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[RELEASE] Blink of an Eye

User is offline   underTaker 

#1

Hi all!

That's been a long time since I done anything in Duke! I started this map few years ago, and because of complete lack of time due to my job and my own project I couldn't get myself to work on it.

But hey! I finally did it! It's continuation to my previous map - Border Town.

As usual - theme of the map is set in the city. This time it's set at evening/night, so you'll probably need to use nightvision goggles - they're scattered around the level.

It's supposed to be big, long, hard and dark. In order to find your way - make use of security view screens (there's plenty of them), conserve your ammo, use night vision (you'll need it).
There are (as I like to believe) some unusual puzzles, so in some places you'll probably wonder a little on what to do, but once again - view screens should clarify everything.

The map is fine for singleplayer, coop and dukematch (though - didn't test the last two).

If there are any problems with the map - I'd appreciate if you'd let me know - I testes it billion times, but I usually tend to leave a little oopsie here and there.

Anyways - have fun!

Attached thumbnail(s)

  • Attached Image: duke0000.png
  • Attached Image: duke0001.png
  • Attached Image: duke0004.png
  • Attached Image: duke0005.png
  • Attached Image: duke0006.png
  • Attached Image: duke0010.png

Attached File(s)

  • Attached File  blink.zip (250.82K)
    Number of downloads: 467

15

User is offline   ck3D 

#2

 underTaker, on 30 June 2019 - 06:46 AM, said:

It's supposed to be big, long, hard and dark.


Porn has taught me that doesn't mean shit though, if the whole experience is over after a Blink of an Eye.

Stoked to see a new release from you, will try and find the time to play later, then come back for comments and less obvious jokes.

This post has been edited by ck3D: 30 June 2019 - 07:43 AM

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User is offline   Ninety-Six 

#3

Oh hey, neat. I remember I played the whole "series" about a year ago. This will be interesting.
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User is offline   underTaker 

#4

@ck3D I had that going :)

I hope the map will keep up with the rest :D
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User is offline   Ninety-Six 

#5

so

I start the map

and it ends instantly with the e1 cutscene
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User is online   Danukem 

  • Duke Plus Developer

#6

 Ninety-Six, on 01 July 2019 - 06:21 PM, said:

so

I start the map

and it ends instantly with the e1 cutscene


The map was over in the Blink of an Eye?
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User is offline   Ninety-Six 

#7

 Trooper Dan, on 01 July 2019 - 06:29 PM, said:

The map was over in the Blink of an Eye?




This post has been edited by Ninety-Six: 01 July 2019 - 06:44 PM

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User is online   Danukem 

  • Duke Plus Developer

#8

It works fine for me using r7750, there might be something screwy in your game folder, Ninety-six.
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User is offline   Ninety-Six 

#9

Looks like the source of the conflict was the CON fixes that I always play with.

Darn.

This post has been edited by Ninety-Six: 01 July 2019 - 07:17 PM

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User is offline   underTaker 

#10

*Plot twist* - that's why it's named like that :D

But on a serious note -
Spoiler
. I got no idea how to debug CONs and stuff so I can't be much of a help here.
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User is offline   LeoD 

  • Duke4.net topic/3513

#11

 underTaker, on 30 June 2019 - 06:46 AM, said:

Blink of an Eye
Wow, that was a long wait. I've always liked your stuff, and Brainwash is among my all-time favourites. Looking forward to playing this. (Sorry MRCK, I still haven't checked out Poison Heart.)

 Ninety-Six, on 01 July 2019 - 07:15 PM, said:

Looks like the source of the conflict was the CON fixes that I always play with.
GAME.CON by Darkus, I assume. Issue confirmed.

 underTaker, on 02 July 2019 - 04:58 AM, said:

I got no idea how to debug CONs and stuff so I can't be much of a help here.
It shouldn't be your task to deal with that.
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User is offline   Ninety-Six 

#12

 underTaker, on 02 July 2019 - 04:58 AM, said:

I got no idea how to debug CONs and stuff so I can't be much of a help here.


It's not your fault, man.

 LeoD, on 02 July 2019 - 07:34 AM, said:

GAME.CON by Darkus, I assume. Issue confirmed.


Correct.

Spoiler


I'll make do. I just really liked that kill counter fix. (That and fixing the Respawn thing).

This post has been edited by Ninety-Six: 02 July 2019 - 11:27 AM

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User is offline   Polunka 

#13

 Ninety-Six, on 01 July 2019 - 07:15 PM, said:

Looks like the source of the conflict was the CON fixes that I always play with.

Darn.

Huh, I also got fucked over by custom CONs, the difference in that I use DT's Essential Duke to play custom maps.
Spoiler

Oh, yeah, and the map itself is really nice. Kudos for setting such a gloomy and depressing atmosphere (I played with FLOGHORN.mid to add to that). And the series is finally concluded (or is it?) after what seems so many years.

This post has been edited by Polunka: 03 July 2019 - 12:15 AM

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User is offline   underTaker 

#14

Spoiler


Thank you for nice words! The series is concluded, yeah, but I planned on starting another one, I was even thinking about some stuff in Caribbean mod maybe - I've always been tempted by it :D
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User is offline   Polunka 

#15

 underTaker, on 03 July 2019 - 12:48 AM, said:

The series is concluded, yeah, but I planned on starting another one, I was even thinking about some stuff in Caribbean mod maybe - I've always been tempted by it :)

That's always appreciated. In this case, I'm looking forward to what else you might offer regarding Duke maps! :D
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User is offline   Perro Seco 

#16

 underTaker, on 03 July 2019 - 12:48 AM, said:

The series is concluded
Which maps are part of it? I would like to play the whole series. :D
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User is offline   underTaker 

#17

Those would be:

  • Forever and One More Day
  • Day After Forever
  • Desert Complex
  • Brainwash Facility
  • Border Town


Numbered chronologically :D
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User is offline   Perro Seco 

#18

 underTaker, on 07 July 2019 - 10:05 AM, said:

Forever and One More Day
I played that map and it was great. I just downloaded the rest to play the entire series. :D
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User is offline   underTaker 

#19

I'm happy to hear that, I hope you like the rest too :D
Hope fully, I'll have some more time to play with mapping - new job got me some more free time :)
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User is offline   Paul B 

#20

 underTaker, on 07 July 2019 - 10:05 AM, said:

Those would be:

  • Forever and One More Day
  • Day After Forever
  • Desert Complex
  • Brainwash Facility
  • Border Town


Numbered chronologically :dukecigar:


Thanks for the list. I can't believe I forgot to add Desert complex to my site. As soon as I have some available time to play this map and Desert Complex i'll upload them. I enjoy your work.
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User is offline   NightFright 

  • The Truth is in here

#21

Question: If this is a continuation of "Border Town", would it be legitimate to add it to the "Savior of Alien Era" pack in the addon compilation as a new last part of the episode? (I guess previous posts already confirmed it, just want to be sure.)
And boy, this last map in the series is really HUGE. I am already playing like 90min and I am still not done with it.

This post has been edited by NightFright: 02 August 2019 - 05:11 AM

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User is offline   underTaker 

#22

You're right! Done, thanks for reminding me of those :dukecigar:
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User is offline   Paul B 

#23

Hmm, well i've played this map for hours. Yet to finish it. I'm encountering a lot of problems. I somehow skipped an early on Blue keycard which I ended up going back for later on in the map. I cheated in a swampy tunnel area not realizing it at the time, where I bounced on top of a New Beast to get me further into the map then you probably should be and now i've done everything and i've lost the objective.

There are a ton of visual glitches some areas where the floor doesn't have any tile but a paralax ceiling, tons of sprite glitches and lots of clipping issues. The map layout is very interconnected and overly complex. Not sure im able to complete this map. =S

Okay some of the visual glitches have been addressed by playing in Polymost. Originally started in Polymer and that doesn't work well.

This post has been edited by Paul B: 24 August 2019 - 05:00 PM

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User is offline   Paul B 

#24

Okay, I've finally finished the map. This was a pretty tough and I think what threw me for a loop was the changing teleporter. Took me a while to figure that I could teleport myself to different areas duh! My biggest complaint was that it was so big and complicated I found myself getting lost often and there wasn't a clear objective. After playing it and looking back it all makes more sense now. Definitely not for the faint of heart. There were some areas that could benefit from being touched up such as: door scaling, texture alignments, blockable walls but it's not easy to do when the map is as complicated and big as this one. This felt like an entire episode in one level.

There was one glass window by the Innocent sign outside that is not breakable should it be? There were a few other minor hiccups but no show stoppers other than the players imagination. There was also a S.E glitch in the water by the airlock switch. Duke seems to float above water rather interesting and never seen that before. It's right on the Teleport sector for when you land in that area from above.

I loved the creativity of the secrets and the placement of items and respawns which assisted me greatly but it truly was a maze of switch flipping. Took me forever to figure out how to free the beast too. Found 8 of the 12 secrets spent about 4 maybe 5 hours of gameplay as I needed breaks to check up on the little rug rat. Killed just about 1000 baddies! That has to be a record for me in a single map. I can't imaging how long it must have taken to make this map. Incredible! I will upload soon to my site.

Uploaded: https://www.dukemaps.net/?p=13929

This post has been edited by Paul B: 24 August 2019 - 10:26 PM

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User is offline   pacman 

#25

How the hell do I get out of the "beer" factory? im trapped there.
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User is offline   Ninety-Six 

#26

Quite late, I know, but since my computer died right about when Darkus fixed his CON to stop this level from ending immediately, I wasn't able to spin this one up.


I want to mention that I replayed the entire series (as an episode this time) before playing this, and since this does a foot-start it didn't affect anything.

This is definitely the hardest map of the set, which is surprising after rediscovering how difficult Border Town was. But it is the finale, which makes sense. I will say though that it was often too dark at times to see what I was doing, which led to some issues in both fighting and navigating.

In fact navigation was tough in general. This map is an absolute sprawler, with a lot of that ground utilizing a lot of SOS stuff. And while all of that is very neat, it should be noted that it does come at a cost. With how large and windy the level could be, being able to rely on the automap becomes important. Unfortunately, when there's so much SOS, it becomes extremely difficult to read not just where you want to go, but how you actually get there.

The sheer size also came with exhaustion, and by the end of it, coupled with the difficulty in reading the automap, I was just done. I still had some secrets and like one missing enemy yet to kill, and I went for 100% for all the others, but I just wanted to be done (plus there were several points of no return at the end anyway). Oh, that reminds me. Speaking of that final area, I got stuck for quite a while because I didn't know there was an upper area. The ceiling was completely visible so I thought that it was just a ceiling and not a silent teleport. That should have been higher (and conversely lower) to hide the ceiling/floor textures to make the transition more seamless and also indicative of its true nature.


Despite my complaints though, I still enjoyed the map. However, I would suggest if you ever make another map/series to aim for what Border Town achieved size-wise as a maximum. Too much larger and exhaustion would start to set in, at least in my case.


In regards to the overall series, I would say my favorite is still Border Town, though every map has something to offer.
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