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[RELEASE] Magdalene

#1

Here's my third map and some pwetty pictures.

Attached thumbnail(s)

  • Attached Image: Magdalene1.png
  • Attached Image: Magdalene2.png
  • Attached Image: Magdalene3.png
  • Attached Image: Magdalene4.png
  • Attached Image: Magdalene5.png

Attached File(s)


15

User is offline   NNC 

#2

Pic 1, 3 and 4 are nice.
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#3

View PostNancsi, on 06 June 2018 - 06:05 AM, said:

Pic 1, 3 and 4 are nice.


Thnx. I like those kinds of strong, angular shadows (since I'm too lazy to make more complicated effects).
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User is offline   Seb Luca 

#4

Nice work on the shadows ^^
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User is offline   Loke 

#5

That jumping section with the spinning gears were absolutely ridiculous, but I guess that's the point of it.

I'm stuck at the stripper bar. Shot some button above a locked door grate but I have no idea what it unlocked.
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#6

Spoiler

Overall, good map with lots of polish, but you get carried away with cramped areas way too much. On CGS a small 1536x1536 room can be filled with up to 5 monsters, there's just no need in that and combat gets tedious very fast because of that.
BTW thank you for ditching the shotgun. The puzzle in stripbar was nice, but I'm not sure it worked properly because of how close switches were together. It looked like I used all six buttons at the same time whenever I pressed anything.
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#7

View PostMister Sinister, on 06 June 2018 - 12:10 PM, said:

Spoiler

Overall, good map with lots of polish, but you get carried away with cramped areas way too much. On CGS a small 1536x1536 room can be filled with up to 5 monsters, there's just no need in that and combat gets tedious very fast because of that.
BTW thank you for ditching the shotgun. The puzzle in stripbar was nice, but I'm not sure it worked properly because of how close switches were together. It looked like I used all six buttons at the same time whenever I pressed anything.


I can imagine enemies pile up too much on Come Get Some; I myself became kinda blind to it. The switches are supposed to move together as triplets, but stupidly enough, it is possible to press the switches on the other side through the pedestal...and indeed, giving freezer instead of shotgun felt like really fun idea.

This post has been edited by DannyFromNewOrleans: 06 June 2018 - 12:20 PM

0

User is offline   Forge 

  • Speaker of the Outhouse

#8

agree with some areas being cramped
a couple times it was easy to get confused about how to progress. My main one was in the red-locked building. After blowing up the fire-extinguisher a couple pig-cops spawned at the bottom of the stairs - which wasn't the right path to follow.

Considering the size of it, you did a good job with texturing, shading, and sector architecture from start to finish.
Quite a few nice touches with some of the puzzles (the already mentioned stripper puzzle), and having to manage airtank supply while button hunting and having some underwater combat..

This post has been edited by Forge: 06 June 2018 - 02:48 PM

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User is offline   Perro Seco 

#9

I don't understand this... :(
Posted ImagePosted Image

I played the map until the end and I found it very entertaining and varied. I really liked that realistic rain effect made with lots of water drop sprites, altought I missed a bit the ambient sound used in the rain of E4L1.

The puzzle with the tiny stripper is very original, the use of textures very effective and the lighting effects very well done. I also enjoyed the use of freezethrower instead of shotgun; makes the gameplay a bit more memorable.

So everything is good and professional, except that spinning gears section, the corridor full of explosives and the numbers puzzle. Those three parts are original, but unnecessarily frustrating.

And finally, just a small complain; if this map doesn't take advantage of Polymer or Polymost renderers, then I think it should have been builded with classic renderer in mind, avoiding double faced wall aligned sprites (it can be done by pressing '1' at the face you want to keep visible):
Posted Image
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#10

Kudos on the release, nice to see new maps in 2018. :(
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User is offline   Polunka 

#11

Well, I think I haven't played such a decent urban map for a while (design quality wise). IMO it's got a little MRCK vibe to it (I hope you know who MRCK is). Also, I could indeed appreciate the occasional but quite clever puzzles (especially the one with the li'l babe).

Tho I agree with the previous posts complaining about too many enemies in cramped places. Hadn't it been for fighting so many baddies after visiting about every room (I 'm also talking about the respawn touchplates put in a lot of places), the map could be finished in just about 20 minutes or so by an average player (it took me 66 minutes in its current state).

Btw, the maths puzzle has 4 different answers. Ironically, the correct one was the last for me to try out out of the four.

P.S.: What's the tune's name? I found this song quite suitable for Duke3D.

This post has been edited by Polunka: 06 June 2018 - 08:13 PM

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#12

Oh yes, my gameplay aspects are not very player-friendly.......guess it shows how building the structure is my first priority. And those fokkin tiles, I usually remember to switch the two-sidedness off, but not in this map (I just copypasted the same two-sided lamp everywhere). And yes, smoking underwater is prohibited - it's unhealthy.
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#13

View PostPolunka, on 06 June 2018 - 08:03 PM, said:


P.S.: What's the tune's name? I found this song quite suitable for Duke3D.


It's "Pissed Office Box"; it actually is the theme song of the map Going Postal in The Birth.
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User is offline   Forge 

  • Speaker of the Outhouse

#14

View PostPerro Seco, on 06 June 2018 - 04:15 PM, said:

So everything is good and professional, except that spinning gears section

that was a bit frustrating
Spoiler



View PostPolunka, on 06 June 2018 - 08:03 PM, said:

(I hope you know who MRCK is).
P.S.: What's the tune's name? I found this song quite suitable for Duke3D.

wow.
the map you downloaded did come with a template, right?
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User is offline   Polunka 

#15

View PostForge, on 06 June 2018 - 08:24 PM, said:

the map you downloaded did come with a template, right?

And who says I read the template? :(

I was eager to play the map itself as soon as possible so I might've missed some info from the txt. Yeah, sorry about that.

This post has been edited by Polunka: 06 June 2018 - 09:31 PM

0

User is offline   max_nukem 

#16

Very long and interesting map. Thanks!
1

#17

Amazing map!!! Very nice to see such great maps in 2018, very few new releases so far.

Is COOP supported on this map or could be added?
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#18

View Postconqueror060, on 11 June 2018 - 02:12 AM, said:

Amazing map!!! Very nice to see such great maps in 2018, very few new releases so far.

Is COOP supported on this map or could be added?


Thnx for saying nice things! The map doesn't support coop, and I wouldn't even be interested in implementing it. I find Duke best in single player.
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User is offline   pacman 

#19

View PostLoke, on 06 June 2018 - 10:45 AM, said:

That jumping section with the spinning gears were absolutely ridiculous, but I guess that's the point of it.

I'm stuck at the stripper bar. Shot some button above a locked door grate but I have no idea what it unlocked.


Im also stuck here, shot the button above the jail door, "unlocked"... then what? everything else is cleared
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User is offline   skinnyman 

#20

Hello. Can anyone please help me identify this track that came with the archive of Magdalene? I don't remember where I downloaded it from and it doesn't seem to be the Pissed Office Box tune.

Attached File  Magdalene.rar (1.84K)
Number of downloads: 43

Thanks beforehand, and again to the author for making awesome maps!
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User is offline   Šneček 

#21

View Postskinnyman, on 21 September 2024 - 08:16 AM, said:

Hello. Can anyone please help me identify this track that came with the archive of Magdalene? I don't remember where I downloaded it from and it doesn't seem to be the Pissed Office Box tune.

Attachment Magdalene.rar

Thanks beforehand, and again to the author for making awesome maps!


Mm... I didn't recognize any well-known melody from any soundtrack of the basic version of duke nukem or any well-known expansion... What makes you think it should be any pre-existing music from Duke Nukem?
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User is offline   skinnyman 

#22

View PostŠneček, on 21 September 2024 - 09:20 AM, said:

Mm... I didn't recognize any well-known melody from any soundtrack of the basic version of duke nukem or any well-known expansion... What makes you think it should be any pre-existing music from Duke Nukem?

Magdalene being a Duke map did imply a possibility, and I didn't find the track in the DN3D OST either. All I wanted to know was where is this track from, or if whether it is an original composition.
It could be from another game...
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User is online   ck3D 

#23

That's funny, the .txt file mentions the .mid being lifted from another two-decade old user map I released back in 2004 called Overtime https://msdn.duke4.net/hotovertime.php, but I'm not sure where I got that .mid from in the first place because it's really been so long. If I were to guess, I must have lifted it from someone else's even earlier user map myself, seeing as I didn't have Internet access yet back when I started Overtime, I'm almost certain I was still dependent on shovelware compilations (and the .mid files people already were distributing with their levels on those) in order to even have access to any non-vanilla music that would play in Duke 3D at the time. That probably doesn't help track it down but at least gives the file greater backstory - it's almost guaranteed to be from 1996/1997. What's also funny is I've actually tracked down the ID/origin of most of those songs since (there were a couple more .mids from the same sources I also reused and spread exactly like that), but this particular one I never really bothered to research.

Just checked the readme for Overtime now, and it does mention reusing the music from a different map, so that would confirm it's one of those. The shovelware compilation I had at the time was basically a German version of 'Nuke It' called 'Come Get Some!' (Softkey, 1997; Softkey was Canadian, but that particular production was courtesy of a German branch IIRC). Apparently, an .iso of the compilation is available here: https://www.moddb.co...s/come-get-some

This post has been edited by ck3D: 23 September 2024 - 01:52 AM

0

User is offline   Aleks 

#24

View Postck3D, on 23 September 2024 - 01:34 AM, said:

That's funny, the .txt file mentions the .mid being lifted from another two-decade old user map I released back in 2004 called Overtime https://msdn.duke4.net/hotovertime.php, but I'm not sure where I got that .mid from in the first place because it's really been so long. If I were to guess, I must have lifted it from someone else's even earlier user map myself, seeing as I didn't have Internet access yet back when I started Overtime, I'm almost certain I was still dependent on shovelware compilations (and the .mid files people already were distributing with their levels on those) in order to even have access to any non-vanilla music that would play in Duke 3D at the time. That probably doesn't help track it down but at least gives the file greater backstory - it's almost guaranteed to be from 1996/1997. What's also funny is I've actually tracked down the ID/origin of most of those songs since (there were a couple more .mids from the same sources I also reused and spread exactly like that), but this particular one I never really bothered to research.

Just checked the readme for Overtime now, and it does mention reusing the music from a different map, so that would confirm it's one of those. The shovelware compilation I had at the time was basically a German version of 'Nuke It' called 'Come Get Some!' (Softkey, 1997; Softkey was Canadian, but that particular production was courtesy of a German branch IIRC). Apparently, an .iso of the compilation is available here: https://www.moddb.co...s/come-get-some

Wow, now this is turning into a whole detective story! Although I'm pretty sure you'd have Internet access in 2004, since those were the AMC days! Funnily enough, I completely didn't remember Overtime until I played it last year or so during your turn at the Dod of the Month Club and then it rang a bell...
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User is online   ck3D 

#25

No I definitely didn't have Internet access back when Overtime was made, releasing that map was one of the first things I remember doing as soon as I got it however.

This post has been edited by ck3D: 24 September 2024 - 03:32 AM

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