DUKE NUKEM EXTINCTION LEVEL 2 RELEASE -SIN CITY- "Give a go to my level. Follow the description."
#1 Posted 18 November 2020 - 12:23 AM
How to play: These maps require custom art files, because custom textures, sprites and such, thus you need to have a folder with eduke, my art files and the .map files.
Hoping that you'll enjoy, because i've been working on this for 7 weeks or so.
This post has been edited by pavigna: 18 November 2020 - 12:42 AM
#2 Posted 18 November 2020 - 12:33 AM
Attached File(s)
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Extinctionstuff2.zip (3.9MB)
Number of downloads: 227 -
Extinctionstuff.zip (1.87MB)
Number of downloads: 213
This post has been edited by pavigna: 18 November 2020 - 12:39 AM
#3 Posted 18 November 2020 - 12:38 AM
Attached File(s)
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Extinctionstuff3.zip (6.93MB)
Number of downloads: 205
#4 Posted 18 November 2020 - 12:48 PM
One issue I had was the meat market's front doors. They glitch out and crush the whole inside of the building.
The library also had the same issue. I had to DNCLIP into here:
I also found this "secret" that wasn't marked as a secret:
There was also an issue with some missing textures in the super secret area when I finally found my way there.
I'm not sure if anyone else had the same issues. It might just be from me using an older version of eduke.
#5 Posted 18 November 2020 - 01:52 PM
slacker1, on 18 November 2020 - 12:48 PM, said:
One issue I had was the meat market's front doors. They glitch out and crush the whole inside of the building.
The library also had the same issue. I had to DNCLIP into here:
I also found this "secret" that wasn't marked as a secret:
There was also an issue with some missing textures in the super secret area when I finally found my way there.
I'm not sure if anyone else had the same issues. It might just be from me using an older version of eduke.
That's really really weird, i had various friends test it for me and they didn't have any issues at all with it. Might be the eduke version thing. yeah also i definitely have to add blocking to that HOW sprites because you're not supposed to get there, it's like levellord's you shouldn't be here thing. Thanks for the feedback, but i really have no clue as to why you might have trouble with that. As for the missing textures, could you upload pictures of those as well?
EDIT
I fixed the library doors, they should work in this new version. as for the textures, does your eduke have The Birth's stuff? In the market i wasn't able to replicate this bug tho.
Attached File(s)
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Extinctionstuff.zip (1.87MB)
Number of downloads: 189
This post has been edited by pavigna: 18 November 2020 - 02:03 PM
#6 Posted 18 November 2020 - 02:32 PM
edit - you fixed the issue quicker than I could post about it!
This post has been edited by ck3D: 18 November 2020 - 02:33 PM
#7 Posted 18 November 2020 - 03:36 PM
Now the bigger issue I noticed was with the cars - definitely press R on all floor textures, without floor relativity they go really crazy! Also, the bus will create weird floor effects when driving into that shaded sector. The idea of making the path of locators not cross any red lines which you applied there was quite clever, but it's still the fact that bus sector crosses red lines causing problems. Also, locators on turns for each path are very close, so sometimes the cars start "dancing" around that (especially the red car).
#8 Posted 18 November 2020 - 04:37 PM
The meat market still did though. The left door gets stuck and doesn't swing all the way open. Once walking through the doorway, the sectors go bonkers.
Map view when doors glitch:
The bathroom door in the market also does the same thing:
When the level starts, I see this error in my log file:
Quote
Also, when opening the market doors, this gets logged:
Quote
Secret area missing textures: (currently using my GRP file from Duke 3d Atomic)
Edit: Going to try again with a fresh new version of eDuke. The version I'm using I compiled for High Treason's Dimension Shift map last year using the recommended build version for that map. (https://dukeworld.co...4/20140907-4593 )
EDuke32 2.0.0devel r(?) (64-bit)
Compiled Aug 19 2019 08:17:56
Edit2: Yep, that was it. Super old version of eduke wasn't compatible.
Downloaded the latest source I could find (2020-09-07) and built it. Current version I'm running is now:
EDuke32 r9257
Built Nov 18 2020 20:11:23, GCC 5.4.0, 64-bit
It looks like the new version of eduke, the swinging doors bounce back closed if they hit into something blocking them from fully opening. Feels sort of weird but I guess it keeps things from breaking.
Missing textures in the secret area also strangely worked with latest version even though I'm using the same group file and downloaded art files.
Edit3: (Last one...) Just for good measure I loaded up the duke_returns.map in the zip file that used to have the glitchiness with the doors in the office building. Those also worked as expected. I even went back to the original downloads I had of those from last month and though there was a tiny bit of glitching on v1, nothing map breaking. I guess I'll have to pay more attention to keeping my version of eduke up to date.
This post has been edited by slacker1: 18 November 2020 - 05:28 PM
#9 Posted 19 November 2020 - 12:01 AM
#10 Posted 19 November 2020 - 12:04 AM
Aleks, on 18 November 2020 - 03:36 PM, said:
Now the bigger issue I noticed was with the cars - definitely press R on all floor textures, without floor relativity they go really crazy! Also, the bus will create weird floor effects when driving into that shaded sector. The idea of making the path of locators not cross any red lines which you applied there was quite clever, but it's still the fact that bus sector crosses red lines causing problems. Also, locators on turns for each path are very close, so sometimes the cars start "dancing" around that (especially the red car).
Yeah, i'm taking a look at that right now. for the bus thing, i have no idea how to make it still go there... I might try with a big-ass sprite with a 4 palette and transparency over the walkway and the road.
EDIT The big ass sprite definitely did fix that effect and pressing R did help a lot. I'm uploading the no glitches map now. even the grocery doors should work now. also now sounds play even for closing doors
Attached File(s)
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Map Hotfixes.zip (76.9K)
Number of downloads: 181
This post has been edited by pavigna: 19 November 2020 - 12:32 AM
#11 Posted 19 November 2020 - 12:50 AM
1. This door texture is flipped
2. This blue key setup is completely unnecessary because the key is just sitting here in the open before you even reach the door. If it was somewhere hidden like underwater, that would make more sense.
3. The repetition of these tire sprites is obvious, maybe there could be fewer or some could be flipped
4. This room is kind of anticlimactic, since theres touch enemies in there, but you can easily camp from the door. And there's no incentive to do anything but that.
5. These book textures (from Blood it looks like?) kind of clash with the other art imo, since theres also regular Duke books
6. Not pictured, but the crosshair on Randy (good gag btw) should be wall-oriented
#12 Posted 19 November 2020 - 12:55 AM
whirledtsar, on 19 November 2020 - 12:50 AM, said:
1. This door texture is flipped
2. This blue key setup is completely unnecessary because the key is just sitting here in the open before you even reach the door. If it was somewhere hidden like underwater, that would make more sense.
3. The repetition of these tire sprites is obvious, maybe there could be fewer or some could be flipped
4. This room is kind of anticlimactic, since theres touch enemies in there, but you can easily camp from the door. And there's no incentive to do anything but that.
5. These book textures (from Blood it looks like?) kind of clash with the other art imo, since theres also regular Duke books
6. Not pictured, but the crosshair on Randy (good gag btw) should be wall-oriented
the blue keycard thing i added as an incentive for players to look at the car. it crashed into an octabrain and i wanted people to see that. it also makes sense realistically that the main gate isn't always open. i'll fix the door and the bookshelf in a minute, and the crosshair too. I'm more interested about the feedback from the garage area. what would you suggest to make it better from a gameplay standpoint?
Also you'll probably enjoy the second map a bit better because that one is definitely better than the first one. Thanks for the feedback!
#13 Posted 19 November 2020 - 11:40 AM
pavigna, on 19 November 2020 - 12:55 AM, said:
Also you'll probably enjoy the second map a bit better because that one is definitely better than the first one. Thanks for the feedback!
What do you mean about the garage area? The gameplay there was good, I just mentioned that there was too many of the same tire sprite (bit of a nitpick suggestion). It's the final office room that was anti-climactic. I dont know, maybe when you enter the room some enemies could teleport in, or a wall blows up and reveals the commander. Cause the way it is, there's no incentive to do anything but camp at the door and pick off the enemies from safety.
#14 Posted 19 November 2020 - 02:57 PM
1. This library is a bit surreal with how tall it is, and the chandelier is hanging from nothing
2. Wrong texture here
#15 Posted 19 November 2020 - 04:29 PM
whirledtsar, on 19 November 2020 - 02:57 PM, said:
1. This library is a bit surreal with how tall it is, and the chandelier is hanging from nothing
2. Wrong texture here
I'll fix the texture tomorrow, and as for the library i really wanted that surreal look because i always felt like duke maps were kinda creepy and weird, seeing as they were populated places with no life in them, kinda like a liminal space. that's a feeling i didn't have with games like blood because there were civilians in that game. if you think that the library breaks the atmosphere then i'll make it normal. As for the chaingun, i'm kinda stupid. there's a chaingun in the water pool in the meat market. that's a secret area with the weapon. what i didnt take into account is that how i play the maps is how they will be at full release, so like a continous episode, while releasing single maps weapons don't carry over. The chandeliers were also implemented to make it look weird and surreal.
now, talking about Duke returns, i may make it so that when the keycard is picked the wall explodes revealing the commander and a couple troopers. i misread your comment and thought you were referring to the Garage area, which i went back and fixed alongside everything else you suggested. Last question, in terms of map design do you think my maps are good or just nice? because i want to go for people going:Wow, this looks and feels like classic duke and a brand new official expansion for it! That's why stuff isn't overdetailed and cramped, to keep some of the classic feel of duke. Again, thanks for the help. I'm a young dude who's been learning mapster for the past 3-4 months, and feedback helps a ton.
#16 Posted 19 November 2020 - 08:23 PM
pavigna, on 19 November 2020 - 04:29 PM, said:
Well I think theyre very fun levels. And they look good too, just the right level of detail. But if you want to make something that sits among the greats, it could use some more creative methods of progression. All the progression in these levels is finding keycards to be able to find more keycards. Which is fine. But in the original game (and many user maps over the years) there's a lot of other ways to traverse maps, like cracked walls, underwater tunnels, vents, etc. Or like in E1L2 when you demolish an entire building! Stuff like that keeps things fresh and makes it more memorable.
#17 Posted 20 November 2020 - 01:12 AM
whirledtsar, on 19 November 2020 - 02:57 PM, said:
I liked the bizarre/surreal-ness of the Library area when you looked up and see the books continuing on into the void. (But then again, those "strange" maps are definitely my favorite style. Examples like Zykov Eddy's Dream series or High Treason's Poorman's Library in the Duke Hard Episode, or even as recent as Still Wanted's section of the latest CBP9 map.) That said, I guess it depends on what you're going for. If you're going for super realistic style maps, it may not fit except maybe in a secret area. If you're going for strange or even an in-between I can see it working fine. That's just my thoughts though.
I'm forgetting, was there a jetpack in sin city? If so, it would be cool to have a secret at the top of the super high library ceiling like in E1M1's alley area behind the movie theater.
#18 Posted 20 November 2020 - 07:58 AM
slacker1, on 20 November 2020 - 01:12 AM, said:
I'm forgetting, was there a jetpack in sin city? If so, it would be cool to have a secret at the top of the super high library ceiling like in E1M1's alley area behind the movie theater.
The jetpack is in the pizzeria's mini fridge. i'll be glad to add a secret up there!
#19 Posted 21 November 2020 - 06:11 AM
#20 Posted 21 November 2020 - 06:38 AM
#21 Posted 21 November 2020 - 10:39 AM
dwtietz, on 21 November 2020 - 06:38 AM, said:
Well, i’ll take a look at that. Thanks for making me notice it.
#22 Posted 23 November 2020 - 01:58 PM
Attached File(s)
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Definitely fixed maps.zip (131.47K)
Number of downloads: 189 -
ART.zip (1.28MB)
Number of downloads: 187
This post has been edited by pavigna: 23 November 2020 - 02:14 PM