Duke4.net Forums: [RELEASE] new maps for HHR mod - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

[RELEASE] new maps for HHR mod

User is online   Mark 

  • Honored Donor
  • 2,586

#1

This download contains 5 maps for the previously released HHR mod. All you need to do is unzip the file into your main HHR project folder and let it overwrite any previous map files.

E1L1test.map is the original HHR map with only slight changes made to be compatible after a few long overdue fixes to the latest Eduke32. Conveyor belt speed was put back to normal. Also, if you had trouble with doors sometimes not opening right away that Eduke32 fix has been taken care of too. So instead of using only the supplied version of eduke32 you should use the latest version now.

HHRserious.map is the same Hollywood Holocaust map but without all the static NPCs and most jokes/humor have been removed. A number of players hated them and I knew it wouldn't take too much effort to get rid of it. The map seems duller without them but thats just my opinion as the mapper. ;)

E1L2 is the finished version of the Red Light District remake I started a few months ago but lost ambition for at the time. It was only about 5-6 hours of work I had put into it back then. It still has the limitation of using existing assets from HH only so there is repetition of some textures and models that would have been better with new ones. But I wanted this to be a mapping only add-on.I think it will still be fun to play (or at least look at). Once again, I did not put in a bunch of new NPCs or humor. I had Teamonster do a quick beta test run for anything obvious but again, due to time contraints it may be lacking a bit in enemy/ammo balance or a have a clipping glitch.

Next is an unfinished E4L5 Pigsty map. Earlier, I gave myself a limit and I ran out of time and need to move on to another project.

And last is the clipshape map. I noticed a couple of models were not blocking so I fixed that in this map.

Attached File(s)



This post has been edited by Mark.: 09 June 2018 - 08:05 AM

5

User is offline   Fantinaikos 

  • 273

#2

This time people in the level is more aware of what is happening around them or still "Oh look, there is an alien invasion and we are surrounded. Anyway how's your sex life?" (Mark. :P )
0

User is online   Sanek 

  • 565

#3

How about screenshots?
0

User is offline   Nancsi 

  • 335

#4

Pigsty is one map that needs some kind of remastering, at least its outdoor area, which is just a flat cube without realistic city. And a real car crash would also help.
0

User is offline   Phredreeke 

  • 167

#5

View PostSanek, on 09 June 2018 - 01:28 PM, said:

How about screenshots?


I took a bunch and uploaded here https://imgur.com/a/IRamxYG
2

User is online   Mark 

  • Honored Donor
  • 2,586

#6

Thanks for all the screenshots. In the 2nd and 3rd pic ( the Pigsty start area ) there is supposed to be polymer lighting for the streetlights. Did you happen to have the lighting hack enabled? Its the backspace key. It looks like you have good frame rate so you can probably turn it off.

Attached thumbnail(s)

  • Attached Image: duke0020.jpg


This post has been edited by Mark.: 10 June 2018 - 04:22 AM

0

User is offline   Phredreeke 

  • 167

#7

Yeah, I had it turned on. Without it I get sub-30 fps for most of Alien Takeover. Though the new build seem to improve performance somewhat


This post has been edited by Phredreeke: 10 June 2018 - 05:22 AM

0

User is offline   max_nukem 

  • 16

#8

E1L2 is cool!
Thanks!
I realy want to see any of "rethinked" space maps from E2.
Is it possible in future?

This post has been edited by max_nukem: 10 June 2018 - 12:38 PM

0

User is online   Mark 

  • Honored Donor
  • 2,586

#9

I doubt it. A lot of the new models and textures we made were more for the city based maps. The small team for the project has gone on to other things so it was only me doing extra mapping.
0

User is online   Gambini 

  • 1,351

#10

Felt tempted and gave this mod a quick go, i finished the alien takeover "episode" and then wandered around these maps you included.

It´s pretty cool what you guys did here. The way the areas are extended and full of life, while still retaining the original progression is a quality touch. And it´s packed with some funny moments, which are always welcome.

Good work!

My maps

eat my shorts

This post has been edited by Gambini: 10 June 2018 - 04:56 PM

2

User is online   Mark 

  • Honored Donor
  • 2,586

#11

Thanks. I'm glad you enjoyed it.
0

User is online   Tea Monster 

  • Polymancer
  • 1,966

#12

Cheers!
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password


Sign in options