Blast Radius WIP/discussion thread "while it's brewing"
#301 Posted 13 February 2022 - 05:55 AM
This post has been edited by ck3D: 13 February 2022 - 05:56 AM
#302 Posted 13 February 2022 - 06:19 AM
I'm down.
#303 Posted 13 February 2022 - 06:41 AM
Here I really just mostly threw the pigs in there, I'm still working on that area and sort of recycled it into a test chamber really to remember which pigs fired what exactly. Map is big and spread out and so I've been sprinkling in some random action here and there to experiment with scenarii whilst testing. But I do intend on pigs there in the final version, and regarding the palette swapped ones I'm counting on new .art for them. Scorpion Tank is actually a lot of fun to fight - maybe less annoying than the classic Pig tank, and less unfair on your reflexes (albeit unforgiving if you do miss), fun has been my modus operandi with the enemies for sure. I'm also quite stoked on how the new minibosses play, all simple stuff yet feels fresh.
#305 Posted 15 February 2022 - 04:54 PM
#306 Posted 16 February 2022 - 02:31 AM
#307 Posted 18 February 2022 - 01:07 AM
@Aleks yeah that texture has to be one of the weirdest in the set, it's from LameDuke isn't it? Did 1.3d+ even use it anywhere? Surely it did but I can't remember off the top of my head right now.
This post has been edited by ck3D: 18 February 2022 - 01:08 AM
#308 Posted 20 February 2022 - 04:54 PM
Only one map left to make (secret map) before they all get their final pass, Jay sounds excited to work on the new Pigcops soon too. Still debating whether or not I want two secret maps, the second one possibly being my scrapped A.W.O.L. map; project in its current state already has loads of content and I would like to avoid redundancy but since that level is already built, perhaps it's worth repurposing in an interesting way too as one more bonus. So time will tell us if I can work that one in too.
This post has been edited by ck3D: 20 February 2022 - 04:56 PM
#309 Posted 21 February 2022 - 10:24 AM
#310 Posted 21 February 2022 - 10:47 AM
I think you in particular might really like this map, by the way. Or maybe not so much because of the difficulty spike (it's purposely a bit more intense than the rest and requires watching for danger most everywhere), but at least it's set to Slayer. I really tried some new things (for me) with it.
This post has been edited by ck3D: 21 February 2022 - 10:51 AM
#311 Posted 21 February 2022 - 11:05 AM
#312 Posted 21 February 2022 - 11:26 AM
This post has been edited by ck3D: 21 February 2022 - 11:29 AM
#313 Posted 21 February 2022 - 11:31 AM
This post has been edited by Mark: 21 February 2022 - 11:34 AM
#314 Posted 25 February 2022 - 08:18 PM
After this one is done, I'll be experimenting with finalizing the potential second secret level, but that one already is fully built (it's my scrapped A.W.O.L. map), I just need to polish its conversion to Duke 3D and see how well it performs. Then the whole of the mapping will be complete minus a few areas here in there in some of the levels that still need minor detail or some basic effects sounds (but basically I'll be tackling that as I'm implementing gameplay).
This post has been edited by ck3D: 25 February 2022 - 08:21 PM
#315 Posted 25 February 2022 - 10:35 PM
#316 Posted 26 February 2022 - 04:03 AM
Ninety-Six, on 25 February 2022 - 10:35 PM, said:
I don't think he's exactly limiting himself to 1.3d textures in other levels, just not relying on them so much. But I still think there's plenty of Atomic textures around, like the purple lava or the buses. Judging by what I've seen so far, I think 1.4 textures are generally used with similar frequency like in most user maps.
#317 Posted 26 February 2022 - 04:49 AM
About the hedges, they're actually not shaped in any special way (assuming you mean their structure is any more elaborate than basic flat walls with curves), I'm just using the right texture to make them look like they are and it's actually really cool to hear the illusion works on more people than just me. Building in those screens is not the one you mean, Aleks (I really only just started that area too, still needs heavy work), but the map will in fact feature that one somewhere else yes.
This post has been edited by ck3D: 26 February 2022 - 07:33 AM
#318 Posted 02 March 2022 - 10:05 PM
This post has been edited by ck3D: 02 March 2022 - 10:18 PM
#319 Posted 02 March 2022 - 10:55 PM
#320 Posted 02 March 2022 - 11:08 PM
Rest of the levels in the pack I wouldn't describe as Metroidvania per se, however I do plan on heavy use and placement of inventory items so indirectly some of the gameplay in general at least takes that logic into account. Otherwise I have a lot of funny stuff planned for everything item supply-related throughout the whole episode, this is not going to be a bunch of user maps that just feed you bunches and bunches of weapons and monsters at random. Every level is articulated around its own gimmick(s) in that department and item distribution won't be improvised at all, so that aspect is fundamentally orchestrated and under control.
This post has been edited by ck3D: 02 March 2022 - 11:16 PM
#321 Posted 03 March 2022 - 12:14 AM
#322 Posted 03 March 2022 - 03:12 AM
#323 Posted 03 March 2022 - 06:28 AM
Ninety-Six, on 03 March 2022 - 12:14 AM, said:
Yeah, alright - I'm always trying to cover as much ground as possible, in more ways than just in replies I guess. That's actually an important concern to have and I'm glad you're bringing it up but no really, I didn't build random settings with eye-candy in mind first and then gameplay, everything you see has player progression in mind already with planned item and weapon distribution that sticks to that logic as far as dictating part of the episode's level order. Whole point of the bigger scale for the maps isn't just pure dumb wank too, it's really my way of pushing the base Duke 3D mechanics - there's only so much hack factor to the jetpack if being savvy with it still only allows you to explore one tenth of a level before you run out, if anything I think that magnifies the usefulness of each item, I'm also not boosting any of them in .con (for instance item duration use, or player health or max ammo, etc.) so everything you do find will come with the challenge of thinking a bit more than usual within the classic, familiar mechanics.
And in a way something else I'm also trying to push specifically is that possible hack factor, what I like calling the jetpack in E1L2 syndrome. I've said it countless times before but I always thought supplying the player with two jetpacks as soon as E1L1 in the original game was a fucking ballsy move from the designers and I always absolutely loved this, basically supplying the player with theoritically unlimited (possibility-wise) but technically limited (opportunity-wise) number of shortcuts in seemingly (key word) pure fuck it fashion - 'it's dangerous to go alone, take this'. The large scale only introduces a new dimension as far as considering and experimenting with options (hence the potential appeal for speedruns) and also paradoxically enough, more control on my end over a fundamental linearity all the while making the player feel like they're really free to do whatever. E.g.. you can only think you're so smart when you have a jetpack if said jetpack only allows you to climb one fifth of a structure and then the question arises, which fifth do you skip if any at all?
I don't think at any point in this the player will be safely stocked up with a full arsenal, that's game in single user maps because those only allow so much leeway for progression within but not in the context of an episode I don't think. Also like I was saying, different levels are fundamentally articulated around specific gimmicks, for instance the map with the amphitheater will be the jetpack map, also there are some where steroids will be supplied in abundance and a particularly important point of focus, same goes for weaponry, good luck using the same guns in every map here unless you're particularly good at spotting the numerous secret places (and even then!). Distribution is planned to make sense both in continuous play and on pistol start, and I'm aware of many different reasons why artificially resetting the player's weaponry on map start sucks so that's also how I will force instill both linearity and variety, it's mostly the base gameplay that will drain your shit whenever I feel like that's needed. I do plan on taking your weapons away twice which sounds like a lot, but really isn't in the context of 15 hours of gameplay and most importantly you'll get them all back shortly in both instances.
This post has been edited by ck3D: 03 March 2022 - 06:32 AM
#324 Posted 03 March 2022 - 08:52 AM
ck3D, on 03 March 2022 - 06:28 AM, said:
Honestly, that's always been one of my favorite parts of the vanilla game, too. You get a jetpack in the first level of every episode (except AWO) if you know where to look, and 3DR wasn't afraid of giving the player the ability to just do as they wish. They were confident in their level designs and gameplay to let the player skip whole sections if they wanted.
You don't see that kind of brass testicles...anywhere, really. Either in modern games or even games of the time. It's an aspect that's purely Duke 3D's own. Not shared with Doom, not with Half-Life, not even with Shadow Warrior. Even Lameduke has it, so obviously the jetpack was a main feature they wanted from the getgo.
I love the confidence in how it isn't even pushed that hard. It's just there and they leave it up to the player's discrection to discover it, play with it and then use it however they wish.
This post has been edited by Ninety-Six: 03 March 2022 - 08:56 AM
#325 Posted 05 March 2022 - 06:03 PM
Rest is some cute random detail that's there, first two screenshots have this underground parking lot with a sprite ceiling and top floor (basically a cleaner take on the one from Anarchy City 2 that held the tanks), last one is from the newest island I've started, still working on both and then I think I'll want two more (that would be closer in size to the first one).
This post has been edited by ck3D: 05 March 2022 - 06:04 PM
#326 Posted 06 March 2022 - 11:12 PM
This post has been edited by ck3D: 06 March 2022 - 11:12 PM
#327 Posted 12 March 2022 - 01:38 AM
Here are two random pedestrian screens from a testing session, and one screen of part of the new 'block' I just started, which may or may not bring back memories to some.
This post has been edited by ck3D: 12 March 2022 - 01:38 AM
#328 Posted 12 March 2022 - 01:44 AM
ck3D, on 12 March 2022 - 01:38 AM, said:
Here are two random pedestrian screens from a testing session, and one screen of part of the new 'block' I just started, which may or may not bring back memories to some.
Nice you keep these phallic focal points around the map, that's the water tower on the first screen?
Also yeah the building on last screen definitely does ring a bell, love the architecture in this one, the texture combinations you used there look really quite unique and consistent, love how you used the palm tree trunks on the pillars there!
#329 Posted 12 March 2022 - 01:56 AM
Also I don't think that sprite is meant to be a tree trunk, I think it's meant to be the matching supporting pole for that light sprite I'm using for the lamp posts here, hence its apparent shading and also why it matches the bottom of said light sprite perfectly, you're probably aware yourself but for some people that just might click only now. The 'true' tree trunk is the same dimensions and style but a bit different, I'm sure many have used both interchangeably before though.
This post has been edited by ck3D: 12 March 2022 - 01:58 AM
#330 Posted 12 March 2022 - 03:44 AM
Again I see a lot of alien corruption and destruction, so I'm really curious about the lore and the context behind that.
Is it an 'end of the world' type of scenario?
I do recognize the AC3 area, it probably helps that I replayed that map recently haha.
This post has been edited by Merlijn: 12 March 2022 - 03:44 AM