
[RELEASE] Bioshock Singleplayer Level
#31 Posted 02 May 2020 - 12:19 AM
#32 Posted 02 May 2020 - 01:56 AM
slacker1, on 02 May 2020 - 12:19 AM, said:
I'm still getting this error too, no matter which version or computer I download it from. Would appreciate a .zip too.
#33 Posted 02 May 2020 - 03:15 AM
This post has been edited by Mark: 02 May 2020 - 03:15 AM
#34 Posted 02 May 2020 - 04:31 AM
I made a .zip version with 7z i hope it works.

Number of downloads: 259

Number of downloads: 285
#36 Posted 03 May 2020 - 11:06 PM
bullerbullerseven, on 02 May 2020 - 04:31 AM, said:
I made a .zip version with 7z i hope it works.


That worked for me! Thanks! Can't wait to give this map a go.
I'm thinking the original didn't work for me because Ubuntu's latest unrar version is from 2004 according to the command output when attempting to unrar the rar file. I wonder if winRAR changed something recently as I've never had any issues with rar files in the past.
This was the error I was seeing with the original rars:
Quote
This post has been edited by slacker1: 03 May 2020 - 11:10 PM
#37 Posted 04 May 2020 - 06:59 AM
Still, download the dark version if you aren't afraid of dark rooms. Bright version is for people who can't see games that are too dark.

Number of downloads: 284

Number of downloads: 281
I wish i didn't have to, but the waterslide ride was bugged while shrunk, so i had to place the ceiling higher so duke can fit while normal again.
I noticed there are some wall textures that are misaligned, which is weird because i aligned them all systematically before releasing!? There are even some i know i fixed because they stand out more than others.
I fixed a few but there are probably still some around.
This post has been edited by bullerbullerseven: 04 May 2020 - 07:03 AM
#38 Posted 04 May 2020 - 03:01 PM
I had no issues with the water slide or the final Nuke button on my build of Eduke (I guess I was lucky). I played the bright version from post #34
Here's the version I'm using:
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Built Jan 9 2019 14:27:33, GCC 5.4.0, 64-bit
More on the water slide part:
This post has been edited by slacker1: 04 May 2020 - 03:06 PM
#39 Posted 06 May 2020 - 03:12 PM
Ran into shrinker issues as well but that's engine stuff, still might be worth updating the map to account for it?
A few more bugs I had:
- The falling elevator wouldn't trigger properly for me, it did eventually but I'm not sure what I did to cause it
- I could pick up the yellow key through the fence
#40 Posted 06 May 2020 - 04:47 PM
I really like the gameplay it seems really smooth going and not extremely frustrating. Like how the broken elevator goes down then you come up on the other side of that room in another elevator. That type of stuff is neat backtracking. Enemy count to weapon, ammo, and health supply ratio is good. You start of slow with the pistol saving your shots shooting thoroughly. And it starts stacking up throughout, which is good since the enemies start coming out more later.
The shading was on point throughout the map for the most part. I have no complaints of that. Sprite work is crazy with some spiral stairs underneath a room and stuff like that. The design is pretty nifty and some ways I don't think I've seen anything very similar to this style of atmosphere. Structure and architecture is pretty clean cut and not just square. I loved a lot of the room designs and how they manage to change up. Like the see through floor into the ocean room. And the big drop down room where you have to drop down into from above. The lobbies look nice as well. And glassy corridors to add to the sense of being underwater.
Very impressive.
I would do something about the shrinker part, I'd make it more casual and easy. I actually tried out the no clip once out of curiosity and that was kind of fun riding down the water slide as big Duke instead of shrunken Duke. Maybe make the entrance where you have to shrink but in a few feet make it so Duke can just ride the waterslide down? Either way good map.
If you fix that up where players will not have to god mode or no clip if they can't make it. I'd say the map is like 95/100 in my own opinion.
#41 Posted 07 May 2020 - 01:03 PM

1.2 is just above your comments.
Apart from that really glad you liked it. I guess all that time wasn't wasted.
#42 Posted 07 May 2020 - 03:41 PM
bullerbullerseven, on 07 May 2020 - 01:03 PM, said:

1.2 is just above your comments.
Apart from that really glad you liked it. I guess all that time wasn't wasted.
Yeah I did miss 1.2. That made it much better it just had to be done with that shrinker part. Very nice played 1.2 now. Damn good map. This time I beat it and got right through the shrinker part I actually would rate this map a bit higher than my initial reaction now that the shrinker part is more friendly for users. I found 1 secret I couldn't figure the switches out that say 'secret level' there was two of them that I found and I couldn't figure that secret out yet lol.
Also, don't forget to put 1.2 version in your main post. I'd just scrap the other versions out of the main post and just have the 1.2 available. But up to you.
This post has been edited by Sixty Four: 07 May 2020 - 03:44 PM
#43 Posted 09 May 2020 - 09:09 PM
bullerbullerseven, on 07 May 2020 - 01:03 PM, said:

1.2 is just above your comments.
Apart from that really glad you liked it. I guess all that time wasn't wasted.
Time well spent! I made the mistake of playing the initial release with a newer Eduke32 and my fault for not grabbing the latest version of the map and not using an older version of EDuke32.
Going forward mappers really should just include the version of Eduke32 that was play tested with their levels in the same zip to provide a consistent experience for the players. Anyway, newer builds of EDuke don't do this map any justice. I rolled it back to r6670 and played it a second time through without any problems and it was a much better experience!
The atmosphere was fantastic, the design and architecture was stellar the music was a perfect fit for the level. Gameplay and ammo placement was very well done. My second play through of the map took me 23 minutes and I found all secrets. I'm glad I didn't miss playing this map it's such a fantastic piece of work, great job!
Just a side note, the yellow keycard is way too close to the gate. You can grab it through the fence without needing to go around. Aside from that I'm a fan of your work, you're definitely an artist. I loved your vision and the level of detail, your sprite design and texture use was astounding. I did notice some misaligned textures too but whatever it happens and sometimes it's just accidentally moving a wall verticy that is enough to throw off the texture alignment. I also appreciate even after the release you followed up with fixing some critical problems and its nice to see that end of level button working.
Thank you for sharing! In my books it definitely qualifies for the map of the year and if i had to give it a rating I'd say its a solid 98/100 under the right environment.
This post has been edited by Paul B: 09 May 2020 - 09:31 PM
#44 Posted 31 May 2020 - 04:51 PM
It means a lot to me that you took your time to play it and tell your opinions.
Oops about the yellow keycard. I planned on placing it in the middle of that little room, maybe i forgot to place it in the middle, or the floor was too dark and i changed it. Doesn't really matter.
Thank you Paul B and others, for really going in dept. It sounds like you really took your time to look at details, and it's nice of you to spend your time writing what you think.
Damn, 98 isn't bad for a first release, haha.