RELEASE: IT LIVES "The most eagerly awaited usermap!"
#1 Posted 24 March 2011 - 12:17 PM
So finally! Almost three years of work inside a 1 mb file!
It is recommended that you download the latest unnoficial Eduke32 version before playing, as it fixes a few stuff that will make the map work better:
http://dukeworld.duk.../20110324-1855/
The map is designed and meant to be played in software mode.
No enhacement mods/hrp packages/fancy engines, as they proved causing more problems than improvements in this map. :/
In case you can´t stand the good old 8bits classic renderer (your loss), play it in polymost but be sure to put the included autoexec.cfg in your Eduke folder or type r_shadescale 1.14 in the console. This is not my fault, Eduke32´s shading is screwed up and there doesn´t seem to be plans of getting that fixed.
Play it in the night if possible, with headphones or the volume loud.
Eager to read your comments, complaints, bug reports or praises. After so many hours wasted on this, that´s my only reward
DOWNLOAD
This post has been edited by Gambini: 26 March 2011 - 05:25 PM
#3 Posted 24 March 2011 - 02:01 PM
First this great DNF delay joke, then the last volume of Preacher arrived and now I can even play a fat new map!
#5 Posted 24 March 2011 - 03:20 PM
Lots of detail and attention to lighting and shading. Great stuff. I also liked your 3D tree made out of 2D sprites.
I'm a hardcore HRP and Polymer fan so it was a little different going back to 8bit again. But it still is a great looking map.
#6 Posted 24 March 2011 - 03:34 PM
Marked, on Mar 24 2011, 08:20 PM, said:
Lots of detail and attention to lighting and shading. Great stuff. I also liked your 3D tree made out of 2D sprites.
I'm a hardcore HRP and Polymer fan so it was a little different going back to 8bit again. But it still is a great looking map.
The whole point of the map is feeling the atmosphere and tension. God mode just makes it feel like a window-shopping. Once you know the map you lose tension and the surprise factor. I wish people don´t follow your example and play it without cheats. Thanks for your comments about the design.
#7 Posted 24 March 2011 - 03:36 PM
The visuals are gorgeous -- it's really impressive what you squeezed out of BUILD. I also like the ambient sounds and the environment in general. Combat seems to me on the side of the "scary" type of maps -- a bunch of monsters appearing here and there -- which is not entirely my cup of tea, but works OK in the map. (
Finally, there's a bug where you can enter a place but not exit from it (1-wall blocking wall?)
#8 Posted 24 March 2011 - 03:44 PM
About your first question:
Thanks for the bug report i´ll collect them all and release a revision one of these days!
EDIT:
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You´ve not seen the best, judging by where you are stuck.
This post has been edited by Gambini: 24 March 2011 - 03:46 PM
#9 Posted 24 March 2011 - 04:15 PM
#10 Posted 24 March 2011 - 04:57 PM
#11 Posted 24 March 2011 - 05:14 PM
So much detail, so many nice little ideas.
If have just grabbed the (first?) yellow key card -> WOW!
I'm playing DukePlus/PolymostHRP | software renderer in parallel (switch when stuck or at a save-worthy point).
The software mood is somewhat more intense but I can recommend Polymost as well to all the other HRP fanboys. The performance is good so far, even on my mediocre machine.
I have noticed some (inadvertedly?) flipped/rotated textures (Polymost) and one location where
I think the attached screenshots won't spoil much.
#12 Posted 24 March 2011 - 05:14 PM
#13 Posted 24 March 2011 - 05:25 PM
DanM, on Mar 24 2011, 10:14 PM, said:
The puzzle of the morgue part took me a while, but I always remember: "when nothing is working, remember... shoot everything and you will see". In my case, I was getting much ammo, the shrinker is good to eliminate quickly the octobrains when they are much, If Doom show me something, is how to no waste ammo and use it in a good situation.
#14 Posted 24 March 2011 - 05:37 PM
LeoD, on Mar 24 2011, 10:14 PM, said:
So much detail, so many nice little ideas.
If have just grabbed the (first?) yellow key card -> WOW!
I'm playing DukePlus/PolymostHRP | software renderer in parallel (switch when stuck or at a save-worthy point).
The software mood is somewhat more intense but I can recommend Polymost as well to all the other HRP fanboys. The performance is good so far, even on my mediocre machine.
I have noticed some (inadvertedly?) flipped/rotated textures (Polymost) and one location where
I think the attached screenshots won't spoil much.
I´m glad you are enjoying it but you´re raping the map using the HRP. Please do not recommend it as the HRP just generates all sort of horrible visual bugs on this, all your screenshots are a perfect example of this.
#15 Posted 24 March 2011 - 05:46 PM
Gambini, on Mar 24 2011, 10:37 PM, said:
Actually, there are flipped/rotated posters in the map, and it's not the HRP fault.
#16 Posted 24 March 2011 - 06:00 PM
I went in God mode to give it a quick try. I'll play it regular later.
I didn't venture very far so I don't think I spoiled any surprises. I just ran around the main outside area and in the underground garage area and one room off to the side. It sounds like I haven't gotten to the creepy parts yet.
#17 Posted 24 March 2011 - 06:07 PM
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The clocks at the elevator´s door top are supposed to be story indicators, and you can only see half of their circle. The posters have a pal that makes the text unreadeable and therefore dont look like upsidedown. In short, there are thousands of circumstances where the HRP breaks the design of the map.
@Marked: Better then! I hope you enjoy it
This post has been edited by Gambini: 24 March 2011 - 06:14 PM
#18 Posted 24 March 2011 - 07:01 PM
I can send you some screens with texture errors/flaws, this maps looks so beautiful that i can notice that you aimed for perfection, if youre planning to do some fixes in this map like you did for blown fuses for example... i can send them via PM.
#19 Posted 24 March 2011 - 07:37 PM
#20 Posted 24 March 2011 - 07:54 PM
HellFire, on Mar 25 2011, 12:01 AM, said:
I can send you some screens with texture errors/flaws, this maps looks so beautiful that i can notice that you aimed for perfection, if youre planning to do some fixes in this map like you did for blown fuses for example... i can send them via PM.
Thank you very much for your kind words, of course i´m interested on the bugs you´ve seen, send´em. right now working on the first revision (lots of reports here and there). My wife is a little upset, she says "didnt you just finished that damn map? why the hell have you still your head stuck into the monitor?
About being a profesional level designer, you´re not the first person that says that. I should consider it, if i wasnt that slow when mapping
I´m also a models and textures artist, you may be interested in my other project for a more contemporanean game: http://www.amcwebfor...hp?topic=8296.0 Although i barely update that thread with screenshots.
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I think i found the problem and fixed it, thanks to you too.
#21 Posted 24 March 2011 - 10:18 PM
#22 Posted 25 March 2011 - 05:12 AM
Gambini, on Mar 24 2011, 09:54 PM, said:
Ouch!
This post has been edited by Norvak: 25 March 2011 - 05:13 AM
#23 Posted 25 March 2011 - 06:35 AM
Norvak, on Mar 25 2011, 02:12 PM, said:
Because they like it that way? I recommended that to the HRP Fanboys like me, not to everyone. I am quite tolerant to occasional glitches.
Gambini, on Mar 25 2011, 04:54 AM, said:
You could have completed four DNF maps at least. Why not apply for working on DNF's successor Duke Nukem High Five?
Btw, I'm also stuck at the generators.
#24 Posted 25 March 2011 - 07:01 AM
LeoD, on Mar 25 2011, 11:35 AM, said:
Granted, nobody will force you to turn hires off (i wish i could but i dont know where you are ). Just think of how a project like DNE would look being played in 8bits.
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Solution:
This post has been edited by Gambini: 25 March 2011 - 07:05 AM
#25 Posted 25 March 2011 - 08:18 AM
#26 Posted 25 March 2011 - 09:56 AM
Atmosphere, stunning design, awesome effects and truckloads of details.
I stopped several times to enjoy the view and tried to figure out "How the hell did he do this? This is all vanilla Duke!"
The only negative thing was, I ran a little short on ammo sometimes but was always able to solve the situation.
All in all: just plain awesome.
#27 Posted 25 March 2011 - 12:14 PM
Gambini, on Mar 25 2011, 09:17 AM, said:
LeoD, on Mar 25 2011, 02:14 PM, said:
[Attachments of images that are only problems in the POLYMOST/POLYJMER render]
I knew I would see one of these posts in the first page, sigh...
This post has been edited by The Commander: 25 March 2011 - 12:16 PM
#28 Posted 25 March 2011 - 03:58 PM
Gambini, on Mar 25 2011, 11:01 AM, said:
Lol! I was going about it in totally the opposite direction! (mega facepalm!)
#29 Posted 25 March 2011 - 07:35 PM
Just when you think you have seen an amazing effect or construction that cannot be topped, you go to the next room and see one that is even more amazing.
The gameplay follows a pattern: ambush -> puzzle -> ambush -> puzzle -> ambush -> puzzle ...
You are forced to wait through some scripted sequences, so replay value could be better, but it is still greater than most maps due to the sheer awesomeness.
I know that another version will be released, so I won't nitpick.
However, I want to point out that the map does contain some enhancements that work only with DukePlus with Polymost, and it is worth playing again to see them, because they add to the atmosphere. Gambini didn't mention this before, because there is a bug that makes one battlelord disappear when using DukePlus -- it will be fixed later, but it doesn't break the map.
This post has been edited by DeeperThought: 25 March 2011 - 08:52 PM
#30 Posted 25 March 2011 - 08:11 PM
Thanks for your nice comments too!