. Thanks!
It makes it now a whole lot easier.
I will change the textures. But it takes now some time. Because I want some that I can use in futures maps. There are sprites as well such as the bikes I actually don't want to miss.
#11 Posted 18 June 2018 - 05:53 PM
#12 Posted 18 June 2018 - 06:42 PM
The detail on the map was good but on some parts it felt like they could need more detailing.
#13 Posted 18 June 2018 - 08:55 PM
Trooper Dan, on 18 June 2018 - 12:45 PM, said:
meh.
this is like someone who has atomic giving someone who has 1.3d the new art back in 1997.
The only reason it even matters is because someone has to keep the site squeaky clean while they're in the middle of trying to produce their own commercial game (Ion M.).
This post has been edited by Forge: 18 June 2018 - 08:55 PM
#14 Posted 19 June 2018 - 05:30 AM
darkcaleb, on 18 June 2018 - 05:53 PM, said:
Thanks! :-)
If I make another maps depends on how the map is becoming popular in the duke3d community.
It took me a whole lot of time to "finish" it and as a self-employed worker I have to organize my time well.
It's like a pilot to a series. If it fails, no more is produced ;-)
#15 Posted 19 June 2018 - 05:35 AM
Maisth, on 18 June 2018 - 06:42 PM, said:
Thank you :-)
Yeah, in the development I discovered "shaky grounds." Great one! But it's still different though :-)
Maisth, on 18 June 2018 - 06:42 PM, said:
Maybe you can write me a message where you missed some details? Currently I'm changing the textures and along the way I can put some more details in it.
#16 Posted 19 June 2018 - 07:03 AM
This felt very fresh and I hope you continue making more maps.
#17 Posted 20 June 2018 - 01:26 PM
Loke, on 19 June 2018 - 07:03 AM, said:
This felt very fresh and I hope you continue making more maps.
Thanks a lot for your comment!
I'm currently replacing the WT Textures with old or own textures and then I will put it on more platforms. When the people like it they will get more.
I got plenty of ideas. But you know.... time... sometimes time is short ;-)
#18 Posted 23 June 2018 - 10:40 AM
uLTra, on 20 June 2018 - 01:26 PM, said:
I'm currently replacing the WT Textures with old or own textures and then I will put it on more platforms. When the people like it they will get more.
I got plenty of ideas. But you know.... time... sometimes time is short ;-)
I had the chance to give this map a go and I really enjoyed how the map unfolded. There are a few problem areas which can squish the player or allow the player to bypass certain sections of the map. Never rely on blockable sprites to keep a player out of an area. You need to also use a blockable wall to ensure the player can't clip through the sprites. There were a few texturing and shading problems but otherwise a very enjoyable experience with a lot of creative work. The enemy placement was very well done as well, keep up the great work!
This post has been edited by Paul B: 23 June 2018 - 11:11 AM
#19 Posted 23 June 2018 - 11:33 AM
Paul B, on 23 June 2018 - 10:40 AM, said:
My opinion is more or less the same I remeber being squished because of a sloped ceiling and clipping through the subway entrance. There are some creative gameplay solutions involving platforming, I liked those. Overall it is a fun map, there is a fence in a deadend that wasn't so obvious you have to jump over so I had to cheat and clip through the restaurant entrance just to notice the exit leads to that fence and it's not blocking decoration, maybe you can point this kind of entrances more clearly on next maps, don't rely on player's intuition for this kind of stuff, at least not for main paths, for secrets it's ok. I have to admit I was scared by the end of the map expecting a new enemy or another jumpscare, I didn't know wheter the map came with new code or not, or if maybe you were gonna use scary art, Wich increased the sense of tension. It reminds me a lot about A Dream by Eddy Zikov. It also reminds me to some earlier and lost maps by my self but I'm not pretty sure why.
This post has been edited by Mike Norvak: 23 June 2018 - 11:39 AM
#20 Posted 23 June 2018 - 11:38 AM
Sorry Forge and everyone else!
This post has been edited by Vagan: 23 June 2018 - 12:36 PM
#21 Posted 23 June 2018 - 12:15 PM
The scripted sequence is also well done.
This post has been edited by Forge: 23 June 2018 - 01:12 PM
#22 Posted 24 June 2018 - 12:36 PM
Paul B, on 23 June 2018 - 10:40 AM, said:
Maybe you can tell me where in the map you experienced the problems? I think I'm getting blind for this kind of stuff.
Mike Norvak, on 23 June 2018 - 11:33 AM, said:
Which subway entrance do you mean and where did you get squished? I didn't you new coding for the map. Only new sprites and the available SE Effects.
I made the gate now slightly open.
Forge, on 23 June 2018 - 12:15 PM, said:
The scripted sequence is also well done.
You can better wait until I post the updated map with other textures and sprites. I also fix some issues and add and change some sections.
Aaaand thank you all for your time and comments!!
Maybe one more question: like I said I'm changing the WT textures. So far I can't really see anymore of it. But in the texture overview "V" it says that a WT Texture is used on 87 walls. Another on 76 walls and so on. But I can't figured out where they are located. Is there a way to highlight a them? I will change them with alt+c, but I'm curious where they are.
#23 Posted 24 June 2018 - 11:34 PM
I have downloaded it but not played it just yet, because I wanted to ask about the reduced running speed.
If running speed was put back to stock, would that mess up the gameplay, by allowing eg the player to jump farther than intended?
I can re-enable autorun (I think); I prefer to have it on fwiw.
I will try it as you intended first, though.
Thank you, and looking forward to playing your map!
This post has been edited by Vagan: 24 June 2018 - 11:35 PM
#24 Posted 25 June 2018 - 03:18 AM
Vagan, on 24 June 2018 - 11:34 PM, said:
That's correct, if you set the running speed to normal you can take shortcuts which you are not supposed to use.
#26 Posted 25 June 2018 - 07:53 PM
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#27 Posted 25 June 2018 - 08:15 PM
Zaxtor, on 25 June 2018 - 07:53 PM, said:
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The link in th op was removed because it came with WT art.
the link in post #8 still works, but you need WT to play it.
https://forums.duke4...post__p__302077
#29 Posted 26 June 2018 - 08:30 AM
uLTra, on 24 June 2018 - 12:36 PM, said:
Please see below the images with the name "clipped" meaning I could pass through the gate or door without needing to go the proper way. Unfortunately, I don't remember all the areas where I was squished. I think I might have been squished in the garage where there was a cool second floor created out of sprites whereby you have to jump carefully across the damaged building. I don't have a screenshot of that area as I don't have a lot of time to play test. But below are the areas that definitely stuck out in my mind.
This post has been edited by Paul B: 26 June 2018 - 08:38 AM