Thanks for playing and the feedback, glad you liked the map.
That first switch to the blue key I reckon is funny, I used that light sprite to hopefully hint to it but since I forgot to noshade it it really does just get in the way of the switch in the original version and so has the opposite effect. I haven't really replayed the map since I updated it so I have no idea if noshade makes any difference now, perhaps it doesn't even. I'm actively trying to make progression more intuitive in my levels all the while keeping the semi-intricate layouts, so that's an interesting observation of wrong communication to the player in spite of author intent (honestly should have been obvious from the start in retrospect, too). Still kinda works here since you're only given so much area to explore prior to unlocking the next step but not exactly desired, I need to watch that stuff more closely.
There's this funny thing with the blue key vent skip by the way (the one Radar tried forever in his video) - I actually managed it the first time I ever tested it, right after building that set-up. Didn't think much of it but 'hey cool, this works' and moved onto whatever was next. Turns out it's actually pretty hard to replicate unless you let that Trooper survive and climb on top of it to reach the vent (which is the sole reason for that Trooper's existence behind the gate in the first place), thinking about it now I'm no longer even sure I ever managed it again.
Yellow keycard sequence is my favorite moment too and I'm especially happy that others are into it because Blast Radius maps follow this kind of in, up and around pattern all over the place just on 10x scale, rewarding the player with sights and a feeling of accomplishment after they reach something they thought for a while was out of bounds (or 'unfairly' enemy-exclusive) never gets old. And so whoever liked that moment will probably love a lot about BR, I'm stoked.
Fence clip skip in the junkyard I'm aware of exists/is deliberate but that shouldn't be a soft lock, if it's the one I'm thinking about that takes you to the place where the red key/burning car is and you can just flip that one switch back to the subway of crushed cars? Or do you mean a different one?
A lot of people's least favorite moment seems to be that part just prior to getting to the last city section right after you get out of the sewers, it was never frustrating to me because I spontaneously just blow everything up as soon as I arrive and then there's a lot less hindrance, whichever sprites are left I then use for cover and platforming just jumping around to dodge stuff. Thinking about it though, perhaps it's not the actual clutter that's the real problem and the 'mechanics' would have worked better with finer and more appropriate terrain work than one big slope.
Dodging the damaging gas on the elevator should always be possible and most often there should be 10+ health packs around if not on the elevator somewhere but I'm aware that's just not going to be everyone's cup of tea, precision in Duke 3D typically is a bit frustrating.
Battlelord dropping the world I don't think ever happened to me but I've had that with some of the Commanders before, I think that's a matter of first walls on all the sloped sectors and how to the engine anything that's technically below the flat Z value of a floor really becomes finicky player space (also the trick I'm using to split certain sprites, signs etc. vertically - works in classic mode at least). It's actually really easy to make enemies straight up unreachable or untriggerable like that similarly to via a parallaxed sky trick; here I tried to optimize ideal positioning (with stayputs) all the while trying to ensure that the player could always at least shoot them. Design was so spontaneous I really never planned anything about the terrain at all, the map just sort of fell into place and so at the end of the day at times it performs in basic ways.
Also cool to see people are into the boss fight, originally the boss was never supposed to drop down on the screen like that, just the screen would explode and reveal the face of the real thing instead of the one in the movie but for some reason unless I spawned the Cycloid so high up it would always get just stuck on the wall. I kinda liked the funny dynamics of the fall at first but I think I really would have preferred the ground spawn - right now is pretty hilarious though, the level basically gives up and just surrenders the Cycloid to you - 'here, here's what you came for, here's your shit' like a fistful of peanuts thrown into a cage.
duke3d.exe, on 29 January 2022 - 04:13 PM, said:
Reminds me of the wacky style of map I was making as a kid back then when I was just starting with build not knowing what i was really doing but having a lot of fun. I had a really big map but accidentally deleted it, that's when I learnd about backups.
Having a lot of fun is it, yeah. Sorry to hear about your lost map, I know the feeling (that's how we all learned about back-ups really), every other save of mine is a Save As just in case and even then autosave.map still saves the day on the regular (but OG Build didn't have that).