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DUKE NUKEM EXTINCTION LEVEL 2 RELEASE -SIN CITY-  "Give a go to my level. Follow the description."

User is online   pavigna 

#1

Howdy Rowdy ro, people! Yesterday i posted some screenshots for this map, and the general consensus was willingness to play it and various tips which i did consider and implement. So, today, I'm releasing the map! This is level 2 of my TC, called Sin CIty. It's pretty big, but i wanted to keep the general aesthetic of classic maps. You'll see moving cars, a MEGA SECRET and lots of custom textures. I'm hoping for feedback, so that the final release of the episode can be even better. If you're comparing this map to the demo i posted a few months ago, well, the demo looks like hot garbage. I've gotten better at mapster and that helped. So that's why i wanna say that the first map has been completely reworked too and will be uploaded here alongside level 2, so that you can play both of them.

How to play: These maps require custom art files, because custom textures, sprites and such, thus you need to have a folder with eduke, my art files and the .map files.


Hoping that you'll enjoy, because i've been working on this for 7 weeks or so.


https://i.imgur.com/jlmNaW9.png
https://i.imgur.com/Nf18jWw.png
https://i.imgur.com/swrvObG.png
https://i.imgur.com/aO1WnXK.png
https://i.imgur.com/d22CefD.png
https://i.imgur.com/F2KEZQB.png

This post has been edited by pavigna: 18 November 2020 - 12:42 AM

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User is online   pavigna 

#2

Here are the first files. They're three folders because it's 12 MB of stuff. The first has the maps and some ART, the others have even more ART files.

Attached File(s)



This post has been edited by pavigna: 18 November 2020 - 12:39 AM

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User is online   pavigna 

#3

Here is the last file.

Attached File(s)


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User is offline   slacker1 

#4

I had a good time playing through this one even though I ran into some issues. I liked the downtown city hub style complete with moving cars. It took me about 10 minutes to complete and I totally missed the super secret the first time through.

One issue I had was the meat market's front doors. They glitch out and crush the whole inside of the building.
https://i.imgur.com/impqc7p.png

https://i.imgur.com/9XuZxlr.png

Spoiler


The library also had the same issue. I had to DNCLIP into here:
https://i.imgur.com/5WwPPSC.png

I also found this "secret" that wasn't marked as a secret:
Spoiler


There was also an issue with some missing textures in the super secret area when I finally found my way there.

I'm not sure if anyone else had the same issues. It might just be from me using an older version of eduke.
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User is online   pavigna 

#5

View Postslacker1, on 18 November 2020 - 12:48 PM, said:

I had a good time playing through this one even though I ran into some issues. I liked the downtown city hub style complete with moving cars. It took me about 10 minutes to complete and I totally missed the super secret the first time through.

One issue I had was the meat market's front doors. They glitch out and crush the whole inside of the building.
https://i.imgur.com/impqc7p.png

https://i.imgur.com/9XuZxlr.png

Spoiler


The library also had the same issue. I had to DNCLIP into here:
https://i.imgur.com/5WwPPSC.png

I also found this "secret" that wasn't marked as a secret:
Spoiler


There was also an issue with some missing textures in the super secret area when I finally found my way there.

I'm not sure if anyone else had the same issues. It might just be from me using an older version of eduke.



That's really really weird, i had various friends test it for me and they didn't have any issues at all with it. Might be the eduke version thing. yeah also i definitely have to add blocking to that HOW sprites because you're not supposed to get there, it's like levellord's you shouldn't be here thing. Thanks for the feedback, but i really have no clue as to why you might have trouble with that. As for the missing textures, could you upload pictures of those as well?

EDIT

I fixed the library doors, they should work in this new version. as for the textures, does your eduke have The Birth's stuff? In the market i wasn't able to replicate this bug tho.

Attached File(s)



This post has been edited by pavigna: 18 November 2020 - 02:03 PM

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User is online   ck3D 

#6

You left them unanswered, but people were reporting the same issue with swinging doors in your previous map in the release thread for that one. That's typically what happens when one builds their swinging doors with the SE one Build unit too close to one of the walls (as has been explained in the past). You're saying you're not experiencing it playing it in your version of eDuke? I know something about swinging door behavior was altered not too long ago, maybe the acceptable distance for the pivot point was also slightly altered in the process or something and what used to work now doesn't (wild guess, probably unfounded). Either way the problem seems oddly specific to your maps, so I'm inclined to think there's something generally off with your construction somewhere even if that detection was ever loosened somehow. Well thinking about it, some people also ran into the same issue with elandy's map not too long ago: https://forums.duke4...-wip-rosario-1/ but even then I suspect construction was the issue, IIRC it was one of the author's first maps.

edit - you fixed the issue quicker than I could post about it!

This post has been edited by ck3D: 18 November 2020 - 02:33 PM

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User is online   Aleks 

#7

Just quickly checked both these swinging doors, they don't cause such heavy bugs in the game for me, but nevertheless, their construction in Mapster seems a bit flawed, as the pivot SE is right in the corner of the door (at the same point). They give minor HOM at the floor sometimes for me, even in the fixed version (especially library door). The other problem with them is that they're 2-winged door, which are very susceptible to flawing in current Eduke versions, as both wings can be blocked in different directions, which would result in one of the wings (or perhaps even both) opening the wrong direction all of a sudden. Another 2 minor things with swing doors - press "R" on the floor to make it relative and add a hitag value to Music sprites, so they also have a closing sound.

Now the bigger issue I noticed was with the cars - definitely press R on all floor textures, without floor relativity they go really crazy! Also, the bus will create weird floor effects when driving into that shaded sector. The idea of making the path of locators not cross any red lines which you applied there was quite clever, but it's still the fact that bus sector crosses red lines causing problems. Also, locators on turns for each path are very close, so sometimes the cars start "dancing" around that (especially the red car).
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User is offline   slacker1 

#8

Library doors look to be fixed in the latest version. They no longer bugged out when I opened them.

The meat market still did though. The left door gets stuck and doesn't swing all the way open. Once walking through the doorway, the sectors go bonkers.
https://i.imgur.com/elA0VOL.png

Map view when doors glitch:
https://i.imgur.com/3TXZN3i.png

The bathroom door in the market also does the same thing:
https://i.imgur.com/zpuxTaU.png

When the level starts, I see this error in my log file:

Quote

Found lonely Sector Effector (lotag 0) at (15960,-4888)


Also, when opening the market doors, this gets logged:

Quote

WARNING: SE23 i<0!



Secret area missing textures: (currently using my GRP file from Duke 3d Atomic)
Spoiler



Edit: Going to try again with a fresh new version of eDuke. The version I'm using I compiled for High Treason's Dimension Shift map last year using the recommended build version for that map. (https://dukeworld.co...4/20140907-4593 )
EDuke32 2.0.0devel r(?) (64-bit)
Compiled Aug 19 2019 08:17:56


Edit2: Yep, that was it. Super old version of eduke wasn't compatible.

Downloaded the latest source I could find (2020-09-07) and built it. Current version I'm running is now:
EDuke32 r9257
Built Nov 18 2020 20:11:23, GCC 5.4.0, 64-bit

It looks like the new version of eduke, the swinging doors bounce back closed if they hit into something blocking them from fully opening. Feels sort of weird but I guess it keeps things from breaking.

Missing textures in the secret area also strangely worked with latest version even though I'm using the same group file and downloaded art files.

Edit3: (Last one...) Just for good measure I loaded up the duke_returns.map in the zip file that used to have the glitchiness with the doors in the office building. Those also worked as expected. I even went back to the original downloads I had of those from last month and though there was a tiny bit of glitching on v1, nothing map breaking. I guess I'll have to pay more attention to keeping my version of eduke up to date.

This post has been edited by slacker1: 18 November 2020 - 05:28 PM

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User is online   pavigna 

#9

Thanks for the extensive testing! I'm really glad that your issue was fixed and that you can now enjoy my maps and many more without those weird glitches! Have fun out there, and if you have any more feedback on level design and such feel free to leave it here.
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User is online   pavigna 

#10

View PostAleks, on 18 November 2020 - 03:36 PM, said:

Just quickly checked both these swinging doors, they don't cause such heavy bugs in the game for me, but nevertheless, their construction in Mapster seems a bit flawed, as the pivot SE is right in the corner of the door (at the same point). They give minor HOM at the floor sometimes for me, even in the fixed version (especially library door). The other problem with them is that they're 2-winged door, which are very susceptible to flawing in current Eduke versions, as both wings can be blocked in different directions, which would result in one of the wings (or perhaps even both) opening the wrong direction all of a sudden. Another 2 minor things with swing doors - press "R" on the floor to make it relative and add a hitag value to Music sprites, so they also have a closing sound.

Now the bigger issue I noticed was with the cars - definitely press R on all floor textures, without floor relativity they go really crazy! Also, the bus will create weird floor effects when driving into that shaded sector. The idea of making the path of locators not cross any red lines which you applied there was quite clever, but it's still the fact that bus sector crosses red lines causing problems. Also, locators on turns for each path are very close, so sometimes the cars start "dancing" around that (especially the red car).




Yeah, i'm taking a look at that right now. for the bus thing, i have no idea how to make it still go there... I might try with a big-ass sprite with a 4 palette and transparency over the walkway and the road.


EDIT The big ass sprite definitely did fix that effect and pressing R did help a lot. I'm uploading the no glitches map now. even the grocery doors should work now. also now sounds play even for closing doors

Attached File(s)



This post has been edited by pavigna: 19 November 2020 - 12:32 AM

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#11

I played the Duke Returns level on Come Get Some. Its a great map, good balance, visuals, everything. The extra art (mostly) fits quite well. Here are some screenshots of little issues I noticed.

1. This door texture is flipped

2. This blue key setup is completely unnecessary because the key is just sitting here in the open before you even reach the door. If it was somewhere hidden like underwater, that would make more sense.

3. The repetition of these tire sprites is obvious, maybe there could be fewer or some could be flipped

4. This room is kind of anticlimactic, since theres touch enemies in there, but you can easily camp from the door. And there's no incentive to do anything but that.

5. These book textures (from Blood it looks like?) kind of clash with the other art imo, since theres also regular Duke books

6. Not pictured, but the crosshair on Randy (good gag btw) should be wall-oriented
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User is online   pavigna 

#12

View Postwhirledtsar, on 19 November 2020 - 12:50 AM, said:

I played the Duke Returns level on Come Get Some. Its a great map, good balance, visuals, everything. The extra art (mostly) fits quite well. Here are some screenshots of little issues I noticed.

1. This door texture is flipped

2. This blue key setup is completely unnecessary because the key is just sitting here in the open before you even reach the door. If it was somewhere hidden like underwater, that would make more sense.

3. The repetition of these tire sprites is obvious, maybe there could be fewer or some could be flipped

4. This room is kind of anticlimactic, since theres touch enemies in there, but you can easily camp from the door. And there's no incentive to do anything but that.

5. These book textures (from Blood it looks like?) kind of clash with the other art imo, since theres also regular Duke books

6. Not pictured, but the crosshair on Randy (good gag btw) should be wall-oriented



the blue keycard thing i added as an incentive for players to look at the car. it crashed into an octabrain and i wanted people to see that. it also makes sense realistically that the main gate isn't always open. i'll fix the door and the bookshelf in a minute, and the crosshair too. I'm more interested about the feedback from the garage area. what would you suggest to make it better from a gameplay standpoint?


Also you'll probably enjoy the second map a bit better because that one is definitely better than the first one. Thanks for the feedback!
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#13

View Postpavigna, on 19 November 2020 - 12:55 AM, said:

the blue keycard thing i added as an incentive for players to look at the car. it crashed into an octabrain and i wanted people to see that. it also makes sense realistically that the main gate isn't always open. i'll fix the door and the bookshelf in a minute, and the crosshair too. I'm more interested about the feedback from the garage area. what would you suggest to make it better from a gameplay standpoint?


Also you'll probably enjoy the second map a bit better because that one is definitely better than the first one. Thanks for the feedback!


What do you mean about the garage area? The gameplay there was good, I just mentioned that there was too many of the same tire sprite (bit of a nitpick suggestion). It's the final office room that was anti-climactic. I dont know, maybe when you enter the room some enemies could teleport in, or a wall blows up and reveals the commander. Cause the way it is, there's no incentive to do anything but camp at the door and pick off the enemies from safety.
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#14

Ok, beat Sin City too. It's quite a cool map with the sandbox-y layout. Great easter egg area too. Perhaps I'm blind, but I found a lot of chaingun ammo yet no chaingun. Perhaps its placement could be more obvious or have multiple spawn spots. Here are a couple screenshots:

1. This library is a bit surreal with how tall it is, and the chandelier is hanging from nothing

2. Wrong texture here
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User is online   pavigna 

#15

View Postwhirledtsar, on 19 November 2020 - 02:57 PM, said:

Ok, beat Sin City too. It's quite a cool map with the sandbox-y layout. Great easter egg area too. Perhaps I'm blind, but I found a lot of chaingun ammo yet no chaingun. Perhaps its placement could be more obvious or have multiple spawn spots. Here are a couple screenshots:

1. This library is a bit surreal with how tall it is, and the chandelier is hanging from nothing

2. Wrong texture here



I'll fix the texture tomorrow, and as for the library i really wanted that surreal look because i always felt like duke maps were kinda creepy and weird, seeing as they were populated places with no life in them, kinda like a liminal space. that's a feeling i didn't have with games like blood because there were civilians in that game. if you think that the library breaks the atmosphere then i'll make it normal. As for the chaingun, i'm kinda stupid. there's a chaingun in the water pool in the meat market. that's a secret area with the weapon. what i didnt take into account is that how i play the maps is how they will be at full release, so like a continous episode, while releasing single maps weapons don't carry over. The chandeliers were also implemented to make it look weird and surreal.


now, talking about Duke returns, i may make it so that when the keycard is picked the wall explodes revealing the commander and a couple troopers. i misread your comment and thought you were referring to the Garage area, which i went back and fixed alongside everything else you suggested. Last question, in terms of map design do you think my maps are good or just nice? because i want to go for people going:Wow, this looks and feels like classic duke and a brand new official expansion for it! That's why stuff isn't overdetailed and cramped, to keep some of the classic feel of duke. Again, thanks for the help. I'm a young dude who's been learning mapster for the past 3-4 months, and feedback helps a ton.
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#16

View Postpavigna, on 19 November 2020 - 04:29 PM, said:

now, talking about Duke returns, i may make it so that when the keycard is picked the wall explodes revealing the commander and a couple troopers. i misread your comment and thought you were referring to the Garage area, which i went back and fixed alongside everything else you suggested. Last question, in terms of map design do you think my maps are good or just nice? because i want to go for people going:Wow, this looks and feels like classic duke and a brand new official expansion for it! That's why stuff isn't overdetailed and cramped, to keep some of the classic feel of duke. Again, thanks for the help. I'm a young dude who's been learning mapster for the past 3-4 months, and feedback helps a ton.


Well I think theyre very fun levels. And they look good too, just the right level of detail. But if you want to make something that sits among the greats, it could use some more creative methods of progression. All the progression in these levels is finding keycards to be able to find more keycards. Which is fine. But in the original game (and many user maps over the years) there's a lot of other ways to traverse maps, like cracked walls, underwater tunnels, vents, etc. Or like in E1L2 when you demolish an entire building! Stuff like that keeps things fresh and makes it more memorable.
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User is offline   slacker1 

#17

View Postwhirledtsar, on 19 November 2020 - 02:57 PM, said:

1. This library is a bit surreal with how tall it is, and the chandelier is hanging from nothing


I liked the bizarre/surreal-ness of the Library area when you looked up and see the books continuing on into the void. (But then again, those "strange" maps are definitely my favorite style. Examples like Zykov Eddy's Dream series or High Treason's Poorman's Library in the Duke Hard Episode, or even as recent as Still Wanted's section of the latest CBP9 map.) That said, I guess it depends on what you're going for. If you're going for super realistic style maps, it may not fit except maybe in a secret area. If you're going for strange or even an in-between I can see it working fine. That's just my thoughts though.

I'm forgetting, was there a jetpack in sin city? If so, it would be cool to have a secret at the top of the super high library ceiling like in E1M1's alley area behind the movie theater.
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User is online   pavigna 

#18

View Postslacker1, on 20 November 2020 - 01:12 AM, said:

I liked the bizarre/surreal-ness of the Library area when you looked up and see the books continuing on into the void. (But then again, those "strange" maps are definitely my favorite style. Examples like Zykov Eddy's Dream series or High Treason's Poorman's Library in the Duke Hard Episode, or even as recent as Still Wanted's section of the latest CBP9 map.) That said, I guess it depends on what you're going for. If you're going for super realistic style maps, it may not fit except maybe in a secret area. If you're going for strange or even an in-between I can see it working fine. That's just my thoughts though.

I'm forgetting, was there a jetpack in sin city? If so, it would be cool to have a secret at the top of the super high library ceiling like in E1M1's alley area behind the movie theater.



The jetpack is in the pizzeria's mini fridge. i'll be glad to add a secret up there!
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User is offline   dwtietz 

#19

I like the Sin City map, although the vehicles seem to be moving pretty fast, especially when the bus makes the U turn in the middle of the street - It looks like it's making a donut or pulling a "Tokyo drift". You wouldn't want them to be too slow either, but I wonder if it might look better if they could be slowed down just a touch. Overall it's lookin' pretty good though. :)
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User is offline   dwtietz 

#20

Also, I'm thinking that the liz troopers inside the grocery store should possibly have a narrow, invisible blocking that prevents them from walking right up next to the windows. When they are right at the window, their arms can clip right through the window and they can fire at you out in the street. Likewise, you can shoot them in the arm and kill them before you've entered the store.
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User is online   pavigna 

#21

 dwtietz, on 21 November 2020 - 06:38 AM, said:

Also, I'm thinking that the liz troopers inside the grocery store should possibly have a narrow, invisible blocking that prevents them from walking right up next to the windows. When they are right at the window, their arms can clip right through the window and they can fire at you out in the street. Likewise, you can shoot them in the arm and kill them before you've entered the store.



Well, i’ll take a look at that. Thanks for making me notice it.
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User is online   pavigna 

#22

Ok people, the new maps should be working for everyone! textures are fixed, E1L1 has two new huge sections and a cool easter egg, and you also get an improved performance for E1L2 because of some fixes i just did! Have fun and as always tell me about bugs or things that i missed.

Attached File(s)



This post has been edited by pavigna: 23 November 2020 - 02:14 PM

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