[RELEASE] Shocking Twist
#1 Posted 13 January 2019 - 03:16 PM
Anyway, I had an hour to spare, so I finally wrapped it up and put it on the workshop. It seems there's some differences between Eduke32 and Duke3d Megaton Edition, since I found two minor bugs in the Workshop version, although they're just graphical and don't affect the gameplay.
So finally, here's the link to the workshop entry:
https://steamcommuni.../?id=1624293008
Hope you enjoy the map!
#3 Posted 15 January 2019 - 08:27 PM
Dr.Panico, on 13 January 2019 - 04:35 PM, said:
Hi! Of course, sorry about that. The map can be downloaded directly from here:
http://magnarj.net/f...ockingtwist.map
Sorry for taking so long to reply!
#4 Posted 15 January 2019 - 10:07 PM
10 years from now someone's going to have a damn fine map in their collection and not know who the hell made it.
#5 Posted 15 January 2019 - 10:59 PM
#6 Posted 16 January 2019 - 05:48 AM
Makes good use of interconnected layout, classic 3DR visual style, very enjoyable feast indeed. I found 3/5 secret places, took me 7 minutes to complete, didn't die once.
Keep up the good work, this is fully realized style!
#7 Posted 16 January 2019 - 01:12 PM
http://www.dukemaps.net/?page_id=42
When the template file is completed just zip them together and upload to the site. I'll post it.
This post has been edited by Paul B: 16 January 2019 - 01:47 PM
#8 Posted 16 January 2019 - 07:25 PM
#9 Posted 17 January 2019 - 05:51 AM
#11 Posted 18 January 2019 - 01:56 AM
Nancsi, on 17 January 2019 - 01:18 PM, said:
Well, he says he couldn't find spare time to do the final tweaks (5% of the whole work namely) for 3 years. And we don't even know when he started mapping the level and how much time it took him to get those 95% outta the way, so it might mean he doesn't have lotta time to work on any mapping stuff now.
Though I definitely would like him to bring some new levels to the community too, of course.
#12 Posted 18 January 2019 - 05:12 AM
Anyway, just played the map and love the gameflow. No headscratching after activating switches or using keycards, a smooth 10min ride from the beginning to the end. Nothing fancy regarding design, but nice idea with the raising bridge.
Congrats on the release and welcome back, C3PO!
(Gonna update the C3PO pack of the addon compilation while I am at it.)
This post has been edited by NightFright: 18 January 2019 - 05:26 AM
#13 Posted 18 January 2019 - 08:34 AM
This post has been edited by Perro Seco: 18 January 2019 - 08:38 AM
#14 Posted 18 January 2019 - 10:37 AM
This post has been edited by ck3D: 18 January 2019 - 10:37 AM
#15 Posted 18 January 2019 - 11:32 AM
I really liked the arcade and puzzle approach of the layout, especially with its Z axis orientation. It feels good to play a map which feels like it was thought of as a whole beforehand than just building a succession of rooms and see where it leads.
Good job on the classic style lighting and texturing as well. My only nitpick there is that some the ep4 texture choices feel a little out of place to me with the rest. Oh, and the decorative doors, too many of those, most of which even a mapper couldn't tell from actually functionning doors. IMHO if you're going for a classic style, there is no reason to try and "explain" an enemy closet by putting a decorative door in it, for instance.
I don't know why you say the map is 95% finished, feels to me like it's 99% and the only thing missing are ambient sounds, since most of the map is way too silent.
Anyway, great job! Hope you make more, too.
This post has been edited by MetHy: 18 January 2019 - 11:35 AM
#16 Posted 19 January 2019 - 02:49 AM
Talking about Mikko, he seems to read this board regulary. I mean regularly as daily. He didn't write a single post since like 5 years, but he is very up to date about the releases here. I hope he will return one day as a poster too.
#17 Posted 19 January 2019 - 01:18 PM
The lack of bigger fights didn't bother me, not every map needs to have a battlelord in it. The raising sidewalk was really clever.
The layout and the strong shadows really stood out to me. Missed 1 secret.
#18 Posted 19 January 2019 - 03:28 PM
I wandered around quite a bit after finding a card or something - perhaps having so many ways accessible can make it hard to go back exactly where you want, but I really blame my own concentration here. The actual objectives and the progression of the map were really clear. It did feel quite empty in regards to enemies, but maybe that was done in order to support the clean style and so that players could pay proper attention to the environment/layout.
Difficulty-wise rather easy, but totally fun and refreshingly solid looking map. Really liked it, and I think it's one that will be replayed a lot. Played CGS and found all 4 secrets.
#19 Posted 19 January 2019 - 06:37 PM
This post has been edited by Paul B: 19 January 2019 - 06:39 PM
#20 Posted 20 January 2019 - 01:30 AM
Steambull, on 19 January 2019 - 03:28 PM, said:
Yeah this is true, unless we're talking maps like Farenheit which to me seems like they have less slopes because they are older maps brought at the same minute into the game with very little improvements, a classic 3DR map for Duke would have had more slopes than this one. It's something easy to forget that I too omitted in some of my "classic style" maps, but slopes were a cool and novel thing at the time, it was also something brought into the game very late into development so they went wild with it.
I do remember a case of what I call "unnecessary ceiling slope" in Shocking Twist but that's about the only slope I remember. BTW I don't consider "unnecessary ceiling slopes" a bad thing, it's a cool thing 3DR maps had everywhere, just look at the corridor leading to the toilets in E1L1.
And don't let my nitpicking get to you, this is a very good map.
This post has been edited by MetHy: 20 January 2019 - 01:31 AM
#21 Posted 20 January 2019 - 07:11 AM
#22 Posted 29 January 2019 - 11:35 PM
Took me 17 mins, because i was searching secrets, just 3/5 found, maybe with another run... , i did expect a few more enemies, anyway keep up the nice work.
Also, thanks to whose that commented about your old maps, i'll definitely try those ones as well, i won't lost them even if 20 years are passed already!
#23 Posted 06 February 2019 - 09:52 AM
It has a very nice flow, and the level planning is great. It could have a few more enemies in my opinion, but it is still great